
Happiest of Thursdays Victorians!
State and Revolution and Update 1.15, ‘Ivan-Chai/Fireweed’, are now live! Sporting the checksum: fc93
Lead the Russian Empire through an era of political turmoil, national aspirations and revolutionary change! From appointing the Tsar's favorites to exiling unwanted dissidents to the frozen reaches of Siberia, confront the forces that threaten to tear the Russian Empire apart! Lead the People. Or Rule Above Them.
You can pick up State and Revolution right now, on Steam, on the Paradox Store or as part of Volume 3.
Enjoy the release trailer below:
And yesterday we released an overview of Update 1.15:
First of all, we have this lovely infographic for State and Revolution:
And one for Update 1.15:
Now, before get to the patchnotes, 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, with that said, we have the patchnotes below updated with any that we missed in last weeks changelog!
Patchnotes 1.15
State and Revolution Features
Favorites:
As an autocratic ruler, appoint favorites, adopt their ideological stances, and engage in narrative content around their newfound powers. The Favorite system is usable in countries having Autocracy, Oligarchy, Technocracy or Landed Voting.
Siberian Exile pool:
Exile undesired characters to the cold wastes of Siberia
Narrative content:
Added the Emperor and Autocrat Journal Entry, which contains twenty-six agenda Journal Entries revolving around the Russian Tsars and their Favourites, and the ability to issue powerful Ukase as a reward for completing them.
Added four Journal Entries and numerous Events centred around the Russian Revolution: the buildup to the Revolution, the Provisional Government, the rise of the Bolsheviks, and the Russian Civil War
Added a Journal Entry and associated content for Congress Poland and her Russian overlord
Added Journal Entries and Events portraying the Ukrainian and Belarusian Cultural Renaissances
Added two Journal Entries and numerous Events related to the evolution of Russian literature
Added a new Journal Entry with relevant events dealing with the pursuit of Russification in the western borderlands
Added an Emperor and Autocrat agenda and Events related to Grigoriy Rasputin and his assassination
Added events for the Exile to Siberia character interaction
Added historical characters to Russia, including revolutionaries, military commanders, writers, statesmen and industrialists
Added an Emperor and Autocrat Ukaz and event about the Synod of Polotsk (thanks for the inspiration u/CancerKidBilly), and updated relevant pop religions
Added 5 new companies to Eastern Europe for State and Revolution, some of which also have a new Prestige Good
Added character events for Iosif Stalin and Pierre-Joseph Proudhon
Added new single-fire events pertaining to Grand Duke Dmitri, the Peredvizhniki, and Russia's participation in the World Fair
Journal Entries and Events tied to "The Great Game", introduced in Sphere of Influence expansion, will also become available to all who own State and Revolution.
Character events for Russian characters such as Vladimir Lenin and Leon Trotsky, introduced in Voice of the People, will also become available to all who own State and Revolution.
Russian characters introduced in Sphere of Influence, will also become available to all who own State and Revolution.
Art:
Seasons: Visual effects for seasonal changes across the globe
A Russian city buildings set is now present in most of the territories of the Russian Empire when the State & Revolution DLC is active
Added 5 new map decorations for Russia. These do not have a gameplay effect, but are showcasing some important buildings in the Russian Empire like the Winter Palace.
Added a new papermap for State and Revolution
Added two new Loading screens for State and Revolution
Added the Russian themed UI skin "Revival and Grandeur"
New clothing added for characters and pops within the Russian Empire
Added new Russian themed table assets. Maybe there’s some secrets waiting to be uncovered?
Added military uniforms and unit colours for Poland
Added a new outfit for Leon Trotsky in a Council Republic
Music
New music inspired by Russian imperial and revolutionary ambitions
Changelog
Features
Fully reworked War Support. It now runs from 0% to 100% and can both increase and decrease over the course of a war. Initial war support depends on how willingly a country entered the war and changes from battles, occupation, war goal progress, devastation, economic regression, length of war, and over such factors. Low war support radicalizes the population, weakens your military forces, and increases liberty desire for subject belligerents. Countries no longer capitulate automatically when support runs out, instead wars where both sides are fully exhausted will eventually end in a stalemate.
War goals can now be enforced in the middle of a war. Controlling the objective of a war goal slowly builds up its enforcement progress, and once complete the war goal is enforced immediately without ending the war. The 'victim' of the war goal (or one of their allies in cases such as annexation) is granted an infamy-free 'mirror' war goal to take back what was lost, so territory and subjects can change hands several times over the course of a war. Some war goals, such as Regime Change and Cut Down to Size, can still only be enforced through capitulation or a peace deal.
Added Copper as a new good to the game. Copper is available to be mined at game start but has more limited demand early on which increases over time and climbs rapidly with the advent of electricity. Copper is accessible in some quantities around the world though notable deposits can be found in south west England, the United States, Chile, Peru, Australia, Katanga and North Rhodesia. The following companies have received Copper Mines as buildings or extension buildings: Sumitomo, Broken Hill Proprietary, Estannífera Llallagua, EEA, Ericsson, Witkowitzer Bergbau, Norsk Hydro, General Electric, Basic Electrics (Generic Company) and Basic Metal Mining (Generic Company)
Added a Cold system. The world now periodically freezes over, which affects mostly sea nodes for now. A sea node affected by sufficient cold will have ship speed reduced, reduce the World Market Access of connected Trade Centers, and increase the demand on the Supply routes that support troops stationed overseas. The cold minimum and maximum values are set differently for different regions in the world, for example the Sahara will never freeze over and certain regions may have a constant amount of some Cold. In combination with the point below, this system should lead to some more dynamic trading happening especially in Russia.
Instead of having only a single world market hub through which all trade flows, each market area can now support up to four, depending on the size of the area and whether it touches multiple bodies of water. For example, Russia now starts with hubs in Ingria, Kherson and Arkhangelsk instead of just Ingria. Each state in a market area has a hub that their Trade Centers trade through by default, but if one of the hubs gets blockaded or cut off they can switch to a different hub, suffering a penalty to World Market Access based on the distance to the fallback hub.
Subjects with high liberty desire can now attack their overlord even if they are allies in a war/play, so long as there are no war goals in that war explicitly targeting the subject. A subject that backstabs their overlord in this way will automatically leave all wars/plays where they are supporting the overlord.
Subjects no longer automatically join their overlord's civil war but start out on the fence and can choose to back either side. Autonomous subjects can choose to sit out civil wars entirely, while non-autonomous subjects automatically back the loyalists if they don't pick a side before the closing phase of the play.
Added a Return State to Subject diplomatic play for demanding a state that one of your subjects claims
The military map can now show your own, allied and enemy supply routes at once, filtered from the navy panel
Fleets (instead of Admirals) will now be regarded as Defeated after a loss in a naval battle. This will now forbid a Defeated fleet from having ships transferred into or out of itself (including splitting and merging) until repaired and re-crewed. Admirals will no longer have a Defeated status and can freely be assigned from and to Defeated Fleets.
Added "Cossack Hosts" to the game. Cossack Hosts are new subsistence-like buildings that are established in states through a new map interaction in the state interactions lens and available to Russia at game start. Cossack Hosts reserve up to 20% of arable land in any given state region and in return provide migration attraction and policing services.
Added a Glossary system for explanation of historical concepts and word definitions
Journal Entries that are included in a DLC now show that DLC's icon in their upper left hand corner when open
Improvements
The Journal panel and individual journal entries have received a visual overhaul. Objectives are now pinned at the top, themed entries are grouped with the key one being highlighted with an illustration, and you can search and filter entries. Each entry now shows what activates it, what drives its progress, and how it ended.
Armies can now be stationed in the states of your subjects
Piracy, tolls and strait closures now have real and serious diplomatic consequences in the form of relations decline over time, attitude adjustments, and even potential military intervention from negatively impacted countries. For straits, the degree of the penalties depends both on how severe the tolls/restrictions are and how much the country in question depends on the strait.
Rebuilt the travel network that armies and fleets move on. Pathfinding should now generally be more consistent and less bug-prone.
Added a game rule that scales infamy generation up or down
After a naval invasion lands, or after a transport delivers its armies, you can now choose what the fleet does next: return to its home HQ, stay near the landing, or guard the invasion's supply route
Badly damaged ships are now more likely to withdraw from a naval battle than lightly damaged ones
Armies can no longer be deployed or shipped directly to your own naval invasion front, and are instead sent as reinforcements through the invasion
Overlords now normally join the diplomatic plays and wars of a country they have just made their subject to protect their new acquisition
Subjects now gain liberty desire when their overlord starts a diplomatic play against them or enforces a war goal on them
Exiled armies can now be stationed in states, though they still cannot be supplied
A country created by a Liberate Country or Release as Subject war goal now adopts the laws of the liberator country rather than those of its former oppressor
Defenders in a diplomatic play no longer receive a default Humiliation war goal when they have added no war goals of their own, but can instead choose to fight only to preserve the status quo, which makes it slightly easier for them to maintain their war support.
Violating sovereignty to join a war now requires the country to connect an important theater of each side that is not already connected by land, rather than just bordering both war leaders
Countries now count as strategically adjacent when they are connected through a third country that grants military access
Trade between world market hubs can now spread across several sea routes of similar length instead of always going through a single route
Multiplayer games now use Steam MP by default
Female agitators can now be granted command of an army or navy once Women's Suffrage is enacted
Marines can now be disbanded while attached to a fleet
The Russian Armed Forces now starts with the Tsarist ideology, supporting Monarchy, State Religion, and Autocracy
Made the Propose Royal Marriage character interaction into a diplomatic action
Obligations can now be used on diplomatic demands
Cultural secessions now get war goals on all homeland states that did not already join the secession
If Bureaucrat pops make up 5% of the total political strength of a Council Republic, the Intelligentsia will reorganise into the Nomenklatura Interest Group
Regnal numbers appear dynamically for monarchs and Popes. They are no longer baked into the loc keys for names.
As countries democratise globally, political movements desiring suffrage will put additional pressure on autocratic regimes
Several buttons and decisions flavoured as treaties - for example, the Treaty of Turin, the Treaty of Aigun, etc. - now create state/money transfer treaties
Female characters can now have feminised last names appropriate for their cultures
Power blocs now get fitting national and regional names more often, including several that could never appear before.
Changed the victory condition for the Caucasian side in the Caucasian War Journal Entry to require severing Tbilisi from the Russian capital market area
Added Early Troopships, an age of sail era transport available from the start of the game
AI
The AI now pursues specific regional objectives in strategic regions, such as acquiring a state, recovering its claims, or subjugating or protecting a local country, which should make its behavior more predictable, rational and consistent
The AI now judges which states it wants far more carefully, is much more reluctant to give up its own core land, and only goes to war for a state it strongly wants
The AI now only targets countries and states it can actually reach with its armies by land or sea, so AI countries should no longer try to conquer or subjugate places it has no meaningful ability to project power to
The AI will now weigh war goals against the whole peace deal and no longer starts diplomatic plays over war goals it barely wants
The AI now correctly judges the full strength of a subject's overlord before deciding whether to attack that subject
The AI now organizes its navy into more role-specific fleets, concentrates the bulk of its naval power into one to two main battle fleets, and keeps short-ranged ships near friendly ports
The AI now builds a navy that correctly fits its technology and naval doctrine, and emphasizes having enough naval administration to fill its crewing needs
The AI now sells its obsolete ships to other countries through treaties, and have a better understanding of which ships it wants to buy or sell
The AI now reacts to strait restrictions that hurt it and may start diplomatic plays to relieve strait grievances. It also weighs which countries it would anger before deciding to close a strait or raise tolls
AI will now withdraw from treaties where they mainly received one-time articles, such as ship transfers, when the binding period ends
The AI now raises and lowers government and military wages, cutting them to stay out of debt and paying soldiers more during major wars
Enhanced the AI's ability to predict the future profitability of constructions and production methods, improving overall AI economic performance
The AI now builds more construction when it lacks sufficient construction to tap its investment pool
Small countries no longer bankrupt themselves building naval fortifications
The AI now incorporates its capital first and then its most valuable states, favoring homelands and states with large primary-culture populations
A country adopting socialist Laws will now trigger a negative diplomatic catalyst with all interested non-socialist countries
The AI now refuses to renegotiate treaties that already handed over states, ships, money or anything else given only once, and will not trade away subjects it values highly
Improved AI understanding of which states are most suitable for decrees such as Encourage Agriculture
The AI now always wants enough paper to cover its bureaucracy needs
Britain and Russia now care about Persia and Afghanistan when they are rivals, and Prussia will take more of an interest interest in Scandinavia
Fix for the AI disregarding long binding periods when considering alliances and defensive pacts
Fixed an edge case where an AI would repeatedly offer another AI the same treaty
Added a grace period and an alert before the AI withdraws from a treaty with the player
The AI and private sector no longer build railways to offset temporary infrastructure penalties from harvest conditions or devastation
The AI no longer weighs starting a diplomatic play against the strength of the wrong target state
Fix for the AI misjudging the value of some strategic regions, such as India, Persia and Arabia
Fixed excessive AI interest in the Balkans when they have no real reason to care about it
Fixed certain journal entries making the AI want to befriend or protect every country instead of just the intended one
Fix for the AI being less likely, rather than more likely, to threaten naval hostilities against countries it is hostile toward
AI now values prestige goods correctly when choosing production methods for buildings whose company owns several levels
Fixed an issue where the AI could overspend on supply ship construction despite wanting only a modest amount of supply ships
Subjects are now reluctant to sign treaties with countries their overlord is hostile to or rivals
Fix an issue where the AI could get stuck trying to disband troops it could not cut, including troops carried by its fleets
Fixed the AI stranding undermanned ships in single-ship fleets and leaving spare fleets unmerged in port
The AI no longer sends fleets out of port while they were being repaired
Fixed the AI being less willing to fit utility modules the more free slots a ship had rather than the opposite as was intended
Improved AI understanding of how to complete 'Taming the North'
The AI can now found the Sapporo Agricultural College as Japan without first building a university in Hokkaido
The AI keeps trying its remaining interactions with an exiled character after one of them fails
Improved the AI's ability to complete Divided Monarchists as a given house, or as Republicans
Balance
Rebalanced naval combat and ship stats. Capital ships now fire more often than escorts, and enemy fire concentrates more on specific ships rather than spreading evenly across a fleet. Fleets without enough screening ships expose their most vulnerable ships to extra damage so unescorted capitals will take heavy punishment. Ship classes now have clearer roles and counters, such as destroyers against submarines and torpedo craft against all capital ships.
Warship modules now need more their own goods such as artillery, ammunition and radios, so heavier ship designs cost noticeably more to build and maintain (The Great Wave)
Ships facing hopeless odds in battle will now try to withdraw as soon as they are able to
Rebalanced infamy. States now have a calculated infamy value based on factors such as its global share of GDP and population, and nearly all war goals anchor their infamy against these values in some way to create a more consistent and rational set of values. In general, the infamy cost for low impact war goals and marginal states has been drastically decreased, and the infamy cost for conquering and subjugating high value land drastically increased.
Rebalanced building hiring and wages. Buildings are now a bit more conservative when it comes to hiring and wage decisions and should have an easier time reaching a stable equilibrium at partial employment.
Standard of living being below expected now radicalizes pops at a slower rate to avoid the five-year revolution cycles created by any significant amount of unemployment.
Rebalanced occupation and devastation. Devastation now comes from battles rather than building up under occupation, and recovers some time after the last battle fought in the state. Fully occupied states now keep half of their market access instead of being cut off from their market.
Rebalanced naval power projection. You no longer need massive battle fleets to project influence abroad, but the cap on involvement generated from navies was reduced.
Disbanding battalions and non-obsolete ships now results in a temporary prestige penalty relative to the amount of prestige generated by the unit. This penalty is much more severe for ships than for army units.
Reduced the maximum number of mission areas a fleet with higher ranking admirals can cover
The liberty desire subjects gain when their overlord annexes another subject now scales with how prestigious the annexed subject was
Reduced the impact by ideological incoherence on legitimacy penalties by half
The Trade Unions will no longer support Council Republic by default upon researching Socialism
Increased the lethality of crop failures
Increased the Activism gain of the Nihilist Movement from active laws
The Activism of the Nihilist Movement will increase proportionally to its support
Cultural minority movements will now gain additional Activism if homeland states of their culture are isolated from the market
Removed the flat 15-SOL activism modifier from Anarchist and Socialist movements
The Communist, Vanguardist, and Anarchist ideologies have a higher chance of appearing in Council Republics with high Loyalists
Socialist, Communist, and Anarchist movements now gain substantial pop support from active revolutionary laws, such as Council Republic, Communal Administration, and Revolutionary Guard
Socialist and Communist movements will now lose Support and gain Activism whilst their country is at war with a Council Republic
Socialist, Communist, and Anarchist movements will no longer lose support from lower-strata pops with a higher standard of living in a Council Republic
Increased the amount of Activism contributed by movement support to the Anarchist, Communist, and Revolutionary Socialist movements
Lowered the Kill Rate of Chemical Weapons and of the Heavy Barrage, Desperate Charge and Pillager orders
The Hungry Forties will now spawn closer to the middle of the 1840s, and will have a stronger impact on Standard of Living
Reforming into a government layout with 0% enactment chance will immediately fail the enactment
IGs opposed to enacting a law will refuse to negotiate if they feel that it will fail without their support
IGs that feel they can stage a successful coup instead of negotiating will refuse to negotiate
IGs opposed to enacting a law will refuse to negotiate if the enactment chance is currently 0%
Council Republics is now a valid prerequisite to enact Command Economy
Reduced the Russian population in the North Caucasus
Reduced Russia's starting Wood and Hardwood production
Reworked starting trade routes and trade centers so major countries no longer start with severe market shortages
Reduced Ottoman tea production at game start by about half and shifted a significant amount of the now lost Ottoman tea exports to China instead
The Labour Movement now opposes child labour, and supports Compulsory Primary Schools
Removed the Organic Statute modifier for Russia, as Congress Poland now exists
The Dutch East Indies and the East India Company now start with Early Troopships
Divided Monarchists now uses character Prominence rather than Popularity to calculate progress scores
Changed Alexander von Benckendorff's ideology to Authoritarian
Changed Elena Romanova's ideology to Moderniser
Changed Sergey Uvarov's ideology to Authoritarian
Reduced the chance for Vanguardist characters to spawn in highly developed countries, and for Communist characters to spawn in less developed countries
Tsar Alexander II is now a Moderniser, as opposed to Market Liberal, and benefits the spawn chances of Moderniser characters
Ferdinand Lassalle is now a Trade Unions State Socialist
Reduced the progressiveness of Slavery laws
Tsesarevich Nikolai Alexandrovich is now a Moderniser
Pushed back the date past which Tsesarevich Nikolai Alexandrovich may die to 1863
The Labour Movement now requires a non-Traditionalism/Extraction Economy/Industry Banned economy law
Italian countries now start with Empiricism
Added Egalitarianism to Nassau and Limburg
Independence events may no longer enact Council Republic if the relevant country does not have Factory Councils
Uruguay now starts the game with a trade center
Art
Added new visual effects for the naval battle conditions
Improved overall look of children's common outfits for different regions
The Strategic Objective arrow has been redrawn to match the other arrows on the map
Removed historically inaccurate lakes on the map in russia
Ships in naval battles no longer appear to move unrealistically fast
Character portraits now have crisper shadows without light leaking under hats.
Added new flags for communist Russia and Sweden
Visually updated Saint Basils Cathedral model
Children now appear larger and better framed in the character panel.
Children now wear clothing suited to their culture, and the royal children's outfit is reserved for royalty.
Gojjam and Tigray have scripted flags based on Stanislaw Chojnacki's vexillological notes.
Commander movement lines and inactive strategic objective arrows on the map now curve more
Audio
Enabled a weighting system for music. For example we adjusted The Great Wave's music to make it be played more commonly when playing as Japan, and for Japanese subjects, while reducing the chances when playing in Europe.
Added new weighted and random shuffle modes for the music player
Added a previous track button for music player
Made the track controls for the music player available without the music player being open
Sorted the music track albums by release order
Fixed dead spots in the ambient sound and added a new sound for Lakes. Rivers have sound now.
Fixed Harvest Condition sounds never de-spawning. Also made functionally smoother in general. Now, while the harvest condition map-mode is active, filters only non-harvest condition map sounds and allows harvest condition audio through.
Fixed locomotives re-triggering their sound repeatedly
Content
Fishermen have reported spooky sightings out at sea. Some report lights glowing from deep within the ocean, others claim to have seen a strange machine. Surely these reports will disappear as quickly as they appeared once the cold intensifies.
Added Congress Poland as a playable crown land subject in 1836
Added a new "State and Revolution" Journal Entry, which tracks whether a Council Republic pursues Confrontation of world capitalism, or Consolidation of its gains in a hostile world. A Council Republic will suffer a decreased Diplomatic Reputation and Trade Advantage proportional to its pursuit of Confrontation.
The Great Game is no longer a starting objective, and its journal entries can now be pursued under any (or no) objective (Sphere of Influence). Its content is now also available to owners of State and Revolution.
Added the Bukey Horde, the Shamkalate of Tarki, and the Principalities of Abkhazia, Svaneti, and Mingrelia
Added the Labour Suffrage law supported by the Communist Movement, limiting suffrage to certain lower-class pops
Added the Communal Administration law supported by the Communist Movement, replacing dedicated Bureaucrats pops with a large quantity of Clerks
Added the Revolutionary Guards law supported by the Communist Movement, greatly expanding Conscription and Training Rate, at the cost of fewer standing Barracks per state
Added the Extraordinary Commission law, representing a revolutionary secret police organisation
Reworked the stances of the Communist Movement. The movement now focuses on seizing political control for the Trade Unions through the destruction of the existing state apparatus
Added a new Internal Colonisation law, representing countries focused on settling their internal frontiers
Added a new Military Bureaucrats law, representing a military-controlled bureaucracy
Added several unique laws to Russia - Official Nationality, Caesaropapism, and Third Section
Added a new "The Forest of Bayonets" Journal Entry, representing the buildup to the Springtime of the Peoples
Added a new Reform or Revolution Global Journal Entry, appearing when 25% of world GDP is controlled by countries with socialist parties or movements. This Journal Entry is shared between all countries with socialist movements or political parties, and its outcome will decide the shape of the socialist movement globally.
Added Hemophilia character condition
Added 5 new free companies to Eastern Europe
Reworked "The Five-Year Plan" Journal Entry, flavoring it more around Command Economy and allowing one to choose the sectors one wishes to develop
Replaced the "The State and Revolution" Journal Entry with a new "Extraordinary Measures" Journal Entry, activated by enacting the Extraordinary Commission law
Replaced the "Our Revolution" Journal Entry with a new "Social Revolution" Journal Entry, representing the ambitions of a Council Republic to expand welfare, multiculturalism, and women's suffrage
Reworked the "Mutual Aid" Journal Entry
The Communist Party and Communist Movement are now unlocked by completing the Reform or Revolution Journal Entry with a Reformist victory
Reworked the law stances of the Trade Unions
Added the Scandalous personality trait
Added a set of new ideologies for the Armed Forces after The Red Army event - Disciplinarian and Militant
Added the Bourgeois Specialists amendment for Communal Administration, enabling a country approaching Consolidation to enlist the assistance of the old regime's professionals
Split the Patriotic ideology into Patriotic and Militarist. The Petit-Bourgeoisie will now support Dedicated Police and National Guard by default, whilst the Armed Forces will prefer Militarised Police and Secret Police
Russian Landowners hate women one step less
Russia starts with more realistic cavalry ratios
Lenin and Trotsky have a greater chance of spawning as agitators in Russia
Tsar Nikolai I dies on a more realistic timeline
The Social Democratic Party is now called the Socialist Party, and its colour is now red
Renamed the Social Democrat ideology to State Socialist, and gave it an approving stance on Command Economy
Whilst Factory Councils is active and a Council Republic remains Confrontational, the Trade Unions will attempt to autonomously enact their favoured laws
Whilst Revolutionary Guard or Communal Administration is active in a Council Republic, the Trade Unions will attempt to autonomously remove unpopular commanders and politicians from their posts
Made the Caucasian War into a global Journal Entry
Added 5 new achievements to the free Update
Made The Pacification of the Steppe into a global Journal Entry for Russia and her Kazakh subjects
Georgia is now a formable country
Improved the map and demography of Northern Kazakhstan
Karl Marx is now named Karl Marx
Made Canadian Confederation and Australian Federation into global Journal Entries
Made the Hungry Forties Journal Entry into a global Journal Entry, and added a custom mapmode to it
Characters now have a more diverse range of body mass
Added the White Movement for Council Republics, which consolidates anti-communist movements into a single militant force
Split the former state of Tula into Tula and Oryol
Merged the former states of Chukotka and Kamchatka into one state
Spelled out what the Alaska journal entry actually asks the player for
Split Kostroma from the Yaroslavl and Nizhny Novgorod state regions
If Great Britain adopts a republican Governance Principles law, she will be referred to as the Commonwealth of Britain
Added custom names for republican South Africa, Canada, Australia, and New Zealand
The Central American Dissolution now checks the Turmoil level in Honduras
Yemen can now only be formed by countries with Yemenite primary culture
Leon Trotsky and Luís Carlos Prestes will now support the Trade Unions by default, changing to the Armed Forces following the establishment of the Red Army
"Across the Sea" is now a one-time event (The Great Game)
"Dąbrowski's Flight" event can now actually send him to Poland (Voice of the People)
The Nihilist Movement now has a stance on the Edo Status System
Dracula is now eternally young
Changed the colour of the Radical Party to salmon pink
Changed the colour of the Free Trade Party to orange
Christ of Nations no longer completable by a subject nation
Poland-Lithuania no longer formable by subject nations
Improved and expanded the namelists of cultures present within the Russian Empire.
Releasing Bohemia or Czechoslovakia will no longer include Upper Silesia
Removed Czech homelands from Upper Silesia
Russian Alaska now starts with a small army in Alaska
Gave the Japanese coup event a description that fits a country without modern armies
Spelled out what A New National Identity still needs from the player
The Russian Socialist Party will now be known as the Russian Social Democratic Labor Party by default
Landowners in every country without a monarchy now start the game with the Elitist ideology
Chile no longer claims eastern Patagonia and Argentina no longer claims Araucania, as a stopgap measure to produce more (but not fully) historical colonization results
Baltic Governorates now has the right name
The French Legitimist progress bar in Divided Monarchists is now white
Interface
Added a State Value map mode showing how much a country values each state, with a breakdown tooltip and a list ranking states by value, viewable from any country's perspective
Added a State Infamy map mode showing how much infamy each state would cost to take
The law panel can now show how a law's effects differ from the law currently in place
You can now hover a 3D building model on the map to highlight it and click it to open its details panel
Added grouping of feed notifications
Added a lens option for certain Treaty Articles where you can easily see which countries would be likely to agree to, for example, an Alliance or to give you Trade Privileges.
Building employment tooltips now show whether a building is hiring, unable to hire, unwilling to hire or downsizing, along with its wage outlook and which pops it can hire
Improved the UI around sailor shortages. The sailors display compares the sailors you have with what your ships need, ships and ship groups flag crews that cannot be filled, and a new alert warns when your naval administrations cannot supply enough sailors.
The fleet panel now shows what Raid Supply Lines and Protect Supply Lines missions are doing in each sea region, including the enemy supply lines found and which supply ships are being protected
Naval mission tooltips now predict which enemy formations a raid could cut off and who protects them, also when hovering a sea region with fleets selected
The naval invasion and transport planners now estimate how many supply ships the move will use compared to how many you have
The fleet panel now shows the power projection and influence a fleet's mission generates
Bombarded ports are easier to spot on the map, and ports you are bombarding are told apart from your own ports under bombardment
Coastal building map markers now also show blockades and how much they cut each building's throughput
Added a Repair button to the ship panel and to the fleet ship list, so damaged ships can be repaired one at a time or in a selection
A selected army or fleet now keeps its supply route shown on the map, with a Map Modes setting to turn it off
World market hubs of your own country, your allies and your enemies are now shown on the military map modes
The strategic region panel now lists the stances other countries have taken in the region, and the stance tooltip explains what each stance means and why it was taken
The diplomatic play confidence tooltip now breaks down each factor properly, including military comparisons of both sides
Orders that would cancel an ongoing naval transport now ask for confirmation first
Armies waiting for or riding a naval transport now show an embark icon in the outliner, and formations on their way to merge are no longer listed separately
Fleet map markers now show when a fleet has been recalled for repairs
The naval mission overlay now stays visible while assigning sea regions to a mission
Made conditions for advancing and depleting journal entry progress bars more visible in the panel
The Unrealized Taxes section of the Budget panel is now a sortable list showing Tax Waste and uncollected Taxes per State
Hovering a historic monument now shows a piece of trivia about it
The map no longer offers naval transport to places your warships cannot reach because of closed straits
Pirated goods in the fleet panel now have a tooltip showing the weekly amount and which states' imports it was taken from
Clarified and Highlighted relevant information related to Unrealized Taxes
Corrected the strait access tooltip so it reflects which countries are actually allowed through
Improved communication about blockade effects, strength, and resistance in the naval mission sea region selection tooltip
Added max blockade strength information in the fleet panel and per-state blockade tooltip
Added a checkbox to confirm understanding of the warnings when loading incompatible save games
Journal entry tooltips now list their active modifiers with icons, and scaling modifiers are shown in the journal entry panel
Support Separatism in the outliner now names the national movement that is forming
The Electoral Confidence tooltip now shows its monthly change, where it comes from, and how the Tradition of Free Elections gain is calculated
Added a notification when Electoral Confidence rises or falls by a ten percent step
Ship Transfer articles can now take several ships at once, and the treaty panels group them into one collapsible entry
Recall for repairs can now be used on a fleet that is already docked but not yet fully repaired
It is now possible to cancel an invasion from the army and navy panel, as well as from the right-click menu or participating formations
All participating formations are now listed in the popup that shows when clicking the cancel invasion button
The GDP, Population, Standard of Living and Company Profit charts now mark the current value with a line, so it can be read against the rest of the curve.
Chart tooltips now state how far below its all-time peak a charted value has fallen. Both come from the Nuanced Charts+ mod by Lenny, with our thanks.
Display information for fleets unable to receive new ships and added a new popup when ships constructed for a certain fleet will be diverted to a different fleet due to the original fleet being unable to receive those ships
Added a tooltip explaining the origin of devastation numbers on a coastal building marker when being bombarded
Selecting a fleet assigned to the blockade or bombardment mission will now display markers on every hostile coastal port, markers will be highlighted where the fleet is actively performing the mission
Added more tooltip explanations to why some Fleet action buttons are not interactable when a Fleet is Defeated
Named the minimum law enactment speed shown in the checkpoint tooltip
Added blockade information to tooltips when removing sea regions from naval missions
Fixed sorting of interceptable fleets in the naval mission sea region selection tooltip
Fixed sorting of bombarded states in the fleet panel
The world market access tooltip now shows blockade penalties as multipliers, matching how they are applied
Treaties now show when their binding period is on hold until a war between the signatories ends, and the period starts as soon as peace is made
Hovering a war goal in the peace deal panel now highlights its map marker, and the other way around
When picking a strategic objective, states that another army already targets are now marked
Tooltips now explain why a fleet cannot reach a sea region
Naval missions of countries in Naval Hostilities with you are now shown as hostile on the map
Main Menu image will now be chosen based on the latest release owned if setting Theme setting to Default
Mentioned marginalised groups in the influential interest group explanation
When a liberation play is unavailable, its tooltip now explains what is blocking it
Sorting goods by trade advantage in the trade tab of the Market panel now works properly
Low War Support combat penalties are now listed in the battle details modifier lists
The building employment tooltip now tells you when workers have left for another state
The character name in a create character effect description now has a tooltip listing the new character's roles, ideology, interest group, home state, age and traits
Naval battles fought as part of a naval invasion are now listed in that invasion's panel
Barracks production method tooltips now show how many officers and servicemen the building employs with that method
Sorting a goods' local prices now lists states with a shortage first
The recruit conscripts list can now be sorted by how many conscripts each state can support
Obsolete ship types now only suggest replacements that fill the same role
Hovering a World Market Hub on the military map modes now highlights its market area
Unit icons in the Buildings panel now show their unit count in the tooltip instead of offense and defense values
Added a tooltip explaining that an existing monopoly charter will be removed when removing an industry charter for a company
The State tooltip now shows Unrealized Taxes and lists each value before its label
Made it so the treaty article acceptance icon is consistent in tooltips and in the treaty
Made it so when you withdraw from a treaty with articles you cannot withdraw from, the toast correctly claims you partially withdrew
Hide the ship transfer options when making treaties with landlocked countries
Very long journal entry tooltips now move the rest of their text into a nested tooltip so they fit on screen
Event option tooltips with very long effect lists now show the rest in a nested tooltip, so they no longer run off the screen
Moved the lens tab tooltip above the lens
Added the relevant exile's name to the description of "Political Migration"
The incorporated and unincorporated state filter is now also available in the compact buildings panel
The army and fleet lists in the region involvement breakdown are now paged, so long tooltips no longer overflow
Added tooltip for clarity to the "Everyone Disliked That" achievement (The Great Wave)
Updated description of The Caucasian War Journal Entry for more clarity (Sphere of Influence)
Added the text 'Your Neighbor (via the sea)' for countries considered adjacent to yours only via the sea
A company's requirement for building levels in a state region now reads as a single line instead of a nested block
Performance
Improved performance drastically in generally late game situations with very long wars with lots and lots of ended naval battles
Optimized and improved caching of sway scoring (noticeable on the diplomatic play panel with lots of countries)
Improved AI law change decision making performance
Improved building modifier reevaluation performance
Improved graphical province update performance
Improved caching for laws and legitimacy
Improved AI strategic region score update performance
Improved performance of AI evaluation of diplomatic plays
The transport planner and its fleet selector no longer slow the game down while open
Company availability checks now look up the owned state in a state region directly instead of searching every state the country owns
Character portraits are no longer rendered twice for characters who hold more than one role.
Optimised several AI, ideology, and movement triggers
Modding
Added support for journal entry map modes. This is a context sensitive map mode that is fed information through script by a journal entry and will reflect it back on the map.
We fixed the assimilation defines this time, I promise
Added effects for add_decree, remove_decree, replace_decree on country and state scope
Added on_action for when a new power bloc forms
Added an optional context for journal entry types to override the context from the journal entry group
The pop_type_percent_country trigger now takes a script value instead of an explicit percent value
The optional dlc field in events and journal entries can now list several DLCs. The badge in UIs shows the most recently released one the player has enabled, if no single one is enabled it shows the most recently released.
Added on_won_war, on_lost_war, on_inconclusive_war and on_wargoal_enforced_by_timer on_actions
AI ship categories can now be defined in common/ai_ship_categories
Added a will_incorporate_state trigger to AI strategies to control which states the AI incorporates
Added the diplomatic_play_acceptance script value, which adjusts how willing the AI is to back down in a diplomatic play
Added has_sufficient_sailors, carrying_capacity and relative_carrying_capacity triggers
Added a state-scope has_coastal_access trigger, and is_coastal now also works in country scope
The has_any_strait_province trigger now also works in state and state region scope, and added has_any_potential_strait_province
The primary_cultures_percent_state and primary_cultures_percent_country triggers now take a target country
Replaced the war exhaustion script commands with war support equivalents: add_war_support_change, has_war_support_change, additional_war_support_change and war_support_from_acceptance_of_dead replace add_war_exhaustion, has_war_exhaustion, additional_war_exhaustion and war_exhaustion_from_acceptance_of_dead
Added the war_duration_months, war_is_in_stalemate, num_significant_battles, size_weighted_won_battles_fraction, enemy_pressure, enemy_side_occupation, blockaded_gdp_share, gdp_change_since_war_start, land_lost_since_war_start, war_support_from_war_goals, war_goal_time_ramp and lowest_war_support_in_overlord_war triggers
Added the has_stalled_wargoal_against, has_stalled_wargoal_held_by, has_stalled_state_wargoal_against, war_may_restore_country, is_on_defending_side, is_at_war_with_rival, is_fighting_overlord_in_war, connects_important_war_theaters and is_independent_and_not_being_subjugated triggers, and removed enemy_contested_wargoals
Added the has_regional_objective, has_any_regional_objective, is_regional_objective_target_country and is_regional_objective_target_state triggers, and for AI regional objective scopes the is_active, is_completed, is_failed, start_date and conclusion_date triggers and the stance link
Added the has_military_reach trigger and the military_reach and shippable_army_strength_against links
Added the strait links trade_dependence_for, military_dependence_for, dependence_for, trade_fallout_for, military_fallout_for, fallout_for, only_allies_fallout_for, strait_dependence_by, strait_trade_dependence_by, strait_access_grievance_against, strait_toll_grievance_against, worst_strait_access_grievance and worst_strait_toll_grievance, replacing strait_trade_importance_by
Added the piracy_grievance_against and worst_piracy_grievance links
Added the is_ai_ship_category trigger and the ai_ship_purchase_rejected_share, ai_ship_purchase_value_multiplier and ai_ship_sale_remaining_share links
Added the tax_income, weeks_until_bankruptcy, gdp_owned_by and average_devastation triggers
Added the is_land_adjacent_to_state, owns_entire_state_region_uncontested, owns_entire_or_is_contesting_state_region and has_or_is_contesting_state_in_state_region triggers
Added a new play_music_cue effect
Added country_or_subject_owns_entire_state_region_uncontested trigger
Added has_state_in_state_region_uncontested trigger
Added is_subject_of_and_not_being_freed trigger
Added scriptable triggers to determine character background textures
Added fire_only_once and fire_only_once_globally event flags
Added country modifiers that change the birth rate of pops in a specific acceptance status, such as country_birth_rate_violent_hostility_mult
Added a script effect that enacts a law as if its enactment had succeeded
Added the attitude_towards_overlord trigger and the secession_tag link
Replaced the ship_interest_gain_mult modifier with ship_power_projection_mult and ship_power_projection_add, and military_formation_interest_gain_mult now applies from any source
Script effects can now give command roles to female characters
Comparison triggers on script links now fall back to a generic localization instead of needing a key per link
Added the fastenforcement and noenforcement console commands, which make war goals enforce as soon as their objective is controlled, or never enforce during a war
Added the ai_print_region_objectives console command, which lists the AI regional objectives a country currently holds
Added the print_world_gdp console command, which prints the combined yearly GDP of every country
The create dynamic country effect now allows the color to be based on a color list or just be set to "random"
Fixed a crash when using create_dynamic_country without an origin country.
Added GetNameDef data functions that return a country's formal name from _DEF localization keys
Added a has_building_levels_in_state_region trigger for checking building levels in a single state region from country scope
Added a global_average_gdp_per_capita script value for the average yearly GDP per person across playable countries
Added a military_formation script link from a combat unit to the formation it belongs to
Added a can_be_interest_group_leader setting for character roles; setting it to no stops characters with that role from ever leading an interest group
Scripted progress bars can now use a script value or math block for min_value and max_value
Characters and political movements can now list the laws they prefer
Added modifiers that stop a country from creating armies or building warships, and a state from constructing army buildings or raising soldiers
Countries can now get an enactment chance bonus for laws their overlord already has
The trade bonus from each level of interest can now be changed by modifiers
Birth rate modifiers can now target the lower, middle or upper strata
The look of journal entry progress bars can now be set from script
Added a "color" event target that gets the color of a scoped object. Works on country, country definitions, power blocs, interest groups, parties, cultures and religions.
Added an actor_capacity condition to character interactions, which the law panel's exile lists ignore
The stacking order of map markers can now be adjusted in the defines
Added support for alternative names for some game objects (religion, culture, goods, interest groups, building types, subject type) similar to how it is for countries
Added the no_aging gene
Fixed script arguments being substituted inside quoted strings
Bugfixes
Armies split up for a sea transport now properly rejoin their main army after landing as intended
Fixed an issue where armies split up for a sea transport stayed split, or stranded at the embark port, when the transport was canceled or the fleet was given another mission
A fleet whose transport is interrupted by a new order now goes where it was sent instead of sailing back home
Armies left at sea without a fleet are now treated as exiled and sent home, even while their country is at war
Armies left in allied territory with no way home after a war are now treated as exiled and make their way back home
Fixed a bug where Kill Rate and Recovery Rate did not affect the ratio between Dead and Wounded in combat
Fixed a bug where Kill Rate affected the ratio between Demoralized and Casualties when the opposing side had a positive recovery rate
Fixed a bug where kill rate modifiers were counted twice in battles
Fixed a bug where raising conscripts for one army raised conscripts for all armies with conscripts originating from the same state
Fixed a bug where demobilizing an army demobilized conscripts for all armies with conscripts originating from the same state
Fixed a bug where Overlords were not included in Unification Plays where their subject's were targeted
Fixed an issue where certain strategic regions would not get a proper AI score, leading to them not being valued high enough
Armies taking part in an invasion can no longer be sent overseas by naval transport, which could leave the invasion stuck
Fixed a bug where designating a strategic objective in a war ally's state was not allowed
Fixed a bug where fleets in need of repair or with missing crew could be selected for transportation of armies even though the fleet could not perform that task
Infamy reductions can no longer make a war goal reduce infamy instead of generating it
Historical wars set up at game start no longer give their participants infamy
Fixed an issue where profitable buildings would lay off workers to protect their margin only to rehire and then fire them again
Buildings that are still gaining workers, such as after expanding, no longer lower their hiring rate
Buildings now compare their productivity against their own building type rather than all types when deciding whether to raise wages
Fixed a bug where decentralized countries, such as native uprisings, could not staff barracks and raise their armies
China under the Canton System can no longer avoid the Opium Wars by banning opium trade through a treaty
Countries can now join a diplomatic play to defend subjects of their subjects even when obligations, alliances with the attacker, humiliation or interest requirements would normally block it
Overlords no longer keep control of their subjects' straits, or collect their tolls, while at war with those subjects
Fixed several diplomatic catalysts ignoring the relations and infamy thresholds they were meant to check
Offering an embassy to an unrecognized country now counts as a request for recognition
Fixed an issue where a sway that a country could not honor would still move its subjects to the other side with a broken war goal
War goals to retake states lost to a native uprising are no longer dropped right away
The "recently won war" and "recently lost war" statuses, used by journal entries such as the Paris Commune, is now actually based on how a war concluded rather than whether a wargoal was enforced
Prestige goods now show their own exports and trading markets on their World Market panel
Fixed a bug where in a lot of cases the agrarian party would rule supreme when enacting the single party law
Fixed a bug where disbanding Formations did not unassign Commanders causing panels to display those Commanders as 'Already Assigned'
Fixed a bug where annexing a country could remove Fronts in occupied territory belonging to other enemy countries
Stopped port bombardment from targeting naval logistics centers
A humiliated country, or one with a truce, can no longer support independence of its rival's subjects
Slaves now once again assimilate into the most accepted culture of their own heritage group in their state, such as Afro-Brazilian
Fixed an issue where the AI would cooldown incorrect IGs when looking for negotiations, leading to inflated negotiation checks
The Ship Construction breakdown in the ship build menu shows again instead of an error
Naval transport now explains when a strait is blocking the access to the destination, instead of reporting a missing port
Fixed a bug where split states being transferred through a treaty could cause another treaty article to fail or not take effect.
Removed the option to enforce ship transfer treaty article as a wargoal
A company country that wins its independence now leaves its company and takes back the company's buildings when the war ends
Countries at war at game start no longer begin with high infamy
Fixed a crash when saving shortly after loading a save from an older version
Generals whose battalions are too weak or demoralized to fight now stop advancing instead of stalling their front just short of a battle
Armies stationed to defend against a naval invasion before it lands now join the defensive front automatically when the invasion arrives
Fleets sent home after losing a naval battle now sail back to their naval mission once they are repaired
The game no longer stays paused for an event whose popup never appeared
Fixed a bug where treaty wargoals could become invalid upon diplomatic play starting
Fixed a bug where money transfer wargoal was not available
Fixed a bug where new buildings used the dominant industry production methods across all building types instead of the dominant only it's own type
Fixed a bug where armies would return to the closest friendly HQ instead of its home HQ when demobilized while on a front inside territory it just lost military access to
Fixed a bug where the Mobilization tab could be seen for Fleets and the Ship Construction Queue tab for Armies when changing selection between Army and Fleet while the Military Formation panel was open
Made the railways lesson appear on researching railways and ask for a railway
Single Party State now triggers an election on enactment
The will AI no longer trade away a port its other states need to stay connected to their market
Popular commanders can now become politicians when they retire
You can no longer generate infinite lobby appeasement by renegotiating the same treaty over and over again
Mirrored war goals no longer claim in their tooltip that they will generate infamy
Fixed the victory, white peace and mixed peace outcome shown at the end of a war sometimes disagreeing with the outcome text
The screen no longer freezes for long periods of time during shader compilation
Fleet headers in the Military panel now show the fleet's Ship Templates correctly, including those under construction for it
Rivalries, embargoes, lobby funding and coups now appear in the outliner's ongoing diplomatic actions
Fixed a bug where siding with the revolt of a chartered company subject would end up having both countries become independent after war starts
Changed so that Sailors are assigned in multiples of 50, preventing some ships from being stuck without a full crew.
Conquer State and Return State demands now show their own infamy cost, and gaining a claim during a diplomatic play turns a Conquer State demand into Return State instead of removing it
Losing an incorporated state to a Reclaim State war goal now gives you a claim on it, so you can reclaim it and have it incorporated again
War goals enforced on a country that has since left the war no longer keep changing war support for the remaining participants
Countries bound by treaty to support one side of a diplomatic play can no longer be swayed to the other side
Subjugation and Transfer Subject war goals can be added to ongoing diplomatic plays again
Fixed a rare crash when armies occupy land or fronts update while caravans fade on the map
Fixed a rare crash when fleets start moving on the map
Fixed an out-of-sync caused by construction queue validity loading differently than it was saved when joining a multiplayer game in progress
Fixed an out-of-sync caused by buildings losing their Economy of Scale bonus while a joining player's game recalculates its data
Fixed a crash on startup on computers with a very large number of CPU cores
Fixed a crash that could occur when the pop details window was left open on a pop whose country was conquered
Fixed a rare crash when closing the game
Fixed an OOS related to building throughput after a player rejoins a multiplayer game
Fixed a bug where timed modifiers and other scaled effects used the wrong values when their scaling referred to saved scopes, such as Morocco's anarchy modifiers
Republics no longer start the game with the Stamp Out Monarchism journal entry
The Algerian Departements journal entry no longer grants Crushed Algerian Resistance to Algerian states that were lost and later regained
Fix for interest group approval of laws sometimes incorrectly showing as neutral instead of their actual stance
Interest groups now correctly leave a party they no longer qualify for
Fixed some country-specific interest group names and ideologies only being applied when certain DLC was owned
Countries can no longer release a country that could potentially invalidate a treaty port they had ceded within their market
Treaties can no longer transfer ships that have been lost or are no longer owned by the offering country
Pending treaty offers now drop a ship once it has been given to another country
Fixed the acceptance shown for each ship in the treaty article window being calculated for the wrong country
Articles already in a treaty draft now appear in their normal list instead of showing as unavailable
Fleets can no longer raid, intercept or protect supply lines in their mission area while they are still sailing there or away from it
Fixed a crash when clicking an event option with a law panel opened from a tooltip still open
Halved trait effects of interest groups with marginal clout now actually apply, not just in the tooltip
Countries added to an ongoing war by script are now full enemies of the other side, so they can be invaded and targeted
Country flags no longer turn into blank grey squares after countries are annexed or change their name
Fixed a crash when loading a save while a military formation tooltip was locked open
Fixed a rare crash when choosing an event option
Fixed several issues related to cultural secessions in how and when they spawn, when they merge with movements in other countries, and so on. Cultural secessions should generally work more reliably now.
Liberal rulers will no longer refuse to patronize other liberals
Fixed a bug where several coastal provinces lacked harbor connections
Fixed a bug where the Building Registry change production method tooltip did not display the correct number in employment change when changing for more than one building at the same time
Fixed a bug where Fleet repair progress was not calculated correctly
Now keeping the demand to restore democracy for countries that once had it
Stopped a one-country religious bloc being penalised for members it does not have
Treaty binding periods acceptance penalties are now correctly applied in some cases where they weren't
Fixed a bug where ideologies did not show stances for law variants
Fixed a bug where the has_employee_slots_filled trigger compared its operands in the wrong order
Bold italic text in event descriptions now renders both bold and italic
Fixed the acceptance status tooltips in culture and religion tooltips missing their country and effects
Prevented certain loading screen tips from crashing the game
Fixed a bug where characters that entered the exile pool as a child would keep the child trait until invited to a country
Submarines should now show torpedoes firing
Inconsistent company requirements fixed Compañía Sudamericana de Vapores (Colossus of the South)
Inconsistent company requirements fixed for A.P. Møller and Škoda Works
Busy commanders can no longer stage a coup (Iberian Twilight)
War goals to retake states conquered by a native uprising are no longer removed right away
Naval invasions are no longer cancelled when the target state is merged into the conqueror's state
Swaying a country bound by Support Independence no longer pulls its subjects to the other side or adds a broken war goal
Company headquarters that relocate after their state is conquered no longer keep employing pops from the lost state
Diplomatic pact income paid to pops is no longer partly lost on employed slaves
A subject at war with its overlord now controls the straits in its own states and collects the tolls there
Fighting to win back a subject that gained independence mid-war now restores the subject type it had, instead of a different one
A company that changes owner, for instance after a revolution, now pays its government dividends to its new country
A single-party state formed in a country without parties now forms the party that suits its ruler instead of nearly always the agrarian party
Authority granted by institutions is now counted when deciding whether a country is in authority deficit
Random event outcomes no longer go wrong when a modifier pushes one option's weight below zero
A strait now goes back to its owner's own access rules once the treaty that forced it open is gone
Fixed an out-of-sync caused by AI spending options carrying over when loading or joining a game
The Secured Neutrality modifier now correctly stops a power bloc leader from subjugating you, as promised by its description
Very long party names no longer overlap other texts in the election panel
Royal marriages cannot target regencies
We now hold off crowning a French pretender while a revolution is still being fought
Fiume company can now be founded in Croatia as well as Dalmatia
Fixed cooperative and protective attitudes never making the AI more willing to accept a treaty
Interest groups opposing a committed law now get a modifier whose length matches the treaty's binding period.
Qing can no longer release countries prior to the Opium Wars
Fixed the Tewodros event in Ethiopia repeating after being refused
South Peru can now gain its reunification claims when North Peru no longer exists
Armies no longer teleport back to a naval invasion after it is canceled or fails
Fixed an army waiting for its ship losing its pickup when its route was recalculated
Sea transport is no longer offered to a front that troops cannot reach, and you are told an invasion is needed instead
Armies taking part in a naval invasion can no longer be shipped away by sea
Naval invasions are no longer canceled when their target state is merged into the conqueror's state
Invasions now end once all their troops are gone
Land invasions are no longer possible across impassable provinces
Fixed a bug where encircled armies could not join a front running through the ground they stand on
Armies can now raise conscripts in their home region even if their current location is 'overseas'
Fleets sailing to pick up troops are no longer harder for enemies to detect than fleets already carrying them
Fixed fleets sent onward right after arriving appearing to fast-forward away and then teleport back on the map
Fleets invading across the map edge no longer appear to vanish to the far south
Fixed building profit predictions and goods availability showing no supply until the first day passed after loading a save or starting a new game
The building employment tooltip now includes workers who emigrated to another state
The blockade tooltip no longer shows presence falling while the fleet is still on its way
The influence preview now counts every fleet when several are assigned to a naval mission together
Fixed naval mission and sea node tooltips breaking when a fleet or state name contained an apostrophe
Fixed an issue where under certain circumstances you could incorrectly end up having multiple laws being enacted
Fixed an out of sync due to clients running with different languages and missing localization for character names
Fixed a bug where empty formations were included in predictions for supply ship raiding
Fixed an out of sync with building throughput bonus
Stopped strategic objective arrows from flickering for traveling formations
Fixed an Out Of Sync with country AI authority spending
Long default unit names no longer overflow their button in the formation panel
Fixed a bug where you could press invalid treaty wargoals on enemy subjects
Utility ship modification tooltips now list all of their effects, such as the Vulnerability reduction from Torpedo Nets
Naval bonuses from a general's traits no longer appear in the modifier breakdown of land battles
Some land connections that should have been roads no longer show as undeveloped
Fixed the Revoke Claim war goal losing its target when part of a split state region was conquered during the war
Marines picked up by their fleet while in exile no longer keep the exile attrition penalty at sea
Bankruptcy now creates the number of Radicals its warning promises
Ships of idle fleets are no longer drawn on top of a naval battle taking place in the same sea node
The Foreign Queues tab now lists every construction that its header counts
Laws now show exiled agitators who would support them while inviting exiles is on cooldown
Laws now show exiled agitators who would support them even when all agitator slots are filled
Random outcome tooltips no longer list options that have no chance of happening
Fixed an out-of-sync caused by country AIs reading each other's unfinished goals while the game starts
Unit icons no longer overlap the production method icon when unfolding Barracks or Conscription Centers in the Buildings panel
State pictures are no longer stretched out of shape in the population, battle and invasion panels.
All characters now vary in height, not only European ones.
Historical characters will no longer occasionally select ahistorical cultures/religions when generated
Going above 10000 strategic region involvement in script is now treated as the max tier rather than bugging out
Fixed a bug where countries created via revolutions did not use the dominant industry production methods settings when building new buildings
Fixed a bug where template text was displayed in the strategic region header when in observer mode and no observed country was selected
Fixed a bug in observer-mode where the alerts from a country that stopped existing while being observed continued to be displayed
Stopped a newly released Romanian state uniting the principalities a second time
Feminist rulers are now excluded from "Suffragist Killed" event
War goals against a rebelling subject now get their intended infamy discount
"Closing In" will no longer fire instantly when a commander without military units stages a coup
Revolutionary Coalitions now trigger elections when disbanded
Fixed a bug where sea node map markers were not visible to observers that were not observing any specific country
Removed empty lines at the top of the diplomatic lens tooltip when hovering your own States
Long labels in army and fleet tooltips no longer overlap each other in other languages
Long unit names no longer overlap the unit counts in the selected row of the default unit type menu
Very long save names no longer push the flag and icons out of place in the save and load menus
Starting Ad Hoc Manufacturing modifier in Carlist Spain's País Vasco state now correctly adds Sell Orders instead of Buy Orders, reducing demand for Small Arms rather than increasing it
Starting Ecuador and Venezuela flags now match their 1936 historical versions
Fixed a bug where a split state being merged could delete articles related to said state
National and religious movements no longer organize in states where there's no support for them
Russia no longer can target itself in the "Across the Sea" event (Sphere of Influence)
Fixed the Transfer Subject treaty article requirement showing a raw localization key
Fleet dioramas now always show their Flagship (The Great Wave)
Marines no longer intersect infantry models in front-line dioramas
Fixed occupation markers sometimes appearing outside the occupied province
Japan no longer can target itself in "The Right to Strike", "The Shimonoseki War", or the "Burning of the British Legation" events (The Great Wave)
Localization for "The Fate of Ryukyu" does not break after Ryukyu is annexed (The Great Wave)
Shipping lanes from goods transfer treaties now show the treaty name in their description instead of empty brackets
Changing a treaty article to the same input as another article in the treaty is no longer allowed
A pending offer to transfer a ship is now withdrawn once that ship has been given to someone else
Laws that are not visible in your country are no longer listed among an ideology's law stances
States divided between several countries no longer show a nationality word in front of a name that already belongs to that country
Saves of subjects whose flag carries their overlord's canton now show the correct flag in the load game menu
Goods output bonuses such as the one from Pneumatic Tools no longer show up in the modifier list of armies and fleets
Ships named after a state shared by several countries no longer carry the owner's adjective in their name
The send treaty proposal tooltip no longer covers the button when a treaty has many articles
The privatization tooltip no longer blames Laissez-Faire when privatization is forced by bankruptcy
Additional buy orders from state modifiers are no longer labeled as sell orders in the goods panel
Fixed the Earn Recognition journal entry showing an untranslated country type name
The Reset Production Methods tooltip no longer lists company headquarters whose ownership type cannot follow the national standard
The sea node tooltip now predicts supply ships correctly when adding a region to a fleet's mission
A newly created market now pays its pops' needs right away instead of waiting for the weekly update
World Market Hub map markers now appear for hubs that are connected to a Trade Center in another state
Triggers for the "Without A Clause" event have been fixed
Fixed a bug where Denmark's fleets would have their HQ in Greenland instead of a more reasonable state
Portuguese North Angola has African peoples living there now
Fixed a bug where AI could not resume colonizations when taking ownership of a state with a paused colonization
Freed Austria from the Metternich amendments when he leaves office as regent
Made the lost Ragamuffin war name the rebels who actually won it
"Speaker's Gag" event can't result in nothing happening anymore
Subjects can no longer start humiliation, nationalization or investment rights plays against their overlord
Subjects without diplomatic autonomy can no longer support the independence of third-party overlords' subjects
removed a nonexistent lake in China that showed up on the paper map
Historical treaties can no longer be renegotiated into one-sided deals on day one
Fixed a case where the Moderniser movement could rapidly oscillate between ideologies
Fixed the ship assignments tooltip in Naval Administration showing a raw text key instead of Sailors
Forestry hub transportation models now follow the logging camp instead of other buildings in the state
Fixed a bug where a 'Movement and Agitators' header was visible in law tooltips even when nothing was listed under it
Plantations now list their working conditions in the same order
Royal marriages can no longer be proposed to or by revolutionary countries
Countries with Censorship or Outlawed Dissent will no longer get the "Political Migration" event
Fixed an edge case in which abandoning State Atheism would not restore a country's former religion
Fixed a bug where "The River of Coffee" could erroneously fail
Fixed a case in which the Italian/German/Yugoslav National Movements failed to override the Radical and Supremacist Movements
Fixed an issue where the ideology of the Modernisation Movement may not properly switch to reflect one's laws
Fixed numerous instances of incorrect DLC flagging on events
Erroneous references to phantom clothing that does not exist have been removed
Fixed a variety of typos and other small errors in localization
And that was the patchnotes for this release, quite a long one this time! As noted last week, @Bahmut999 updated their modding digest for Update 1.15, thank you to them and we hope it helps the modders update and make interesting mods with all the changes.
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 update (1.13 or 1.14)! This includes 1.14 saves from the open beta!
Speaking of the 1.14 open beta, in the event you wish to continue your playthrough on 1.14, it will be available via a password protected branch as of today. If you are not opted-in already, you can get back on that branch by entering the password “aiupdateprotected”

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!
This post contains Known Issues in 1.15, 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.
