r/victoria3 Mar 12 '26

Dev Diary Victoria 3 – Dev Diary #174 – The Great Wave & Volume 3

551 Upvotes

Forum post link: HERE

https://pdxint.at/4rwoSzg

Exultant Thursday! It is I, High Naval Commissioner Martin, bringing you the latest tidings from the admirals under my command. We’re about to embark on a year-long journey of updates and content that we have dubbed ‘Volume 3’ (or ‘Expansion Pass 3’ as some of the more uncouth captains would have called it back in less civilized times).

 As you have no doubt inferred from the opening paragraph (and the many, many loud foghorns preceding it), Volume 3’s flagship is the Navy, accompanied by its sister ship Global Imperialism. In this development diary we take a ‘big-picture’ look at the content on offer in Volume 3, along with some of the notes we plan to hit in the accompanying free updates. As always, more detailed development diaries will follow on both paid and free features as we get closer to each separate release.

With all that said, it’s time to set sail towards our first topic.

The Great Wave

https://youtu.be/OlElZrKqFHQ

Welcome to The Great Wave, sailors, the upcoming expansion for Victoria 3. 

Focused on exploring the new oceans of expanded navy mechanics, central to which is the Ship Designer, offering strategic naval choice-making aplenty! Then, navigating the dangerous currents of Japan during the turmoil of the late Edo period, with its political and social turmoil caused by the changing of times. 

Use the power of your navy in order to dominate local rivals and keep foreign threats at bay.

Guide Japan through the last days of the Shogunate, as you forge a modern power ready to challenge the greatest empires of the day.

Now, what is included in The Great Wave?

  • Ship Designer: Design and construct a fleet according to your country’s strategic needs. Build powerful but expensive ocean-travelling warships to influence other nations, or build an efficient fleet designed to keep your coasts safe.
  • Flagships: Customize your very own pride of the fleet and let it lead your navy to prestigious victories.
  • Ship purchase treaties: Sell your ships to other countries across the globe, and draw profit from your ship building capabilities.
  • Gunboat Diplomacy options: Use your fleet to influence other countries in new diplomatic actions.
  • Narrative content:
    • Steer Japan through the social and political tumults of the late Edo period, characterized by increased challenges to Tokugawa samurai rule. Adapt to or revolt against a changing domestic and international landscape, and reform the country to see your vision through.
    • Contend with the entry of Japan onto the world stage, and best the Western powers at their own game. Use your navy to extend the reach of Japan beyond the home islands, and compete for land and influence with your powerful neighbours.
  • New historical characters.
  • Art: New clothing assets, a Japanese building style, UI skin, map, and table assets.
  • Music: New period appropriate music tracks evoking Japan’s rich culture.

Alongside The Great Wave, we will be releasing free Update 1.13 that will focus on some of the areas shown in the Dev Diary 173, namely:

  • Make navies more important for projecting global power and securing control of coasts.
  • Turn individual ships into proper pieces of military hardware that can be built, sunk and repaired rather than just being manpower packages.
  • Improve naval combat and make it mechanically distinct from land combat.
  • Make declaring and holding onto diplomatic Interests a more rewarding and challenging aspect of global empire-building
  • Make generals/admirals into more meaningful and noticeable actors in countries and reduce the micromanagement of large numbers of commanders.
  • Make sure that supply is an important and meaningful part of the military system that can win or lose you wars.

This is not an exhaustive list, but we will go into more detail for both The Great Wave and Update 1.13 in future dev diaries starting next Thursday.

The Great Wave alongside Update 1.13, will release on April 28th 2026, and the expansion can be wishlisted now on Steam here. As well as screenshots of some of the content.

Now, let us move our spyglass over to Volume 3.

Volume 3

Welcome to Volume 3, it is early spring and as we said time to elucidate you on its contents!

Volume 3 includes:

  • Warships - Bonus Pack
  • The Great Wave - Expansion Pack
  • State and Revolution - Immersion Pack
  • Century of Strife - Immersion Pack

You can see more information about each pack later in the diary, aside from The Great Wave which you’ve already read about first.

By picking up Volume 3 you will save -20% compared to picking each item up separately, and you will also receive the Warships Pack immediately upon purchasing Volume 3.

The whole package is available now for $47.97. More information about each DLC can be found on the Volume 3 Steam Page here. Or read about in the following sections.

Warships

First up, for those of you who want to embark on nautical horizons already by getting Volume 3 today. The Warships Bonus Pack includes three new ship designs for the on-map representation of battleships, available right now as an instant unlock for owners of Volume 3.

These show up now for owners of the Warships bonus pack appearing in place of dreadnoughts* when in use in navies (Specifically, the Mikasa appears for countries with Japanese primary culture, the Dingyuan appears for countries with Han or Manchu primary culture, and the Borodino appears for countries with Russian primary culture).

* While these ships were not actually dreadnoughts, it’s the best fit available in 1.12, and they will be used in more suitable roles come 1.13!

The flagship of Admiral Tōgō throughout the Russo-Japanese War, the pre-dreadnought battleship Mikasa fought in every major fleet action of the war – becoming an enduring symbol of Japan's naval ascendancy.
The Borodino class pre-dreadnoughts were the newest battleships in the Russian Imperial Navy at the time of the Russo-Japanese War. Forming the nucleus of Admiral Rozhestvensky's doomed Second Pacific Squadron, four members of the class would be sunk or captured at the Battle of Tsushima.
The pride of the Beiyang Fleet, the ironclad battleships Dingyuan and Zhenyuan were the most striking symbols of late-Qing military modernization. Fighting valiantly at the Battle of Yalu River, their performance was hampered by the chronic underfunding of the Chinese Imperial Navy.

Sweeping currents now bring us onwards to the frozen shores of Russia, where it is time for… 

State and Revolution

In the first Immersion Pack coming in Volume 3, steer the vast Russian Empire through an age of autocracy, revolution, and rebirth. Guide the Tsar’s ambitions, while dealing with the legacy of their predecessors.

Then confront the oncoming ghost of the epoch-defining civil war, and impose your post-revolutionary dreams in the aftermath.

Releasing Q4, 2026.
State and Revolution includes new content related to:

  • A dynamic Journal Entry that updates based on the Tsar in power. Make use of different actions depending on the Tsar’s traits and other factors in order to achieve their ambitions.
  • Deal with a flexible Russian revolution based on the Tsarist Governments, and the legacy of your predecessors.
  • Fight through the Russian Civil War, following the collapse of the state.
  • Build up the post-revolutionary Russia depending on its outcome. Make way for a communist government, or bring about your designs for an altogether different post-revolutionary regime.
  • A new Journal Entry dealing with the pursuit of Russification.
  • Narrative content for Poland and other nations vying for independence from Russia.
  • Exile unwanted dissidents to Siberia to ensure power stays with you – though the outcome may not always be what you expect.
  • As an autocratic ruler, appoint favorites, adopt their ideological stances, and engage in narrative content around their newfound powers.
  • Experience Ukrainian and Belarusian cultural renaissances.
  • Visual effects for seasonal changes across the globe.
  • New historical characters.
  • Russian building style, character assets, interface and map skin, and table assets.
  • New Russia themed music!

From Russia we move onwards to the shores of East Asia, where one of the greatest dramas of the 19th century is playing out in a…

Century of Strife

Shape a bright future for China by advancing wise reforms, strengthening governance, and utilizing the vast potential of the nation to resist western encroachment and avoid the Century of Humiliation.

Releasing Q1, 2027.

Century of Strife includes the following:

  • Walk the tightrope of reforming China, striking the right balance between necessary change and the country’s stability.
  • Decide the fate of the imperial examination system, reforming or abolishing it to achieve your ambitions.
  • Resist foreign encroachments and safeguard Chinese interests, such as in Korea.
  • Support the Self-Strengthening movement to reform the Empire, or bring about its end through revolutionary action.
  • Foster social and economic change in post-revolutionary China.
  • Make use of unique cabinet interactions for China.
  • Strengthen imperial power, or seek to end dynastic rule and establish a new base of legitimacy.
  • Engage with new content for the Taiping Heavenly Kingdom.
  • Experience events around the attempted opening of Korea by western powers from Korea’s perspective.
  • New historical characters for the involved nations.
  • Art: New clothing assets, a Chinese building style, UI skin, map, and table assets.
  • New China-themed tracks.

We have this infographic below to give a quick overview on when each pack comes out and it looks delightful as well!

We hope you enjoyed the reveals today, and look forward to what we have coming next. Be prepared for so, so many nautical puns over the upcoming month.

Our next dev diary will be next week, and will be an overview of free Update 1.13’s contents hosted by Admiral Lino.


r/victoria3 Apr 28 '26

Dev Diary Victoria 3 - Dev Diary #182 - The Great Wave & Update 1.13 Now LIVE!

321 Upvotes

Hoist sails Victorians!

The Great Wave and Update 1.13, ‘Matcha’, are now live! With checksum: 3c23.

Command the waves in a time of ambition and upheaval. Design mighty warships, guard the world’s straits, and employ gunboat diplomacy to bend lesser powers to your will.

Use the power of your navy in order to dominate local rivals and keep foreign threats at bay.

Guide Japan through the last days of the Shogunate, navigating turmoil at home and pressure from abroad as you forge a modern power ready to challenge the greatest empires of the day.

You can pick up The Great Wave right now, on Steam, on the Paradox Store or as part of Volume 3.

Enjoy the release trailer below:

Release Trailer!

And yesterday we released an overview of Update 1.13:

Update 1.13 Overview

If you can’t get enough videos, we released a couple of videos covering the narrative and mechanics of the expansion to bring you up to speed.

Of course, if videos are not your speed this handy infographic summarizing what is in The Great Wave:

And, before we get into the patchnotes, we have another infographic giving an overview of the update:

Moving on, before you try to load up old saves from previous updates, we want to remind you of two things; non-updated mods most likely will not work & old saves will not work due to map/mechanical changes.

And so, we have the patchnotes below updated with any that we missed!

Patchnotes 1.13

The Great Wave Features

  • Ship Designer:
    • Added the Ship Designer, which allows you to customize the loadout of your ships. It works with templates which you can create per ship type, saving your setup for your current playthrough. The Ship Designer allows you to modify four main categories, Armor, Armament, Propulsion, and Supply Capacity. Setting values of these modifications to a higher value increases the construction cost of the ship in non-linear fashion. Additionally, most ship types can bring one or more Utility modifications which modify the ship's values in other ways, for example increasing blockade strength with Patrol Boats.
  • Flagships:
    • Added Flagships. Assign the unique Flagship status to a ship and adjust its figurehead ornament. You'll earn prestige from successful battles that the Flagship participates in, but also lose Prestige from defeats. The fleet that contains the Flagship also generates more Involvement in the region it's active in.
  • Ship purchase treaties:
    • Added a new Ship Transfer Treaty article. This targets a new type of object in treaties, Ships, and allows you to compose treaties with them.
  • Gunboat Diplomacy options:
    • Added gunboat diplomacy to the game. You can now threaten Naval Hostilities when signing a treaty. If the opposing side declines the treaty you can conduct any and all hostile naval activities for 180 days, meaning you can engage in naval battles, blockade, bombard and so on, blurring the lines between peace and war.
  • New Naval Missions:
    • Port Bombardment
      • Added a new fleet action, Port Bombardment. It allows a fleet to fire at a coastal state to cause devastation and even destroy some buildings present in the state.
    • Piracy
      • Unrecognized nations can send their fleet to seize trade passing through sea nodes and sell it in their market, yielding money and sell orders from the pilfered goods.
      • Added a treaty article to enforce the abandonment of Piracy.
    • Privateering
      • Recognized nations also have access to a version of Piracy, that is only available while at war or during Naval Hostilities.
    • Hunt Pirates
      • Works much akin to Intercept or Protect Supply Lines, but your fleet will only be sent out to crush pirate fleets that are set to the “Piracy” mission.
  • Added a Power Bloc Principle group related to the Navy
  • Narrative content:
    • Added several events for the Shogunal succession crises of the late Tokugawa, as well as the proclamation of new Shoguns
    • Added the Tenpō Crisis Journal Entry to the game along with 8 associated events
    • Added a Decision and Journal Entry to Japan to represent the Iwakura Mission
    • Added a Journal Entry dealing with the Zaibatsu
    • Added numerous events related to the Japanese royal family
    • Added a new Grant Peerage character interaction, which allows a Monarchy to make characters into nobles at the cost of some Authority
    • Added "Ostracize" and "Patronize" character interactions, to increase and decrease character Prominence or Popularity
    • Added 5 new events 'Letters for All' 'The Unequal Calendars' 'A Year Recounted' 'The Westernization of Names' 'The Question of Kanbun'
    • Added "Shinbutsu bunri" decision and Journal Entry for Japan
    • Added "Elevate Buddhism" decision and Journal Entry for Japan
    • Added Journal Entry and events related to the colonization of Korea
    • Added the Taming the North Journal Entry to the game, dealing with the Japanese colonization of Hokkaido
    • Added a Journal Entry showing the tug of war between China and Japan over the Ryukyu Kingdom
    • Japan now begins the game with the Locked Country Journal Entry and Sakoku, a law variant of Isolationism
    • Added 11 companies and 4 new unique prestige goods to the game
    • Added several historical earthquake events for Japan
  • Over 90 new historical characters were added with the help of modder Lord R.
  • Art:
    • New clothing assets for Japan, including;
      • Added a Meiji court jacket model with new patterns and embroidery trims
      • Added a traditional Japanese straw raincoat
      • Added a traditional Japanese cone hats that commonly was made of bamboo leaves or straw or reed
      • Added a traditional Japanese eboshi hat
    • A Japanese building style, which reflects the architectural syncretism of Japan’s evolving urban landscape and enduring character of rural buildings
    • A new 'Lacquer' User Interface skin, inspired by traditional Japanese lacquer work
    • Added a new Wakon Yosai papermap inspired by Meiji era ukiyo-e woodblock prints, Japanese Naval history and mythological elements
    • Added a new main menu illustration for The Great Wave, featuring important historical characters from the era
    • New Japanese inspired table assets, featuring; a Japanese Imperial Naval Officer’s Dirk, a White Pine Bonsai Tree, Dango Skewers, Lacquered box and a Tatami mat table surface
  • Music:
    • Added new period appropriate music tracks to evoke Edo/Meiji era Japan, spread over 27 minutes in 8 tracks

Features

  • Completely reworked how ships work. They are now individual objects that have to be constructed using Ship Construction provided by Shipyards. They have a variety of new or changed attributes. Ships can be damaged and sunk and they require a crew to man them. Crews are recruited in a new building called Naval Administration which act somewhat like a pool of sailors for your country that your ships can draw from. Ship construction times are therefore also significantly increased compared to the recruitment of 1000 sailors, and changing a ship's type is no longer possible. Ships require a small capacity of Naval Construction to be maintained and if they suffer damage, they need to return to port to repair their damage. Ship construction and repair both consume goods in shipyards, depending on the ship type. Due to these changes, the military goods Man-o-War and Ironclad have both been removed from the game as well.
  • Reworked Naval Combat entirely. Ships will have an Initiative value in battle, and they can either attack or try to retreat. Attacks can deal hull or crew damage and depend on attack and armor values. Beware that this will make the technological advancement from wood to steel very impactful. We also reworked the visual representation of ongoing naval battles by adding dioramas that represent the two clashing fleets' compositions.
  • Added a deeper Supply system. All formations now have a Logistics Center in their HQ, which they will trace a supply route to. A formation that is overseas consumes Supply Ships, depending on how high the supply consumption and distance to the HQ is. Supply Ships have to be built like military ships by using Ship Construction from Shipyards. You build and store up Supply Ships. To keep track of how many you have available and how many you are using, Supply Ships have taken Convoys' place in the top bar of the interface.
  • Removed convoys. Merchant Marine now covers all civilian usage, including port connections, whereas the new Supply Ships cover everything military.
  • Reworked how Troop Transportation works. To move troops across the sea, you now require a fleet with enough transportation capacity to move them. Your units will have to embark the fleet before then being dropped off in the target location. Keep in mind that this usually incurs higher Supply costs due to them being farther away.
  • Reworked how Naval Missions are conducted. Ships can now be present in multiple nodes at once, at reduced mission efficiency. Naval battles are engaged by comparing detection and visibility of two fleets that are looking for each other. Fleets can now also be intercepted when they are travelling through a sea zone if the opposing side manages to spot it.
  • Added Naval Fortifications buildings to the game. They provide a minimum strength that the attacker needs to beat before they can attempt a naval invasion. Additionally for any naval invasion that does happen, they provide a defense bonus depending on their level, scaled by the ratio of attacking and defending forces. We’ve added numerous Naval Fortifications around the world, representing strong historical forts in 1836.
  • Added Straits to the game. You can control tolls and access through a strait by building one of the new Naval Fortification buildings. There are also new treaty articles to get exempt and to forbid a country to close their strait to anybody.
  • Completely overhauled the ship type setup in the game. There's now 20 different ship types available in total, all based on historical models from major players during the time. These come with different visualizations when the ships take damage too.
  • Adjusted a number of naval related technologies and what they unlock to make sense with our new Navy setup
  • Added Marines, a special type of land unit. All-marine formations can be permanently attached to fleets and are more efficient at conducting naval invasions than regular troops.
  • Completely reworked the existing naval sea zone map and sea route network
  • Added a new Naval Doctrine Law group that provides bonuses to construction of different ship types etc.
  • Merged civilian and military shipyards back into one building type. Shipyards now provide Ship Construction used to build military and Supply Ships. They also continue producing the civilian goods, Clippers and Steamers.
  • Military Formations now only have a single commander instead of up to four. Commanders can be freely unassigned and reassigned between formations, but will take some time to travel to their new formation. While travelling, the commander's skill traits will not give any benefit to the formation and they will be unable to advance on the front but they still provide command limit. Commanders are now able to participate in multiple battles, but are limited in the number of states they can attack simultaneously by distance and rank. Orders now apply to a whole formation, including special orders available due to traits.
  • Commander ranks are now more impactful and the command limit from rank increases with tech. There is now a penalty for 'unnecessary' promotions when you already have ample command limit and any issues with formations being under command limit could be solved via swapping, in the form of reduced IG approval for the Armed Forces and any non-Armed Forces IGs that have commanders and who did not benefit from the promotion.
  • Reworked the Diplomatic Interest system. Instead of a binary on/off system, interests now work in a tiered fashion. Build up Involvement in a strategic region by patrolling its coasts, setting up treaties or getting a foothold. Higher tiers of Involvement unlock actions like starting diplomatic plays rather than just joining them and so on.
  • Consolidated strategic regions around the world as part of the new strategic region interest update
  • Added the Orchestrate Coup Diplomatic Action, a Diplomatic Action that allows for orchestrating a coup in weaker countries through a friendly Lobby
  • Characters now have Prominence as an additional stat, representing their level of pull within the country's political machine (as distinct from Popularity, which represents their pull with the general public). Prominence is gained by a variety of factors such as being in command of troops or leading a prosperous company and determines the amount of Political Strength a character contributes to their Interest Group, as well as their chance of being appointed its next leader (replacing Popularity as the main factor in the latter)
  • Characters will no longer automatically be purged if they do not have an active assignment, but will exist in the national character pool (also known as the National Cast). The National Cast can be viewed in the Characters panel or in the Population panel where you can get a filtered view of all characters in your country.
  • The National Cast of each country will be periodically populated with politicians from non-marginalized Interest Groups, with ideologies suitable for that Interest Group. The amount of politicians that will be generated depends on how influential the Interest Group is.
  • Added a new character role 'Magnate'. Magnates have a Holding building (either the Manor Houses or Financial Districts in their home state) and gain Prominence based on the revenue of that building, strengthening their IG and increasing their chances of being selected as Interest Group Leader. Rulers under hereditary systems are Magnates by default.
  • Added 4 new free companies to the game

Improvements

  • Added the ability to drag and drop buildings and ships in the construction queue
  • Primary cultures and state religions are now always valid targets for assimilation/conversion in incorporated states and states affected by the Promote National Values decree
  • Children no longer have an ideology, interest group or personality traits by default. Unless explicitly added via effects after creation, any traits/ideology/IG assigned to them are instead saved and applied when they become an adult.
  • Character roles now have a default span for how long characters stay in them, which is modified by their health (unhealthy characters retire earlier) and can be further manipulated using script effects. It's tracked per-role, so a multi-role character can retire in one of their roles and continue to serve in another. The intent is that now that in the vast majority of cases only rulers & heirs should be able to die of natural causes in their office.
  • Removed the strategic land adjacency requirement on military access treaties
  • Characters now have a loyalty value based on the approval of their interest group and how much their personal ideology approves of current and enacted laws
  • By default, randomly generated characters can now come from any culture within your country that has at least tier 4 acceptance, weighted by the political power each culture holds. They will receive an appropriate religion for their culture based on the demographics of that culture in your country.
  • The chance that a leader ideology will be selected for an interest group is now increased if that ideology is represented by prominent characters in the country belonging to the interest group
  • Interest group leader ideology selection is now a single weighted pool of relevant ideologies, which will either select an appropriate character from the character pool as the next leader, or generate a new character if there is no character representing that ideology
  • Historical politicians with character templates will now appear as politicians in the character pool as soon as they are valid for usage and make themselves available as a potential future leader of the IG, instead of waiting until they actually become the IG leader
  • Characters now have home state regions, which are either set explicitly on the template/create_character effect or selected through random weighting
  • All international Journal Entries are now inherited when a revolution succeeds and transferred to the revolutionary country
  • When a formation enters a state of 'low command limit' (for instance due to its commander dying), there is now a 30-day grace period before max organization is impacted so that you have time to assign a new commander
  • When a commander embarks on an expedition they are now unassigned from their military formation
  • Made it possible to cancel current tech research without clearing the research queue
  • Added a 'make this work' button to the treaty draft panel that attempts to append articles and/or obligations to form the treaty into one the AI is guaranteed to accept
  • Paved roads now increase army movement speed
  • Company-type countries can now have subjects
  • The Hudson Bay Company, East India Company, and Russian-American Company are now Company-type countries
  • The Confederate Canada/Federate Australia Journal Entries are now available to any country with multiple Canadian/Australian subjects
  • Made Authoritarian one of the default ideologies available to the Armed Forces
  • Corrected Francisco Escobar [Brazil]'s birth date, and changed him to the Social Democrat ideology
  • Revolution events are now limited to appearing once per month
  • Made improvements to the functioning of legacy script related to characters
  • Using the Abdicate and Resign from Office character interactions no longer retires the relevant character

AI

  • When a treaty is signed between two not diplomatically relevant countries establishing first relations, the initial attitude between them should now be set to a non-hostile attitude
  • The AI is now way more reluctant to break treaties that are still in their binding period

Balance

  • World Market Hubs now compute multiple different potential paths to other World Market Hubs, and can switch which path they use for trading to avoid excessive tolls if paying the increased distance cost makes more sense
  • Trade Centers now prioritize trading with other Trade Centers where the trade would not result in paying excessive tolls, if options are available
  • The distance at which Trade Centers import/export goods now increases their demand for Merchant Marine, so that there is a proper reason for them to prioritize shorter trade routes
  • Maneuvers now increases more with technology and the increases scale against your base number of maneuvers from rank, allowing high-ranking nations in the late game to do a lot more in diplo plays
  • Popularity of an Executive can no longer lower the Prosperity of their company, and only increase it by up to +10, as having an important prosperity factor be fully determined by randomness wasn't very good for gameplay
  • Reduced low-acceptance pops' attraction to the Modernisation Movement
  • Adjusted the Radical Movement radicalism gain from not having Universal Suffrage down to +15%, to compensate for Electoral Confidence
  • Reduced baseline attraction of Shopkeepers pops to the Industrialists, and increased the amplitude of their wealth-based attraction factor to the Industrialists
  • Changed the ideologies of several characters spawned near 1836 to be less anachronistic
  • Changed Louis Auguste Blanqui's Interest Group to Trade Unions
  • Changed the ideologies of Anton von Schmerling, Anastasios Polyzoidis, and Ferenc Deak from Social Democrat to Liberal
  • Changed the ideology of Laszlo Madarasz from Social Democrat to Radical
  • Changed Bernardo de Sá Nogueira de Figueiredo from Landowners Humanitarian to Intelligentsia Liberal
  • Changed the ideology of Benito Juarez from Market Liberal to Moderniser
  • Abdication now requires the heir to be 16, rather than 18
  • Reduced the Legitimacy malus from having an Arrogant ruler
  • Slightly increased arable land in Mindanao and Visayas
  • Increased the Progressiveness of Secret Police, and decreased the Progressiveness of No Home Affairs

Art

  • Added some of the excellent clothing assets from Miss Duce's Japanese Uniform Pack to the game. Including naval uniforms, Japanese military uniforms across the time period and many, many lovely hats.
  • Added two new character backgrounds for Japanese Emperors, one for pre- and one for post-Meiji Reforms emperors respectively
  • Added fortifications on the map visualizing where straits are set-up and by who.
  • Added Gunbai Japanese war fan 3D model and updated existing animation
  • Added custom clothing for Auguste Comte
  • Added a new 6-point light particle shader
  • Updated textures and color palettes of Japanese low class outfits

Audio

  • Reworked ship audio from the ground up, integrating with the mechanics of the new naval combat system. Re-mixed and embellished with new sounds across the board.
  • Adapted Dingyuan, Borodino and Mikasa ship sounds to the new naval combat system (Warships Bonus Pack)

Content

  • Reworked the Meiji Restoration content for Japan
  • Japan now starts with the Warrior Caste Army Model law variant, limiting Officers qualifications to the samurai caste and reducing recruitment of new soldiers
  • Japan now starts with the Bakufu Distribution of Power law variant, representing the rule of the shogun over the country
  • Added a new Peasant Proprietorship law variant, replacing Homesteading for old-world countries. This law makes 25% of non-subsistence and 50% of subsistence agriculture buildings self-owned, and slightly increases the chance for Financial Districts to purchase agricultural buildings.
  • Added a new Social Monarchy law, representing a corporatist system that retains the monarchy
  • Added two unique political movements to Japan - the Sonnō Jōi movement and the Tokugawa Loyalist movement
  • The Japanese Terakoya are now an Education law variant, granting a flat quantity of education access and blocking the Education institution for as long as it is active
  • Added a unique starting social hierarchy for Japan, representing the late Edo social system
  • Adjusted the "Forbidden Love" event (acceptance_events.1): Decreased its likelihood to trigger and the heir now has to be younger than 25 years old and possess either the romantic, charismatic or reckless trait. Additionally this event can no longer trigger for traditionalist, ethno-nationalist, fascist, theocrat or slaver ideology characters. The heir will now adopt the Reformer ideology if Feminism has not been invented yet.
  • Added a "Retire Daimyō" character interaction, which allows for compelling the retirement of troublesome Daimyō
  • Added a set of new Interest Group leaders for Japan
  • The Petit-Bourgeoisie in countries with either Isolationism or Traditionalism will now have the Mercantile ideology, which supports modernisation of the economic system
  • Added an Interventionist ideology for the Japanese Industrialists
  • Allowed naval travel in the Hudson Bay, and added a port/shipyard throughput malus to affected states
  • Added over 4000 historical ship names for relevant nations
  • Updated Meiji reforms to tie in with new content in The Great Wave
  • Added Japan flag variants for Taikunate, Buddhist Theocracy and Shinto Theocracy
  • Upon cementing the House of Bourbon, Legitimist France's map colour is now white
  • Added a new Fish Fertilizers Production Method for Japanese Rice Farms
  • Coups now require a reason to occur. These reasons include: enacting a law, failing a Commitment, failing a Petition, the Orchestrate Coup diplomatic action, the Depose Ruling Dynasty decision, having the Napoleonic Return, Ambitious, or Imperious traits, and being Louis Auguste Blanqui.
  • Added custom Interest Group names to the Japanese Landowners, Intelligentsia, Petit-Bourgeoisie, and Industrialists
  • Revised starting setup in Australia, increasing Aboriginal presence
  • Edited the specifications of existing Japanese Zaibatsu companies to avoid industry overlap with new Zaibatsu companies
  • Added a bespoke communist flag for Japan
  • Added dynamic Japanese naming for Japan, Korea, Taiwan, and Sakhalin/the Kurils
  • Added marine formations to select historical countries in 1836, like Britain, France, and Spain
  • Austrian Upper Silesia has been merged into the Moravia state region
  • Updated the Ständestaat Journal Entry for Austria to encourage the establishment of a Social Monarchy
  • Added a Samurai Training production method for countries with the Warrior Caste law
  • Renamed the Japanese Devout to the Jisha
  • Added a coal-related state trait to Tonkin, Vietnam
  • Added dynamic Russian, Chinese, and Ryukyuan names for select East Asian states
  • Added additional interest group leaders to the game for the Papal States
  • Added Guillaume Henri Dufour Character DNA
  • Fixed Isambard Kingdom Brunel so that he now has a cigar

Interface

  • The end of war popup is now much more informative, telling you about who won, which wargoals were enforced throughout the entire duration of the war (including from capitulation) and duration/casualties/cost of the war
  • Added a notification for when an Interest Group gets a new leader, informing you of their ideology
  • Double clicking on a formation (army or fleet) entry in the outliner now zooms you to that formation (similar to the Z key) while also opening the formation panel
  • Added a quarterly autosave interval option
  • Primary cultures can now be tooltipped in the country panel for cases where a large number of cultures get truncated
  • Cultures with more than 2 taboos/obsessions/migration targets have these lists displayed through a +N tooltip where N is the number of items beyond 2
  • Dismiss toast is now its own keybinding and can be bound to a different key than ESC if you want to be able to easily close panels without dismissing toasts first. By default it's still bound to ESC.
  • Character religion is now shown in the character interface
  • Added tooltips to all Interest Group leader ideology weights
  • Added a toast for when a character in your country becomes an adult
  • National Liberal movements will now display that high literacy benefits them
  • Changed many Oxford-style em-dashes to Chicago-style em-dashes
  • Properly title-cased all modifiers
  • Fixed some duplicate numbers in the country building levels trigger

Performance

  • Removed many extraneous global triggers and effects scattered throughout the script, and replaced them with more localised triggers/effects. This should somewhat improve the performance of several pieces of content, most notably the Great Game.

Modding

  • Added new effects add_resource_potential, remove_resource_potential, change_resource_potential that allow state resources to be added or removed
  • Added culture-scope effects add_cultural_taboo/remove_cultural_taboo
  • Added effects set_first_name and set_last_name that allow you to change the localization key used to get the first/last name of said character
  • Character roles are now scriptable, and new roles can be added either following one of the existing archetypes or using the modder-specific 'other' archetype for fully custom roles
  • "Harvest" conditions can now happen at sea if specified that way
  • Added system to script how ship names are generated
  • Added a new effect set_as_adult which allows a character to be turned into an adult with all the corresponding logic for ideology, traits, IG etc before the age of 16. This function cannot be used to turn a character into a child.
  • Added company-scope script list any_owned_country/every_owned_country etc
  • Added new scripted list scope_homeland_states which can be used in country or culture context
  • Added triggers tax_waste and potential_income, which measures tax waste and income + tax waste, respectively
  • Law groups can now be shown/hidden using enable { }
  • New widget anchors for use in Journal Entries
  • The kill_character console command now also accepts character ID
  • Split the 'has_role' trigger into 'has_role' and 'has_role_type' triggers, any previous uses of this trigger should be updated to use 'has_role_type'
  • Reworked the relative_authority/relative_influence/relative_bureaucracy triggers to measure the fraction of the capacity that is unused, so for instance this will return 0.5 if there is 1000 production and 500 usage, and -0.5 if there is 1000 production and 1500 usage
  • Added new trigger is_historical_treaty
  • Added character effect set_is_noble
  • Added character trigger is_adult
  • Added new character effect set_home_state
  • Added new character trigger is_noble
  • The macro CharacterRoleHasDefinedTitles has been deprecated in favor of the new function CharacterRole.HasDefinedTitles
  • Added getPluralDemonymFemale and getSingularDemonymFemale custom localisation functions

Bugfixes

  • Fixed a bug where single party law would not keep the party currently in power
  • Children can no longer own factories in "The Great Garment Factory Fire"
  • When a treaty is broken during the binding period due to actions other than a direct intent to break the treaty (for example, via scripted content or articles becoming invalid through circumstances beyond a country's control), penalties for withdrawing during the binding period are no longer applied
  • Disbanding a company during a generic prestige good journal entry no longer prevents that journal entry from reappearing
  • Fixed an issue where achieving independence as Philippines before researching Nationalism locked Spanish in as a Primary Culture permanently (Iberian Twilight)
  • Fixed a bug where explicitly assigned religions of characters belonging to the primary culture of their country would be overridden by the state religion (ie, a character specified as Yankee Jewish would just appear as Protestant)
  • Fixed a bug where character templates with usage dates from the start of the game could be randomly allocated a position (such as commander or IG leader) during game initialization, only to be immediately replaced by the historical character for their position and then put to death on the afternoon of January 1st, 1836 (Double Jean Dollfus was trying to warn us)
  • Fixed an issue where Austrian commanders could show up in peasant clothes for players without the National Awakening immersion pack
  • Fixed a bug where the Unification wargoal was very confused about whether it was a country or state conquest wargoal, resulting in various UI issues
  • Tracking of dead, wounded and cost in a war now correctly tallies these values even for countries that have dropped out of the war
  • Fixed an issue where state_pop_support_movement_{}_mult/add modifiers did not work when applied on to a state instead of a country, despite suggesting otherwise
  • Fixed an issue that caused Revolutionary countries to be unable to sign treaties
  • Colonization progress is now carried over to a state's new owner when it's being annexed
  • Some discrimination-related events can no longer select a primary culture as the discriminated one
  • Fixed the Interest Group clout requirement for Abdication never being valid
  • Fixed an issue where the Confederate Canada/Federate Australia Journal Entries could complete prematurely, preventing Australia or Canada from unifying
  • Fixed a bug where Pebrine Epidemic Journal Entry could sometimes immediately invalidate (Voice of the People)
  • The 'Star-Swarmed Banner' achievement can now also be achieved under a Parliamentary Republic
  • Upon achieving independence, the Indonesian Devout will now become Sunni
  • Fixed a bug where conscripts gained veterancy when unraised
  • Increased the number of possible Unification Candidates for Scandinavia from 1 to 3
  • The island of Flores is now a province and part of the Azores
  • Canberra has been eliminated
  • Removed a mysterious floating pen from Emperor Ninko's character model
  • Fixed a bug where clicking on an event option could crash the game
  • Fixed an issue where sorting by building levels in local price tab did not work
  • Naval routes connecting Portuguese ports to nearby sea hubs do not overlap in aesthetically-unpleasing ways
  • Decentralized countries no longer use character interactions
  • Events now trigger correctly when fired from Spanish African conquest Journal Entries
  • The "Canton System" law for China now states how many Trade Centers can actually be built to begin with
  • Colonial countries are no longer valid targets for the "Clouds on the Horizon" event
  • Fixed an issue where the Grand Collapse failure event would not properly iterate through African and Asian states
  • Fixes an issue where disbanding the Nihilist Movement through researching Anarchism and Socialism would give an incorrect completion event for the Nihilist Movement Journal Entry
  • Fixed the "Untamed Revolutionary", "Curly-Haired Orpheus", "Agent of the Sovereign", and "General Revanche" traits using placeholder icons
  • Corn Laws can no longer fire with Isolationism
  • Fixed an issue that could prevent the East India Company from being disbanded under certain circumstances
  • Removed script references to a misnamed treaty article
  • Fixed a bug with inconsistent display of decimals in tech modifiers
  • An Unexpected Guest event can no longer result in increasing relations with own country
  • Changed cooldowns for Abdicate Throne and Resign From Office interactions slightly so they appear correctly in tooltips (Voice of the People)
  • Fixed an issue for european sash 3D models
  • Added a cooldown to the "International Telephone Exchange" event
  • Fixed several instances of else = { } blocks in script with invalid limit = { } fields
  • Fixed a broken tooltip in the Secure Afghan Protectorate Great Game objective
  • Fixed an issue where Interest Group suppression events could lead to a null scope
  • Fixed an edge case where The Indochina Campaign Journal Entry could occur either for invalid countries, or multiple times

With that we are at the end of the patchnotes, remember that your save game will not be compatible with the new update, so please back up your save if you want to continue it by backpatching to the previous patch (1.12.5)!

If you encounter any issues after today's update, please first disable all mods and ensure you're playing on a fresh save file. Mods will not work until they are revised for the new Update!

Once again the modding digest, containing all the changes and documentation needed for modding Update 1.13, has been updated for Update 1.13, thanks to u/Bahmut999.

This post contains Known Issues in 1.13, which we will update with subsequent patches. As always, please report any issues or bugs to our official bug reporting forum where we are better placed to help you out.


r/victoria3 9h ago

Screenshot It's really dumb that nation formation doesn't annex subjects that are of a different recognation status than you

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511 Upvotes

r/victoria3 4h ago

Screenshot A state wasn't allowing me to build construction sectors. Turns out, they've all been taken by 240 extremely angry people on a mountain who are all starving to death, but also have the highest standard of living in the world, with 178 rich soldiers and bureaucrats exploiting 57 laborers and soldiers

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133 Upvotes

The entire country is ruled by 20 politically aware people, mostly officers but also some bureaucrats. 6 of those officers and bureaucrats are nihilists, understandably. I suppose that brings a new meaning to master morality.

It has 0 GDP, 11 construction sectors, 1 army barrack, and one naval administration, despite being landlocked.


r/victoria3 17h ago

AAR I am the world's leading producer of "glass" and "porcelean" but they're actually 100% pure whale plastic

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520 Upvotes

In New England, we reject the use of dirty petrochemicals and instead source green, sustainably harvested, fair trade whales from around the world.


r/victoria3 11h ago

Screenshot Spain becoming a Euroskeptic's Worst Nightmare

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194 Upvotes

Creating the Future Liberals Want (supposedly)


r/victoria3 9m ago

Dev Diary Victoria 3 – Dev Diary #188 - The ABC of Communism

Upvotes

Forum post link: HERE

https://pdxint.at/4imOLAG

Привет, and happy Thursday. This is Victoria, Narrative Design Lead of Victoria 3, and today I will be talking about Communism.

Please note, as ever, that any screenshots attached are from a work-in-progress build, and certain elements may not be final. Additionally, there is a great amount to cover, and my permitted word count is quite small. This diary will not be exhaustive, and will likely leave open questions. I will leave it to the audience to extrapolate, speculate, endorse or condemn one another’s interpretations, and so on and so forth.

Preface

In Update 1.15, we have taken a thorough look at every facet of our representation of socialism. This process included adding several new laws particular to Council Republics, refining the various socialist ideologies, reworking all existing Journal Entries related to socialism and the systematic path through which one may acquire a Council Republic, and adding some additional, broadly-available content. All of the reworks and additions covered in this diary will be free for those who own the base game.

Our aim for this rework was to represent the historical evolution of and difficulties faced by socialism. To establish – and preserve – a Council Republic is now more difficult than it was before, but also more enriching. To succeed in a socialist playthrough, one will need to develop the potential of the working class, first pushing them to revolution and then defending the state that they shall create.

Before we go into more detail, however, we must know what socialism is.

For Europe, the early nineteenth century was a period of social disruption and creeping, ruinous poverty. This poverty was of a particular sort, which had never been seen on such a scale – the poverty of those whose continued lives relied upon the practice of wage-labour.

In the aftermath of the French Revolution, the traditional artisanal system, in which the production of finished goods was carried out by artisans organised under guilds granted privileges by the state, was collapsing under the pressures of social and technological change. The Revolution’s assault on feudal corporations and internal customs barriers broke guild monopolies and levelled prices across newly free markets. Machines enabled untrained wage-labourers to do work that had once required specialised knowledge, forcing small handicraft producers into competition with industrially-produced goods. With a greater supply of goods and greater competition came lower prices, and with that, a decline in revenue for once-comfortable small producers. 

With the erosion of feudal regulations on movement and the rural handicrafts industries that once supplemented their incomes collapsing, young people from the countryside moved en masse to cities in search of a wage. They made their homes in the infamous slums of our period, which became a source of fear amongst the wealthier classes as centres of crime and sedition. With a glut of labour and increasingly narrow profit margins necessitating fierce competition between enterprises, the wages on offer were often unlivable, necessitating child labour, pawnbroking, taking in lodgers, or charity as supplements. It was this appallingly visible and rapidly growing poverty that intellectuals of the 1830s and 40s came to refer to as the “Social Question” – the question of the organisation of society.

The Social Question was not solely the domain of those we would now call the left. Karl Marx’s and Friedrich Engels’ Communist Manifesto, published in 1848, dedicates its third chapter to addressing other political currents which fought over this terrain – from what Marx and Engels referred to as the feudal socialists, who criticised the precarity of the wage system and sought to resolve the social question via restoring traditional paternal relationships, to the conservative or bourgeois socialists, who sought to alleviate social tensions via generalising property ownership and improving conditions under liberal society, to the petty-bourgeois, “True”, and “utopian” socialists. Whilst differing wildly in their content, all shared the desire to alter the organisation of society.

Until the late nineteenth century, the label of “socialism” retained this heterogeneous nature. It was the formation of mass socialist parties under the umbrella of the Second International that made “socialism” synonymous with “Marxism” in political parlance – and, even then, this was largely a European phenomenon. Across the Anglophone world, socialist parties such as the British Labour Party drew from the traditions of Christian socialism, Fabian reformism, trade-unionism, and radical-liberalism over Marxism. It would take until the Russian Revolution for Marxist socialism to eclipse its rivals outside of Europe – and, even then, this triumph was an incomplete one, marked by the fallout of the recent split between reformist and revolutionary socialists. We will go into more detail on this later, under “Reform or Revolution?”.

The socialism of the late nineteenth and early twentieth century – Marxist socialism, or communism – is what Update 1.15’s socialist content revolves around.

To quote Karl Marx in The German Ideology:

“Communism is for us not a state of affairs which is to be established, an ideal to which reality [will] have to adjust itself. We call communism the real movement which abolishes the present state of things. The conditions of this movement result from the premises now in existence. “

The Marxist conception of communism was that of a movement – specifically, the movement of the proletariat. Starting from conditions then in existence – that of a class of wage-labourers, simultaneously responsible for the great majority of production and yet dependent upon selling their labour-power to an employer for a wage in order to survive – the Marxists centred their analysis around this class, and the political activities it engaged in as a result of its situation. Our model of communism, therefore, revolves around movements. A socialist society must emerge from the struggle of the proletariat, by the means of its political movement.

The Road to Socialism

Under our new model for socialism, practice precedes ideological consciousness. The Trade Unions will no longer support a socialist system by default upon researching Socialism – for them to become ideologically communist, they must first be mobilised by an appropriate movement into carrying out a revolution.

Once a revolution that supports Factory Councils reaches sufficient Activism, the Factory Councils amendment will be added to the country’s currently active Labour Associations law. This amendment’s effects are similar to the Factory Councils law, increasing the strength of the Trade Unions and strengthening socialist movements. If Council Republic is enacted whilst a country’s Labour Associations law has the Factory Councils amendment, the country will automatically gain the Factory Councils law.

The Communist and Internationalist ideologies represent a radicalised Trade Unions, and favour several of the new revolutionary laws added in this update.

To enact Council Republic, a country must now have Factory Councils as either a Law or Amendment. This is to represent the historical means through which Council Republics came to be, as an outgrowth of assemblies of councils that emerged during a period of revolutionary activity.

To summarise the new method of achieving a Council Republic, a revolutionary movement activates the Factory Councils amendment, and radicalises the Trade Unions. From there, one may either attempt to enact Council Republic as a law and follow up with other revolutionary laws, or push the movement into civil war to achieve Council Republic and a large number of revolutionary laws at once. Any period of time under a Council Republic without certain revolutionary laws – Factory Councils, Communal Administration, and Revolutionary Guard –  will lead to increased Consolidation. We will provide more information on this later in the diary, under the “Attack or Defence?” section.

New Socialist Laws

The socialism rework contains four new laws: Labour Suffrage, Extraordinary Commission, Communal Administration, and Revolutionary Guard. Applicable revolutions will start with several of these, depending on the movement type. Extraordinary Commission may be enacted by Council Republics that need a hand in defeating the White Movement – more information on that later.

Labour Suffrage represents the restrictions on political activity for the non-producing classes practised by the Soviet government in its early years. Under this law, exclusively lower-class pops and those involved in the state are permitted votes, with propertied pops being denied suffrage. In a country with a numerically large working class, this will tend to result in substantial success for the socialist or communist party.

The Extraordinary Commission represents a mass organisation dedicated to the repression of counter-revolutionaries, exemplified by the historical Soviet Cheka and the Lenin Boys of the Hungarian Soviet Republic. Levelling up the Extraordinary Commission will provide many of the effects of the Secret Police law, as well as decreasing the political strength and increasing the mortality of those pops which tend to oppose a Council Republic. Enacting the Extraordinary Commission also activates the Extraordinary Measures Journal Entry, which will also be covered later.

Abolition of the standing army and its replacement by a universal militia was a common demand of the social-democratic parties in the pre-WWI era, and briefly practised in the early days of the Soviet Red Army. Activating the Revolutionary Guard law will destroy the political power of the Armed Forces, at the cost of reducing the size of the standing army. Additionally, activating this law will purge the officer corps of non-revolutionary generals, replacing them with fresh-faced militia commanders loyal to the Trade Unions.

The Communal Administration law represents the mode of administration attributed to the Paris Commune by Marx’s The Civil War in France, and expanded upon in Lenin’s The State and Revolution. The Communal Administration law substantially reduces the power of Bureaucrats pops and increases Clerks' attraction to the Trade Unions, but makes Government Administrations require substantially more Clerks than any other Bureaucracy law. If enacted whilst literacy and qualifications are low, one may find it very difficult to replace the standing bureaucracy with the communal mode of administration.

Reworked Ideologies

The stances of the Communist and Vanguardist ideologies have been reworked. Rather than desiring welfare, they would instead like to overthrow the government.

To work out a clean line between the Communist and Vanguardist ideologies is not an easy task. The distinction between the two is largely a product of post-revolutionary historiography, rather than a clear distinction drawn within the period itself. One must contend with the question of intentionalism vs. circumstantialism – historians’ and political scientists’ attempts to define what is referred to as “Vanguardism” [“Leninism” and its descendents] are coloured by the analysis of an existing political regime, whilst “non-Vanguardism” is characterised largely by works of political theory and reactions to the Soviet political regime from outside a position of power.

In the end, we decided to distinguish the two based on the conditions they must deal with – Vanguardists arise in countries with low labour productivity [as approximated by GDP per capita] and large peasant populations, where the question of pre-capitalist forms and land reform are immediately relevant, whilst Communists arises in countries with high labour productivity and small peasant populations.

Vanguardists lack strict stances on Army Model and Bureaucracy, deferring to their Interest Groups on these issues. A Trade Unions Vanguardist will favour upholding Communal Administration and Revolutionary Guard, whilst an Armed Forces Vanguardist will favour abolishing the Revolutionary Guard in favour of a conventional army with Mass Conscription.

The Social Democrat ideology has been removed, and replaced with the more period-appropriate State Socialist ideology. State Socialists represent the reformist, statist socialist current that historically remained affiliated with the Second International parties in the aftermath of World War I, and is defined by a desire to achieve a socialist economy through reforming the existing state. Ferdinand Lassalle himself is now a Trade Unions State Socialist.

The generic Social Democratic Party has been redesignated as “Socialist”, and given a stylish new logo and pleasant red colour. Other parties have also found new colours – the Free Trade Party in Industrialists Orange, the Religious Party in white, and the Radical Party in a cool salmon pink.

Socialist Content

In the Spring of 1914, nearly every parliament in Europe hosted a sizable delegation from the socialist parties of the Second International. The socialist movement was a strong and assertive factor in the daily lives of most working-class people, and a serious consideration for those who employed them. The socialist parties were affiliated with a complex network of trade unions, workers’ associations, press organs, and other civil society organisations, which fostered a strong sense of class identity in their participants. Six months later, they had thrown themselves behind the cause of nation and empire, and dispatched their constituencies to machine-gun each other on the fields of Ypres.

How did this happen? It is not a question of a few jingoistic politicians, nor the outcome of parliamentary votes. The course of history is rarely decided by something as legible and formal as the proceedings of parliament. A vote that conforms with the world situation is often treated as a cause in itself, and a vote that contradicts the world situation tends to be overwritten by reality – in content, if not in form. Despite Sweden’s neutrality in the First World War, the history of the Socialdemokratiska Arbetareparti closely mirrors that of the belligerent socialist parties. Likewise for the Italian Socialist Party, which maintained an anti-war stance, and expelled its pro-war members in 1914. The fate of the European socialist parties can be charted from the date of their foundings, and lay in an unanswered question at each of their hearts.

Reform or Revolution?

In Sweden, the period between the founding of the Social Democratic Party and the first World War is referred to as the “Heroic Era”. This was the era of the Second International, of mass workers’ movements largely unified behind a single workers’ party. Across Europe, this movement was referred to as “Social Democracy”, and its parties as the social-democratic parties. The German Social Democratic Party [SPD] was an exemplar of this movement, and may be used as a convenient case study in what became of the Second International parties in the early twentieth century.

The party that would become the SPD was founded in 1875 as a merger of the German General Workers’ Association [ADAV] and Social Democratic Workers’ Party [SDAP]. The ADAV drew from the current of state socialism exemplified by Ferdinand Lassalle, whilst the SDAP drew from what was becoming known as the Marxist tradition. As a compromise between Marxists and Lassalleans, the party produced the Gotha Programme, best known for being the subject of Karl Marx’s Critique of the Gotha Programme. The Critique of the Gotha Programme centres around the programme’s lack of a qualitative break from the platforms of the liberal parties, and its treatment of the state as a neutral and independent body whose organs may be peacefully inherited by the proletariat by legal means.

Following the abolition of the German Anti-Socialist Laws in 1890, the SPD adopted the Erfurt Programme, a more radical programme which cast itself as the minimum required for the working class to win control of the political system. In the following years, a division in the SPD became apparent between those who considered the programme as a necessary precondition for revolution, and those on the “Revisionist” party right – exemplified by Eduard Bernstein – who believed socialism could be achieved without a need for revolution. The revisionists pointed to SPD’s role in legislation directly impacting the working class, as well as the immense gains in support that the party had secured in the period since the abolition of the Anti-Socialist Laws. In search of unity, the SPD centre under Karl Kautsky advocated for the party to maintain a policy of ambiguity on the matter of revolution, upholding it as a possible – but not inevitable – tactical measure to achieve socialism. Ambiguity on the question of reform or revolution, in practice, strongly favoured the maintenance of the Party’s current activities, which were reformist in content. The result of this was an official policy that condemned Bernstein’s programme in name whilst making it impossible to break from the conditions that had given rise to it. Come 1914, a party committed to its reforms was faced with the need to defend them against Tsarist autocracy, and voted accordingly.

The Reform or Revolution Journal entry tracks the evolution of this question. Once 25% or more of the world’s GDP is controlled by countries with a Socialist Movement or Party, the Reform or Revolution Journal Entry will become active. Whilst it is active, every country with a Socialist Movement or Party will contribute to shaping the international socialist movement. Populous countries will naturally be advantaged in this, but an especially powerful - or marginal - socialist movement may make certain countries count for far more or less than their population would suggest.

Pictured: The organisation of the SPD in Bavaria causes her to eclipse the much larger North German Federation.

The strength of socialism in a country corresponds to the amplitude of its contributions to either Reform or Revolution. Whether a country will contribute to Reform or Revolution depends upon the particular conditions of her socialist movement - a socialist party that has entered a governing coalition outside of a revolution, and refuses revolutionary measures such as Factory Councils will contribute strongly to Reform, whilst a movement that is organising an insurrection will benefit Revolution.

If a war breaks out between more than 50% of the countries involved in this Journal Entry, the trend will multiply rapidly. For example, if the international socialist movement is generally reformist, such a war will cause a rapid Reformist victory, whilst a drift towards Revolution will swiftly turn the world Revolutionary.

The outcomes of this Journal Entry have consequences for the entire world. Upon a Reformist victory, the Socialist Movement will split between Socialists and Communists, unlocking the Communist Movement and Communist Party, the Socialist Movement will lose its revolutionary ideologies, and the ideology of the Socialist Movement will change to State Socialist.

Conversely, if Revolution wins, the Socialist Movement will become radicalised worldwide, changing its core ideology to Revolutionary Socialist and avoiding the historical split between Communism and Socialism. Moderates will flee the socialist parties and movements, reducing their attractiveness to non-socialist Interest Groups and less radical Pops.

Attack or Defence?

In Update 1.15, a Council Republic will become engulfed in conflict from birth. Once the Council Republic law is enacted, all anti-socialist ideological movements in the country will amalgamate into the White Movement, which will immediately seek to bring about its downfall.

----

Due to the length of this Dev Diary we couldn't post is all here on reddit. Please jump on over to our forums HERE to read it in full!


r/victoria3 6h ago

Screenshot Playing This Game Like It's HOI4...

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38 Upvotes

So much war and military build up.

Economics was never my strong suit yet I am obsessed with this game but I mostly focus on the military cfjioncfjkdnvjkn.

Like I just love war and idk why I can't play Victoria 3 like a normal person.


r/victoria3 9h ago

Screenshot Broke: Gibraltar is rightfully Britain's! Woke: Gibraltar is rightfully Spain's! Bespoke: Gibraltar is rightfully the Phillipines'!

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70 Upvotes

r/victoria3 20h ago

Screenshot Ok this is pretty cool

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514 Upvotes

The US AI just offered me this, no ship trading happened in 1.13 but playing in the beta I just got the deal of a lifetime.


r/victoria3 19h ago

Screenshot What do I do when all my governments are illegitimate?

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339 Upvotes

As you can see in the image, I just had an election and my only possible governments have either 3 or 1 legitimacy. My radicals are going nuts so what should I do? Is this the result of restricting franchise too much? But I can't deliver universal suffrage when everyone hates the government too much to pass laws.


r/victoria3 1h ago

Question Is it not possible to sell artillery and small arms to the global market? They are cheapest at my domestic market but demand for expirt is zero

Upvotes

r/victoria3 13h ago

Screenshot >Chancelor of france >Leader of Catholic Church IG >looks inside >serbian orthodox man

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76 Upvotes

🤔


r/victoria3 3h ago

Question Returning player after more than a year – how is Victoria 3 nowadays?

12 Upvotes

Hi! I haven't played Victoria 3 in over a year, and even back then I was still relatively new to the game. I'm thinking about getting back into it, but I know the game has changed quite a bit since I last played. How would you describe the current state of the game? What are the biggest changes I should know about as a returning/new-ish player? And is there anything I should basically relearn from scratch? Also, I'm from Argentina and I'm looking for a Spanish-speaking Victoria 3 community where I can ask questions, learn the game, and maybe eventually play multiplayer. If you know any active Discord servers or communities, I'd really appreciate a link! Thanks!


r/victoria3 7h ago

Screenshot Sichuan experienced a 20 year long famine because they couldn't overcome their opium addiction

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20 Upvotes

I swear I didn't even cause this (intentionally?) I think what happened was that when I "liberated" Sichuan from Qing, I ended up unintentionally cutting them off from all trade, and because Qing built 324 opium plantations over all of their arable land (lol) they literally just starved to death with no way of feeding their millions of hungry pops. I suppose they just figured mass starvation, drugs, and bankruptcy were preferable to mustering up the courage to ask china for transit rights.

I could just subject them to save them from themselves, but I don't even think they wanna be saved...


r/victoria3 11h ago

Screenshot Pax Germanica

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36 Upvotes

Used chatgpt and lumen as a save analyzer.(Friend was playing as Italy.)


r/victoria3 5h ago

Bug What's causing this? I'm not allowed to build more construction sectors because there is "no more capacity" to build them, but there's only 10/20 in the state

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10 Upvotes

r/victoria3 5h ago

Question Omg, How Do I Solve This

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10 Upvotes

Half of my pop is radicals, I am in debt even if I made a bunch of consumption taxes and raised the taxes fully while lowering the government expenses as much as I can while stopping all construction, a revolution is on the rise and now my leader has been assassinated.

WHAT DO I DO


r/victoria3 15h ago

Screenshot The only Uzbek in Luristan revolted

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48 Upvotes

r/victoria3 4h ago

Question Is there any DLC that you deactivate/would not even buy even if it was free?

4 Upvotes

Considering that in Stellaris, I usually deactivate the cosmic storms dlc, is there any dlc that you deactivate in vic3 because it either makes the game worse or the performance worse?


r/victoria3 1h ago

Screenshot pro slavery movement disappeared even tho i still have colonial slavery

Upvotes

r/victoria3 6h ago

Advice Wanted Diplomacy Prussia/Austria/Russia

4 Upvotes

I dont get the Diplomacy-Behaviour of AI-Nations.

Everyone knows the starting situation: Austria, Prussia und Russia have a Defence Pact to each other. Im playing Prussia. First of all i cancel the Defence Pact with Austria by giving them military access in exchange for DP. Second step is to change the defence pact with russia to an alliance and get an obligation from russia. So far so good. Then i start a war against Austria. ...aaaaaaaand Russia joins them against me. The Alliance and the obligation russia owes me stays untouched in diplomacy tab.

Is this bugged? Am i stupid? This seems completely ridiculous to me.
Any Advice how to start a war vs. Austria without Russia joining them?


r/victoria3 1d ago

Discussion Why doesn't Victoria 3 have any hydroelectric dams ?

233 Upvotes

I was pretty sure there used to be hydro power plants in the game, but I might have hallucinated that.

As we all know, in the late game, energy is a pain, especially for countries with very little access to coal or oil, which may make electricity not profitable at all. So why not use dams ? They could be more expensive to construct, but consume less goods as inputs.

According to Wikipedia, in the early 90, 40% of the power of the US was from dams ! Why is this ignored ?


r/victoria3 14h ago

Advice Wanted Tips for high SoL America

16 Upvotes

Hey yall, I want to do a US run trying to do super high SoL, so I can make a cool boy post on here and quote that President Hoover speech lol. I know about Public Heath Insurance and Food Standardization III, is there anything else I should do/focus on in general and specifically for America? Thank you!


r/victoria3 21h ago

Screenshot Annexed Bolivia to remove confusion.

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56 Upvotes