Victoria 3's update 1.0.4 is now live, its patch notes revealing tweaks to debt slavery, improved revenue prediction when constructing buildings, alongside the grand strategy game's first set of bug fixes.
Update 1.0.4 also adds additional penalties for reducing government and military wages in Victoria 3, while making the AI more likely to get involved in diplomatic plays and less likely to back down from them.
Victoria 3 Update 1.0.4 Patch Notes
Progressive political movements have a higher chance of appearing as the game progresses, while the AI will now focus on conquering land-adjacent states, which should hopefully reduce the amount of border gore on show.
Here is the full list of changes introduced in Victoria 3's update 1.0.4, as detailed by the developer in the official patch notes:
- Petit-Bourgeoisie now also care about government wages
- Slashing government wages will now reduce prestige
- Slashing military wages will now reduce training rate
- Debt slavery can now enslave pops up to wealth level 9, in reduced numbers for each point of wealth
- Reduce the max number of pops enslaved each week by debt slavery from 5% to 0.5% of state population
- Debt slavery will no longer enslave additional pops when slaves is 20% or more of the state population
- Tweak subsistence production in decentralized nations so African pops don't start at starvation levels
- Increased the chance of progressive political movements appearing over the course of the game
- Movements to Preserve now have a larger effect on the chance for a law to stall, making it harder to pass laws opposed by powerful groups
- Political Movements for or against changes in Slavery and Government principles laws will now be more radical
- Reduced base effect of Propagandists Intelligentsia trait from 50% to 25%
- Reduced effect of guaranteed liberties on loyalists and radicals growth
- Native Uprisings now get a significant bonus to their combat capabilities, mainly on the defensive
- Reduced the chance of Native Uprisings occuring when provinces are colonized
- AI is now a bit less likely to back down in diplomatic plays
- AI is now a bit more likely to get involved in diplomatic plays
- Make the AI more keen on swaying countries to its side if outmatched in a diplomatic play
- AI is now a lot more focused on taking land-adjacent states and conquering contiguous land areas in general
- Increase AI aggression against Unrecognized countries after unlocking Civilizing Mission
- Increased AI tendency to get involved in Native Uprisings slightly
- IImprove revenue predictions when constructing buildings to show more accurate and useful data
- Fixed a bug where capitulating in one war could cause your generals in another war to standby
- Added additional check to prevent monuments from being targeted in tutorial
- Added a check to the Declare Interest Tutorial that was miscounting the maximum amount of Declared Interests possible.
- Fix issue where Investment Pool could be used for disallowed building types
- Fix issue where predicted price for goods after goods substitution would sometimes show the wrong value
- Political movements can now start organizing a revolution at 50 radicalism rather than 100 (100 is needed for the revolution to actually begin though)
- Fixed typos in several defines
- Fix pop attraction reasons tooltip CTD in Asian languages
- Fixed a CTD caused by trying to create a shipping lane between two market areas with at least one of them being only nominally coastal due to the entire coast being impassable
- Fixed a CTD that could be triggered when clicking on the "mobilize all" button"
- Fixed late game CTD when transferring troops
- Fix CTD when hovering sell orders after having country join your market (__chkstk (chkstk.asm: 109))
- Fix CTD in NPdxParticle2Internal::SParticlePool::GetActive
- Fix CTD in CJominiSplineNetworkGraphics::GetStripLengthInternal
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