維多利亞 3
Patch 1.7, aka "Kahwah", was released on 2024-06-24[1] with the checksum 5ebb. It was released alongside the Sphere of Influence expansion pack.
Features of Sphere of Influence
Power Blocs
- As a Great Power or a powerful Major Power, you can form your own Power Bloc centered around one of five central Identity pillars: Trade League, Sovereign Empire, Military Treaty, Ideological Union, or Religious Convocation.
- Each of these provide different opportunities and benefits to its leader with respect to its member countries, and can be developed further with up to 4 of 20 different Principle groups, resulting in over twenty thousand different combinations affecting your strategy for global domination!
- As a Power Bloc leader you can expand your global reach by extending your Leverage over other countries where you have declared an Interest. A large number of factors that can cause you to gain (or lose) Leverage over a country, such as maintaining Diplomatic Pacts, maintaining favorable Lobbies, helping them in their wars, being accepting or discriminatory against their cultures, or making them economically dependent on you through foreign expansion or trade.
- Power Blocs can be expanded peacefully through diplomatic invitation into your Bloc or, if the invite fizzles, through a Diplomatic Demand the country may or may not yield to without an armed conflict.
- The leader of a Power Bloc must maintain its Cohesion by enforcing its shared values across the bloc. Failure to properly manage Cohesion across your bloc may result in internal strife.
- All members of Power Blocs may construct expensive statues to represent its glory, providing a number of benefits to the state it's built in. The leader of a Power Bloc can customize both the appearance of the statue, the Power Bloc emblem, and its name to better represent its ideas and visions for its bright global future.
- Available with Update 1.7: the Trade League Identity and its two Primary Principle groups, Internal and External Trade, are available even without Sphere of Influence and replaces the Customs Union diplomatic pact by enforcing a shared market across the Power Bloc.
- Available with Update 1.7: it is also possible to play as Great Britain, Russia, or the Ottoman Empire who starts with the Sovereign Empire Identity, permitting them to subjugate weaker Power Bloc members, or as Austria whose Power Bloc Identity of Ideological Union permits them to Enforce Regime Change in countries that start flirting with the concept of Republicanism and suffrage. Players without Sphere of Influence may also play a member of the Zollverein, an established Trade League at game start.
Foreign Investment
- With the Foreign Investment Rights or Mutual Foreign Investment Pacts, countries can gain the ability to directly build up another country's resource or manufacturing industries, or offer these rights to another country if they're incapable of rapid industrialization on their own. This right extends to both countries and its investor class, who may use their Investment Pool to construct private industry abroad and gain access to new resources, cheap(er) labor, or both.
- With the Foreign Investment Power Bloc Principles, these rights can also be extended across an entire Power Bloc by default without the need to establish and maintain potentially fragile pacts. With Power Bloc Leverage being informed in part by economic dependence, this can become a great way to maintain control over your Power Bloc members during the extent of the long Victorian century.
- Available with Update 1.7: Ownership is represented by two new buildings, Manor Houses (housing the Aristocracy) and Financial Sectors (housing Capitalists), who can own buildings outside their own states or even their country. These buildings extract the profits produced by building levels they own, leading to much greater variance between productive states and wealthy states.
- Available with Update 1.7: In addition to private ownership through Manor Houses and Financial Sectors, Cooperative Ownership is also possible through the right economic system laws. Cooperative Ownership gives pops working their buildings the fruit of their own labor.
- Available with Update 1.7: State-owned enterprises are also possible, which yield dividends directly to state coffers (or drain them, if unprofitable). Under most economic systems, buildings constructed by the state are put up for sale when completed, making them available for acquisition by private interests (or even other countries, if Foreign Investment Rights are in play). Under others, it's possible for the state to nationalize industries, with or without compensation to its owners - with sometimes grave repercussions, domestic or international.
- Available with Update 1.7: Overlords are always able to construct industries in their Subjects, even without Pacts or Power Blocs enabling it.
- With the Sphere of Influence expansion, it is also possible to nationalize all your country's foreign-owned industries with a Diplomatic Demand - but be prepared to defend your economic self-determination!
Lobbies, Catalysts, and Opportunities
- A Lobby consists of one or more Interest Groups in a country that have a stance on another country in the world. This stance can either be positive, where they wish to form closer relations or imitate its laws and reforms, or negative where the emphasis lies on distancing yourself, forming rivalries, or even crushing them in armed conflict.
- Lobbies have a chance to form in response to a Diplomatic Catalyst, which can trigger for a variety of reasons such as establishing or breaking a Pact, choosing a particular event option, having a revolution, joining or being kicked out of a Power Bloc, inviting or exiling an Agitator, and so on. Whenever something happens as a result of a Catalyst, such as a lobby forming or an AI strategy changing, you will be told exactly the reason why it happened.
- Lobbies will benefit or hinder you in a number of ways, such as increasing a country's AI Acceptance for Diplomatic Pacts due to your close ties, or increasing your War Support when fighting a hated foe. The impact your Lobby has relates directly to its Interest Group membership's Clout, so you have a vested interest in supporting those groups that align with your own foreign policy and opposing those who support your geopolitical enemies.
- Adhering to your Lobbies' wishes will increase their Appeasement, which is another source of Interest Group Approval and leads to political stability at home. Opposing them will of course do the opposite, so think carefully if you can afford to break that pact they like!
- With the Sphere of Influence expansion, Lobbies will occasionally grant opportunities or make demands. These are Journal Entries that incentivize you to go after specific foreign policy goals, or which you ignore at your peril!
- Also with the Sphere of Influence expansion, you have access to a new Diplomatic Action that lets you fund lobbies in other countries by bribing providing much-deserved financial support to the country's elite, increasing the chance that lobbies favoring you (or lobbies that oppose your enemies) will emerge there. If a suitable lobby already exists, the financial support you provide will increase its power and improve the Leverage you gain there.
- Subjugated countries can also be home to two other types of Lobbies - those for or against the country's Overlord, supporting integration or independence respectively. Nurturing or suppressing these Lobbies can provide the necessary political impact you need to nudge Liberty Desire in the direction you want and inform one of four new AI Strategies for subject countries.
Subject Interactions
- Sphere of Influence comes with a number of brand-new ways you can interact with your Subjects, or if you are a subject, ways you can engage with your Overlord. Several new categories of Diplomatic Actions have been added which apply only to countries with special relationships: Overlord/Subject, Subject/Overlord, Power Bloc Leader/Member, and Power Bloc Member/Member.
- For example, an Overlord can use actions on their Subject to increase or reduce the weekly payments they must submit, distribute conquered territory between their subjects, share their technological knowledge with them, permit them to control their own market, and more!
- Similarly, Subjects can petition their Overlord to grant them relief in various ways. This often costs them Liberty Desire, a new metric in Update 1.7 that tracks how much the country's elite is in favor of independence. Like Leverage, this metric is informed by a variety of factors, such as Opinion - but also by many Pacts maintained between the countries, their Economic Dependence on the Overlord, relative Prestige, and so on. If a Subject's Liberty Desire gets very high they will start generating more Radicals, prompting them to request increased autonomy from their Overlord; if not granted, it could well result in a Diplomatic Demand for full independence instead. On the other hand, a Subject with very low Liberty Desire can be persuaded to have their autonomy reduced, potentially leading them down the road to full annexation if they aren't careful.
- With the Sphere of Influence expansion, in addition to the many new Diplomatic Actions, it is also possible to support a Subject's independence, causing their Liberty Desire to increase and automatically including you as a supporter in any Diplomatic Play for Independence they launch. Subjects may even support each other, and will rebel as a group if a war for independence is imminent! On the flip side you can also Guarantee Independence for a country that is not yet subjugated, ensuring none of your rival Great Powers can make such a demand unquestioned!
The Great Game
- Throughout the nineteenth century, Russia and Britain competed with one another for influence in Asia. This period of rivalry was known colloquially as the Great Game, beginning in the Caucasus and Central Asia, and expanding over time to include struggles for influence in areas as far away as Korea and China. In Sphere of Influence you can play out this crucial "cold war" between these two dominant but very different Great Powers from several perspectives: Russia, Britain, Persia, or one of three countries - Kabul, Herat, and Kandahar - that will form the country of Afghanistan during the era.
- The Great Game can be experienced by playing one of the six countries in question in any regular game, or through the new Great Game objective which provides a quickstart into all the new features of Sphere of Influence. You will naturally also experience the conflict from the sidelines while playing as any country in the world, and can get involved to help or hinder any of its participants. Many regions adjacent to the Great Game also have their own unique narrative content relating to it, such as the Caucasian War, the Donghak Rebellion in Joseon/Korea, and the expedition to Tibet.
- The Great Game is designed to make full use of all new features in Sphere of Influence, and you can be sure that your skills in maintaining your Power Bloc, expanding your Leverage, supporting your foreign Lobbies, expanding your economic reach through Foreign Investments, and interacting with your Subjects will be tested in the process!
- To increase the historical accuracy of the Great Game, the map of Central Asia has been greatly improved, with several new countries and cultures added as well as regional Interest Groups, twelve new Companies, and more.
There are also a wealth of new art features available with the Sphere of Influence expansion:
- 'Great Empires' papermap theme
- New main menu
- 2 new loading screens
- 10 new event illustrations
- Late-game European military uniform character outfit as well as late-game female military outfits
- Added Necklaces, Capes, and Sashes for different Power Bloc identities, to be worn by Heads-of-States in those Power Blocs
- Persian military outfits, Landowner clothes, and royal character outfit and jewelry
- Cossack and Cuirass character outfit
- Greatcoat character outfit for some characters to wear during winter
- Zulu character outfits
- Cigars and Smoking Pipes
- Distinct appearances for many British historical figures, such as Joseph Chamberlain, John Maynard Keynes, Provo Wallis, David Lloyd George, Douglas Haig, Arthur Balfour, Friedrich Engels, Lord Palmerston, and Rotha Lintorn-Orman
- Distinct appearance and new character assets for Empress Myeongseong, Klemens von Metternich, George Curzon, Reza Shah Pahlavi, Naser al-Din Shah Qajar, Amir Kabir, Sattar Khan, and Abdul Hamid II
- Distinct appearances for certain Interest Group leaders
- Updated appearance for Tsar Alexander III
- Sphere of Influence Coin 3D asset for papermap object
- Cutty Sark Trading Ship 3D vehicle for Trade Leagues
- Royal Carriage 3D vehicle for Sovereign Empires
- Hot Air Balloon 3D frontline asset for Military Treaties
- Rolls Royce Silver Ghost 3D vehicle for Ideological Unions
- Ornate Carriage 3D vehicle for Religious Convocations
- Voice of the People, with Sphere of Influence: Added a late game uniform for France
- Voice of the People, etc.: Updated the Divided Monarchist journal entry and several other complex journal entries to use the new progressbar system
- Colossus of the South: Implemented an additional South American clothing set
Improvements
- Removed the Directly Controlled Investment Game Rule from the game, as it is incompatible with the new Building Ownership Rework/Foreign Investment mechanics
- Added fifteen new events that fire as a result of having an active, non-revolutionary political movement
- Added a universal Journal Entry for unrecognized countries permitting them to peacefully achieve recognition over time, and a diplomatic action to speed it up
- Removed the Force Recognition wargoal and diplomatic play, as it has been replaced by the new Journal Entry
- Added an Afghan Reunification journal entry for Afghan contenders
- Added scripted Journal Entry progress bars, allowing Journal Entries to track more than one progression value and display them on separate progress bars that can be visualized in a number of different ways
- Overlord can now join a revolutionary country against their subject
- Reworked the map of Persia, Central Asia, and Afghanistan, with new state regions, countries, and cultures
- Truces can now be unidirectional (preventing a country from attacking another without restricting the target country in a similar way) as well as bidirectional
- Investors now have a chance of finding resources in countries they invest into, even if that country doesn't have technology to do so on their own
- Removed Ownership PMs from most buildings, since the new ownership model introduced in 1.7 is used where applicable instead
- A huge number of Diplomatic Catalysts have been added to facilitate Lobby creation, AI Strategies and "memory", cooldowns, and other functions
- Added Grant and Take State Overlord Actions
- China, Korea, and Vietnam now all start as Confucian nations. Starting laws and pops have been updated to reflect this.
- Serfdom law now blocks both Internal and Mass Migration for Peasants
- Land Reform law now blocks Internal Migration for Peasants (but does not impact Mass Migration)
- Reworked Russian state regions and populations
- China, Korea, and Vietnam now all start as Confucian nations. Starting laws and pops have been updated to reflect this.
- Declining a call to arms will now break off any alliance, defensive pact or guarantee you have against the country calling you in
- Society techs now give more maneuvers for plays with each era
- It is now possible for countries that join a play due to a call to arms to add a war goal themselves, so long as that war goal would cost 25 maneuvers or less to add under normal circumstances (does not actually cost maneuvers for the primary participant)
- Added decaying modifiers that massively nationalization cost & radicals generation from nationalization in newly conquered/liberated states. Recently conquered states also suffer decaying penalties to tax collection, pop political strength and conscription rate.
- Added new diplomatic action Guarantee Independence which functions like a one-sided defensive pact that doesn't require approval
- It is now only possible to impose laws on Puppet, Dominion, Vassal, and Personal Union subjects (Protectorates and Tributaries are too independent) unless you're in a Power Bloc that permits it
- The 'Cut Down to Size' wargoal now also removes all wargoals held by the target in other diplomatic plays/wars (but keeps any wargoals targeting them in those plays/wars)
- Demands for imposing a Law on another country are now handled with events and a journal entry, similar to Interest Group Petitions. Notifications are triggered when the other country takes action.
- It is now possible to make Diplomatic Demands even though you're already in a Diplomatic Play (or at war), as long as it's not against a country you're already targeting or a country on the same side as you in another Play / war. You also cannot make additional Diplomatic Demands while already dealing with a Diplomatic Play you initiated until that Play has escalated into war.
- Added Karelian, Mari, Buryat, Bashkir, Chechen, Mordvin, Chuvash, and Udmurt cultures
- Added numerous new releasables to Russia
- Added 6 new companies
- Commercialized agriculture law now makes Financial Districts more likely to invest in agriculture, ranching and plantations
- The Homesteading law now makes agriculture buildings convert themselves to 50% self-ownership over time
- Expanded the Monuments Effect game rule to include Power Bloc Statues
- Buildings with several unstaffed levels and that are at least 50% privately owned will now autonomously reduce their privately owned levels if they fail to hire for an extended period of time
- Economy of Scale now scales against the **employed** levels of a building, so empty building levels no longer grant throughput bonuses. Additionally, Economy of Scale now starts granting bonuses immediately at level 1, so a half-employed level 1 building will get +0.5% throughput, for example.
- Added a Seminole Wars Journal Entry to USA, present at game start
- Added a 'Give State' diplomatic action
- Added diplomatic actions for increasing and decreasing autonomy in subjects
- You can now impose a Law on another country even if they are currently trying to enact something else (they have an option to cancel the current law or defer enacting it until later) or do not have any support for this law (you will now see their chances before issuing the demand)
- Changed the time to respond on Diplomatic Proposals from 14 days to 30 days, the AI will still respond in the same amount of time
- A country can now only ever have one diplomatic proposal pending towards a given country
- Changed the required tech unlock for Steam Powered Fishing and Whaling Production Methods to Gantry Cranes instead of Ironclads, allowing a smoother distinction between civil and military usage of steam powered ships (thanks to "WOWZA 'Mr. Rework' Scrooge" for the suggestion!)
- Increase Autonomy and Independence Diplomatic Plays now have Liberty Desire requirements
- Added an event referring to the Australian Emu War
- Added new Russian Republic and Russian Soviet Republic names to Russia
- Reworked the way we display pact influence costs to be more consistent and to always have breakdown tooltips
- Implemented more characters for Central Asia, East Asia, Britain, and Africa
- Added the Yat'siminoli, Salish, and Pannakwati to North America
- Added the Wati and Mirning peoples to Australia
- There is now a 1 year cooldown between attempts to impose a Law on another country if they outright reject your demand. Otherwise you will have to wait until they enact (or reject) the law you previously imposed on them.
- Servicemen now gain Officer qualifications faster while deployed in active wars
- Added additional state traits to Russia
- Added historical interest group leaders to Australian colonies
- Added starting pro- and anti-country lobbies to various nations in 1836
- Added silk as a potential resource in Lebanon, and a starting silk plantation to model the historical Lebanese silk industry
- Added the Mount Lebanon state trait to Lebanon, increasing the state's silk throughput
- Forming the Free States of America now requires you to have abolished slavery
- Made the South Bessarabian retrocession borders more historically accurate.
- Updated migration concepts for clarity
- Henry Temple is now referred to as Henry Palmerston
- Added a historical ruler for Indian Territory at game start
- Adjusted Tasmanian population to reflect the historical situation
- The Baltic strategic region has been renamed to Scandinavia, due to Finland becoming its own region
AI
- Major work done on the economic AI, both to allow it to use the new features in 1.7/Sphere of Influence and improve its overall ability to grow its economy
- The AI now always has a concrete reason for changing its Strategic Desire (and Attitude) towards another country, based on the new system of Diplomatic Catalysts. For example, increasing relations with a country may result in the adoption of a more friendly attitude, while breaking a pact or triggering a diplomatic incident can result in the reverse. This is now shown to the player in a notification when a country changes their attitude, and you can tooltip the attitude of an AI country to see what caused them to adopt that attitude.
- The AI is now much less willing to accept reverse-sways if it has an overwhelming advantage in a play, even if there are undecided participants who can potentially be a challenge for them
- The AI is now much less willing to accept reverse-sways that involve giving something up (subjects, states etc) if they don't stand to lose much from the enemy wargoals
- Most Diplomatic Demands now have an upper bound on AI acceptance, ensuring a small-to-moderate chance you won't get your way
- The AI is now willing to take on more infamy later in the game
- The AI is now generally more keen to add war goals rather than wasting maneuvers, so long as they don't take on excessive amounts of infamy
- AI subject countries will now have a chance of accepting a Diplomatic Demand for full annexation when their Liberty Desire level is at Loyal
- USA will now want to take Colorado from Mexico
- Acceptance scores for Annexation and Loyal Subject have both been decreased in impact
- Call Ally now grants a +25 AI acceptance bonus when used as a sway
- Subjects now have access to four new AI strategies to placate or break free from their overlord
- Overlords now consider Obligations owed to them by Subjects more important for purpose of AI diplomatic acceptance score calculations
- Fixed an issue that would make the US not care about Kansas when manifesting their destiny
Balance
- Subjects now need at least 75 Liberty Desire to Expel Diplomats
- Changed the required techs to research Gantry Cranes to include Screw Frigates
- Added employment of 200 Clerks and 50 Bureaucrats to base Trade Center PM
- Officers now take only half the brunt of casualties compared to Servicemen
- Added adjacencies to the southern Chilean Islands so that they are all connected
- British and Japanese Intelligentsia are now Constitutionalist by default, rather than Republican
- Removed Infrastructure cost from Gold Fields
- Increased farm sizes in some parts of Qing China to prevent immediate famines.
- Easier than the norm to impose laws on Puppets and Personal Unions
- Great Hunger Journal entry can no longer appear until at least 1837 and grain prices for the Journal Entry have been increase to 70%
- Increased the amount of academics and decreased the amount of clerks when bourgeoisie patronage production method is active on Art Academies
- You can no longer build Fishing Wharfs in the states Ob or Upper Yeniseysk
- Fixed the starting Military Formations for Greece, Serbia, Two Sicilies, Papal States, Tuscany, Spain, and Portugal so that they no longer start with unit types they can not recruit.
- Taking states from your subjects (even to give to other subjects) now create diplomatic incidents
- Reduced Police Institution reduction of Turmoil effects from 15% per level to 10%
- Vanguardism is now unlocked by Political Agitation rather than Socialism
- Reduced the Sick Man of Europe modifier's prestige malus from -33% to -25%
- Changed the progressiveness score of Theocracy law to -25 instead of -50
- Reduced the size of USA's navy slightly
- Lowered the amount of convoys needed to complete Improve Supply Network Tutorial
Art
- New Manor House and Financial District building model for each of the different cultural styles
- Added social button links on Main Menu (Youtube link, Victoria 3 Wiki link, Victoria 3 player resources link)
- Added 85 new distinct appearances for historical characters, including rulers and generals
- Implemented 56 historic character appearances for existing characters in the Americas (courtesy of Galactic Cactus)
- Added new clothes for power bloc members
- Adult characters with the hedonist, grifter, and/or expensive tastes traits can be smokers now
- Added distinct appearance and assets for Empress Dowager Cixi
- Added Financial District buildings 3D asset for Foreign Investment
- Adjusted 'Waving Flag' icon for Journal Entries to fit in the Journal Entry frame better
- Added icons for Prestige, Leverage and Cohesion
- Added background art for Pro and Anti Lobbies
- Adjusted Diplomatic Action "Personal Union" icons
- Added headgear for Catholic clergy
- Fixed some clipping issues on the infantry units map models
- Reworked factory smoke VFX
- Art Academy icon now shows the 'Fine Art' good
- Adjusted some provinces in Florida, Nevada, and Western Australia
- Improved Bundle of Flowers 3d asset for characters
- Improved Ottawa river shape improved on the map
- Improved Rio Uruguai river position and shape on the map
- Added Kolyma river on the map
- Improved Puget sound shore for the 3d map
- Buildings in the Caucasus region now use European graphics
- Fixed texture brightness for the African Academy
Audio
- Fixed a voice stacking bug for the Naval Carrier that caused performance issues
- Made weapon reload sounds less repetitive
- Remixed all war sound effects
- Fixed sail transport ship oddity upon zooming out and back in
- Fixed inconsistent sound filter effect upon entering a Map Mode
Interface
- Added a fullscreen Building Registry screen
- Added functionality to create and add tables to tooltips
- Reordered things in the Country tooltip to more closely reflect the order of importance
- Added breakdown details for the Ahead of Time Research Penalty
- Added a new religion overview mapmode that displays the most prevalent religion in each state and additionally through color blending visualizes the second and potentially third most prevalent religions
- Upgraded the culture overview mapmode to visualize the second and third most prevalent cultures through color blending
- Added a new "Subjects" tab in the Diplomacy panel listing all your Subjects
- Reworked the Country & State right-click menu to be more compact and be less "scrolly"
- Added notifications for subject interactions
- Added bar charts for a Pop's needs to their tooltip and info panel
- Added easy access to the construction queue to the Building Registry
- Improved the layout and readability of the Peace Deal tab
- Added the option to have custom icons as divider on double-sided scripted progress bars
- Added alerts related to a subject's ability to increase its autonomy or have its autonomy decreased
- Moved Decisions from a second tab in the Journal Panel into the first tab, and Potential Journal Entries are now in the second tab
- Cleaned up the layout of the Journal Entry page
- Added a new layout for Interest Group Tooltips
- Outliner is now sorting Interest Groups by clout
- Event options marked as show_as_unavailable will now print the trigger conditions that failed in order to make them unavailable
- Country diplomacy infopanel now shows relevant tooltip info for Pacts rather than just repeat their names
- Added explanation in war support tooltip when countries are unable to capitulate, for instance due to being a subject
- The player list in the outliner has been changed to a dropdown
- Ongoing Diplomatic Actions (bankroll, improve/damage relations) in the outliner are now found in the collapsible section
- Show the AI Strategies in the Country tooltip
- Reworked all Outliner items to have more, and better, information
- It is now possible to pin Countries to the Outliner
- The amount of debt that is owed to buildings that you own is now shown in the debt tooltip
- Changed so Diplomatic ties/gained lost and declaring neutrality notifications are hidden by default
- Changed the total time for your Construction Queue to be displayed in months, years, etc instead of only weeks
- Convoy breakdown now lists contribution from market members first, with breakdown to see who contributes what, and the remainder of the convoy production breakdown in descending order
- New map mode displaying the percentage of your GDP that is directly or indirectly controlled by another country
- gdp_ownership_ratio trigger lets you measure how much of a country's economy another country controls, directly or through investors
- Changed the map list panel displayed for the Culture Overview mapmode to display more general state information
- Added "break" names like "Stop doing ActionName" for diplo actions to their tooltips, buttons and confirmation window headers
- Made the Improve/Damage relations effects description a bit more digestible
- Added imposable laws as a dropdown directly under each Subject in the Subjects tab
- Added Overlord/Subject/Bloc actions to the Country panel - Interaction tab
- Show the Employment Indicator icon in more places
- Added a short "label" and a "status" for a Country, describing who they are to you and your relationship to them
- Show the Government Interest Groups in the Country tooltip
- Improved the Party tooltip to display member Interest Groups in a table
- State Taxation Revenue text list now display its information as a table
- Implemented right-click menu for privatization and nationalization
- Moved the Party Icons on Interest Group entries in the Outliner so they would not interfere with the player moving the mouse into the Interest Group tooltip
- Fixed diplomatic action influence cost to accurately display base cost when looking at a potential action, and actual cost when looking at an action with full target data
- Removed superfluous "Yes" statement from tooltips describing "boolean" modifiers, replaced with a symbol corresponding with if the modifier type is considered Good, Neutral, or Bad
- Added State Traits to the State tooltip
- Fixed long overlapping texts to not overlap anymore in the Trade States Diplomatic Action popup
- Sound effect improvements to some parts of the UI
- On-Map Notifications can now play sounds and use alternate GUI widgets when displayed
- Tweaks to the map modes on the specific country details panels diplomacy tab
- Show the influence maintenance cost of Diplomatic Actions more directly in the interface
- Improved tooltip formatting for Diplomatic Actions
- Added your Overlord to the Diplomacy panel Overview tab if you are a Subject
- Show the Religion icon in the Religion tooltip
- Show the current direction (up/down) of your Relations in Country tooltip
- It is now possible to unpin Diplomatic Plays from the Outliner
- It is now possible to unpin Political Movements from the Outliner
- Split construction panel from the building panel, now it's opened by clicking on the construction button on the topbar and arrow from the buildings panel
- Set a minimum size on scrollbar handles so they do not get tiny in large lists such as the Census Data
- Added a game concept for "Busy" Characters to explain what it means
- Updated the religion colors for Catholicism, Orthodox and Hinduism to better work with the new religion mapmode
- Improved the responsiveness of the scrollarea for the game objectives on the new game screen
- Added a Subject Types Visualization table to better visualize how Subject Types work on the Diplomacy panel
- Show a country's Subject Type in its tooltip
- Expose the Ranking Number for the stats on the Country details panel
- Removed misleading Total Occupation number in the Occupation breakdown tooltip for Battles
- Hid axis labels on trend charts if there is no trend data
Performance
- Complete rewrite of the modifier system to improve performance (the caveat for modders mentioned in DD #120 no longer applies, scripted modifiers will propagate as intended!)
- Improved performance of several tick tasks
- Minimized unnecessary counter updates
- Improved the performance of AI's journal entry interactions by reducing extraneous trigger checks
- Reduced memory consumption by Coat of Arms flag definitions
- Optimized the calculation of the current flag definition for each country
- Optimized the frequency of Coat of Arms updates which led to less total execution time
- Optimized scripts for some flag definitions
- Reworked the outliner system to improve performance
- On-Map Notifications no longer spawn when off-screen
Modding
- Enabled scripted_widget support for Victoria 3 (usage pattern same as in Crusader Kings III)
- AI will now consider taking actions defined in a scripted_gui based on its ai_is_valid (trigger) / ai_chance (1-100) / ai_frequency (months) parameters
- Diplomatic Pacts can now contain an actor_modifier and/or target_modifier that is applied to the country while pact is active
- The conditions under which a country may impose laws on another are now entirely moddable, including making special rules for each specific law
- Diplomatic Pacts can declare one or several auto_support_type diplomatic play types. It forces the initiator of the pact to join any diplomatic play of the auto_support_type that the target initiates.
- Individual Professions can now be blocked from Internal or Mass Migration based on state modifiers (see Serfdom and Land Reform laws for examples)
- Added new modifiers country_bolster/suppression_cost_mult to the cost of Interest Group bolstering and suppressing
- Split the create_truce effect into create_bidirectional_truce and create_unidirectional_truce
- end_truce effect no longer takes a months parameter
- Added new modifier country_leader_has_law_enactment_success_mult that increases the enactment success for laws the power bloc leader already has
- Added new trigger for power_bloc_rank
- Added scripted rules for unlocking power bloc principle slots
- Added new add_cohesion and set_cohesion console commands
- Added add_progress and set_progress effects for scripted progress bars
- Added modifier power_bloc_allow_foreign_invest_lower_rank to allow foreign investment in lower ranked members
- Added new trigger play_participant_has_war_goal_of_type_against
- Added new trigger play_side_has_war_goal_of_type_against
- Added new trigger war_participant_has_war_goal_of_type_against
- Added new trigger war_side_has_war_goal_of_type_against
- Added country_disable_privatization_bool, country_force_privatization_bool, and country_disable_nationalization_bool modifiers to regulate privatization
- Production Method property replacement_if_valid lets you replace a PM under given circumstances
- Added country_nationalization_cost_non_members_mult modifier that modifies the penalty for nationalizing buildings owned by foreign countries.
- Added country_legitimacy_min_add that set a lower limit on a governments legitimacy level
- Added political_movement_preserve_support_mult, political_movement_enact_support_mult and political_movement_restore_support_mult that multiplies the support of political movement by type
- economic_dependence compare trigger for determining a country's economic dependence on another
- Added new modifiers on country and country pact scope for adding leverage generation
- Added new modifier power_bloc_leverage_generation_mult for leverage generation
- Added new modifier power_bloc_mandate_progress_mult for mandate progress
- Added power_bloc_disallow_war_bool modifier to prevent wars within Power Blocs
- Added power_bloc_income_transfer_to_leader_factor modifier to make non-leader members of a power bloc pay a portion of their income to the power bloc leader
- Added power_bloc_allow_wider_migration_area_bool modifier which allows economic migration within a power bloc even without a unique shared market
- Added fraction_of_levels_owned_by_country and levels_owned_by_country building ownership compare trigger
- Added country_innovation compare trigger
- Added gdp_per_capita_ranking and sol_ranking triggers
- Added a scripted_bar_progress trigger that checks the progress
- Removed deprecated error_check trigger and replaced it with explicit visible triggers, where applicable
- New modifier state_migration_quota_mult allows for fine-tuning how much migration a state permits
- Added trigger can_break_diplomatic_pact
- Added trigger can_send_diplomatic_action
- Added trigger can_create_diplomatic_pact
- Added trigger would_accept_diplomatic_action
- Added a country_overlord_income_transfer_mult modifier type to modify the amount of money a subject has to pay their overlord each week
- Added an income_transfer compare trigger for diplomatic pact scopes
- enactment_chance_for_law complex compare trigger added to measure the chance a country would currently have to enact a certain law type
- New modifier country_port_connection_cost_mult, modifying the convoy cost of port connections
- New modifiers tariff_import/export_outside_power_bloc_mult, modifying countries' tariffs with non-power bloc members
- New modifiers country_join_power_bloc_member_in_(defensive_)plays_bool
- New modifier power_bloc_leader_can_add_wargoal_bool, lets the leader of a Power Bloc add a free wargoal in any play where a bloc member is a primary participant without issuing an Offer for Support
- Added new modifier country_subject_income_transfer_heathen_mult that changes how much income subjects that don't follow the same state religion as the overlord pay
- Added new modifier power_bloc_religion_trade_route_competitiveness_mult for trade routes targeting countries with the same state religion as the power bloc leader
- Added new triggers for checking ownership type fractions in a building: private_ownership_fraction, country_ownership_fraction, self_ownership_fraction
- Implemented Liberty Desire levels with modifiers that propagate to country
- create_building effect can now specify ownership assignments
- Added remove_principle effect for power blocs
- Added free_principle_slots compare trigger for power blocs
- Added modifier allow_trade_routes_without_interest_bool modifier, which allows a country to establish trade routes even where they don’t have interests
- New effect disband_political_lobby
- New scriptlist diplomatically_relevant_country
- Added effect create_diplomatic_catalyst
- Added effect create_political_lobby
- Added trigger num_political_lobbies
- Added type scope switch for lobbies/catalysts
- Added new compare trigger potential_diplomatic_play_power_ratio
- Convoy Contribution is now a country modifier (country_convoy_contribution_to_market_owner_add) that shares the country's convoys directly with the market owner, rather than tied specifically to subjects/overlords
- Regime Change can now be executed from script using the regime_change effect
- New modifier type country_leverage_generation_mult affecting how much Leverage a country generates as Power Bloc leader
- New modifier type country_leverage_lobby_generation_mult affecting how much positively inclined lobbies in another country contribute to the Leverage they impose on them as Power Bloc leader
- New modifier type country_pact_leverage_generation_mult affecting how much a pact influences the Leverage generated by the senior/initiator part in the pact on the junior/target part in the pact, when the senior is Power Bloc leader
- Added a current_cohesion_percentage compare trigger for Power Bloc scopes
- Added add_cohesion_percent and add_cohesion_number effects for Power Bloc scopes
- New trigger can_trigger_event that can check e.g. if an event is on cooldown for a country in scope
- New compare trigger liberty_desire_weekly_progress
- Renamed remaining uses of Interest Group promotion to bolstering to be coherent with the current name
- Added new trigger for used_principles_slots
- Added new trigger total_used_principle_levels
- Made sure all boolean modifier types have a _bool suffix
- Added allow_trade_routes_without_interest_bool modifier, which allows a country to establish trade routes towards countries that lie outside the range of their interests
- Added state_migration_quota_mult modifier that affects the amount of people that emigrate from or immigrate to a state
- Added num_power_bloc_members compare trigger. Returns the number of member countries in the scoped power bloc
- Added num_power_bloc_states compare trigger. Returns the total number of states of the scoped power bloc.
- Added neighbors_power_bloc compare trigger. Returns true if the scoped country neighbors the specified power bloc. Note
- Added neighbors_any_power_bloc compare trigger. Returns true if the scoped country neighbors any power bloc.
- Added neighbors_member_of_same_power_bloc trigger. Returns true if the scoped country neighbors any other member of their own power bloc.
- Added trigger is_member_of_lobby
- Added trigger is_member_of_any_lobby"
- New script list lobby_member
- Added new trigger can_add_wargoal_against
- New add_leverage effect added for power bloc scopes
- New country_leverage_resistance_add modifier type
- New progressiveness and law_progressiveness_difference compare triggers added, to compare the progressiveness of a law type or the difference in progressiveness between two law types
- Added country_law_enactment_imposition_success_add and country_cannot_be_target_for_law_imposition_bool modifier types
- Added cancel_imposition effect to cancel the imposition status of a country's law
- Adds imposed_law and imposer_of_law links to be used in country scope
- country_cannot_cancel_law_enactment_bool modifier type added to prevent a country from manually canceling enactment of laws
- journal_entry_age compare trigger added for measuring the duration since the Journal Entry was activated
- Added tenure_in_current_power_bloc_days/weeks/months/years compare triggers for Country scopes
- New compare triggers power_bloc_share_prestige and power_bloc_share_power_projection in Power Bloc scope
- New compare triggers power_bloc_worst_liberty_desire, power_bloc_worst_infamy, power_bloc_worst_leader_relations in Power Bloc scope
- New trigger is_forced_to_join_plays
- Added console command fastlobbies to make lobbies bypass its chance to spawn, letting them always spawn if possible
- New console command Logging.GameStateGenerators can be used to display a list of gamestate init functions in the order they are executed, to troubleshoot initialization issues
- Added new rank based power bloc invite acceptance modifiers power_bloc_invite_acceptance_{rank}_add (need to be accessed in script)
- Added new country_leverage_resistance_per_population_add modifier that scales with population size
- Added new country_leverage_resistance_mult modifier
- Added new market_number_goods_shortage that gives how many goods in a market have a shortage
- Added new power_bloc_worst_leader_religion_population_fraction which returns the lowest fraction of population that follows the religion of the bloc leader
- Added new power_bloc_worst_economic_dependence which returns the lowest economic dependence on the leader among the bloc's members
- Added new power_bloc_share_gdp trigger which returns the share of the total GDP in a bloc a country has
- Added new power_bloc_total_leading_goods_producer trigger which calculates a score for a power bloc based on how many goods its members are the leading producers of. The number 1 producer gives 3 points, number 2 gives 2 and number 3 gives 1
- Added GetParticipantWithLowestEconomicDependenceOnLeader data function
- Added GetParticipantWithLowestLeaderReligionPercentage data function
- Added GetLeaderReligionPercentage data function to retrieve the percentage of the population in a country that follows the religion of the bloc leader
Bugfixes
- Wargoals targeting subjects not being contested now prevents overlord from dropping below 0 war support
- Improved the stability of the multiplayer game by fixing several Out of Sync issues
- Fixed a bug where an Interest Group could pick the Ruler or Heir of a monarchy to be their next leader, if they were a general
- All straight apostrophes (') in city, state, hub name loc replaced with typographic/curly apostrophes (』) to address issue where tooltips broke or bloated error log
- Fixed a bug where the 'Revoke Claim' wargoal could only be used once for each country against each enemy per play
- Fixed a bug where battles that end inconclusively would display a placeholder text
- Fixed a bug where the cost of reverse pacts was incorrect in the interface
- Fixed a bug where reverse pacts could be activated several times and stacked.
- Fixed a bug that would cause Bismarck to be available as a Landowner leader for every single country in the game
- Fixed a bug where countries in a diplomatic play could simultaneously be on someone's side and undecided
- Fixed a bug where it was possible to join diplomatic plays against power bloc members when you should not be able to
- Reworked the way random events are fired, fixing an issue where certain events would almost never fire. As a result, it's now more common that several events fire simultaneously, this is not a bug.
- Fixed a crash related to finding a combat unit type's primary culture
- Fixed a bug that disallowed intra-country migration when inter-country migration was disallowed (i.e. people can now move from a state in a country to a different state in the same country even if the country has closed borders)
- Fixed a crash that could happen when countries that are part of the same customs union would end up on opposite sides of a war
- Officers no longer bear the burden of increased ratio of casualties due to rounding errors
- B.Grimm company now has 10% infrastructure from population instead of 0.1
- Fixed a bug when the main theme was not playing on startup
- Fixed the country formation panel to show the correct status for split states
- Updated conditions for granting and removing command from ruler to prevent strange situations
- Artillery commander traits are now correctly applied to artillery units
- Fixed a bug where the revolution map marker could spawn in an incorrect State, with an incorrect Interest Group icon
- Fixed broken localization in naval invasion stalled tooltip
- Fixed a bug when after colonizing a province with frontier colonization player could colonize states it didn't have access to
- It's no longer possible to exceed (if only visually) the commander limit of formations by using the "move all" and "move half" buttons in the formation transfer UI
- Diplomatic Victory achievement now properly requires the player be a Great Power
- Fixed a bug that would cause some lens options / map interactions to not be updated when they should have, leading to the displayed information being out of date compared to the actual economic or geopolitical situation
- Added missing info in the combat unit type tooltip about modifiers that units provide their formations with
- Diplomatic Plays against your indirect subjects are now disallowed
- Commanders who are on expeditions are now correctly blocked from doing most of their job as commander
- While in a Diplomatic Play or at war you can no longer form or expand Colonial Administrations in order to prevent wargoals from being invalidated
- Empresas Eléctricas Asociadas Company now gives 5% infrastructure from population instead of 0.05
- C.A. LA Electricidad de Caracas now gives 5 infrastructure per 100k pops instead of 0.05
- Improved the performance of the Red Scare Journal Entry
- Added horizontal scrollbars when elements goes off screen in the Census Data & Building Registry fullscreen windows
- Revolution events and Coups can no longer spawn in communists and council republics before socialism has been researched
- Should a Bonapartist, Orleanist, or Legitimist non-monarchical ruler die, they no longer automatically generate a same-dynasty heir
- Nicholas I of Russia dying or abdicating before 1843 will no longer result in the generation of an heir with a negative age
- Fixed error spam issue with Brazilian agitator clothing
- Trade States will now be unavailable to select when no valid state options exist
- Added missing Legitimacy label and value to country tooltip
- Fixed an issue where dead Interest Group leaders could be targeted by the Kingmaker Caudillo event
- Seek Royal Marriage can no longer target junior members of a personal union
- The Positive Stage Journal Entry now requires you to either be Catholic or have state atheism enacted
- Custom tooltip fixes "The country does not have the variable in question" in tooltip for Ban the Opium Trade button
- Fixed a bug where the National Self-Defense event may refer to a Politically Unaligned IG
- Horizontal Filing Cabinets Boost now uses the correct color for the modifier
- Fragile Unity Journal Entry fail requirements corrected in text and tooltips
- Fixed a lot of typos across the game
- Fix bug where sorting countries by AI Attitude wasn't working
- The Banana Republic achievement now requires the construction of fruit plantations specifically, not any plantations
- Fixed two more ways in which it was possible to exceed the commander limit in a formation
- Fixed null_obj appearing in notification for HRE formation
- The Cholera event will now fire properly
- Fragile Unity points being gained or lost will now fire the correct notifications
- The Republic of San Marco will no longer throw errors
- The agitator_legal_events.5 now displays their correct event image
- Remaned Farm hub on Åland from Eckerö to Strandgård
- The Opium Wars now invalidate if their target ceases to exist
- Fixed a couple of typos in Czech cities
- Fixed the birth date of Alexander II of Russia
- Fixed an unlocalized modifier in the event "Obstruction in [state]"
- Removed duplicate icons for Influence costs for certain Diplomatic Actions
References
- ↑ Forum: Victoria 3: Update 1.7 "Kahwah" is now LIVE! - Checksum [5ebb] , 2024-06-24.