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Article header image for Victoria 3 Hotfix 1.13.4 is now LIVE! - Not for Notes (7th May 2026)
Patch Notes2 min read

Victoria 3 Hotfix 1.13.4 is now LIVE! - Not for Notes (7th May 2026)

Paradox drops a targeted hotfix for Victoria 3's troubled 1.13 update, hitting fleet bugs, supply system problems, and a long-standing MAPI issue.

Nathan Lees
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Paradox clearly knows 1.13 shipped rough. The studio acknowledged as much in the announcement for Hotfix 1.13.4, which went live today targeting what they're calling the most critical bugs reported since The Great Wave launched.

The supply system gets the most attention here, and it needed it. The minimum supply threshold before formations take penalties has been cut from 50% to 25%, and organization recovery time has been halved from 200 days to 100. Combined with a significant increase to supply capacity for land-based units, armies should be far less likely to fall apart mid-campaign because of supply fluctuations. The Merchant Marine trade routing fix is also a big one: it now correctly uses travel distance rather than sea node count, which should finally push trade back through Suez rather than routing it around the continent entirely. On the fleet side, the Bering Sea stuck-fleet bug is squashed, and the AI has been fixed to properly manage fleet repairs and crew.

Paradox also notes a Dev Diary from Martin is planned for around 16:00 CEST today, covering post-release thoughts and what changes they're making to prevent a release like this in future. The checksum for 1.13.4 is 7564.

Here's everything that changed.

Full Patch Notes

Good Day Victorians.

In this Hotfix we aim to fix many of the most critical bugs reported by the community for Update 1.13 and The Great Wave.

This time targeting such critical bugs as; MAPI not updating after switching from traditionalism, troops moving southwards through Sinai would only want to move through the navy, a variety of supply issues and fleets getting stuck in the Bering strait to name a few issues fixed.

Later today, around 16:00 CEST, we have a Dev Diary from Martin going through our post release thoughts, what changes we are doing to ensure we don't allow a release like this to happen again and what we plan for a more comprehensive overhaul of the AI ability.

As always, please report any bugs on our bug reporting forums! We have also updated the Known Issues post for 1.13 with any fixed issues.

1.13.4’s checksum is `7564`, and you can check out the full patchnotes below.

The following changes have been made to the game compared to 1.13.4:

Improvements

  • When barrack levels are inherited from other countries, those units are no longer allowed to be merged into formations that have existed for more than a few days, and thus will no longer disrupt carefully managed unit compositions. Instead, they will form 1-2 new armies named after the country of their origin (so 'French Army' if you took barracks from France).
  • When armies are auto-split for transport they will now be proportionally split along unit groups to prevent sudden org loss from unbalanced formation chunks
  • Magnate noble titles will now only display if their country can reasonably be expected to have a titled nobility

AI

  • Fixed an issue where the AI was failing to merge fleets and marine units at sea, resulting in many tiny formations
  • The AI should now properly calculate when its fleets need to return home to repair or take on crew
  • The AI is now less keen on intercept and protect supply missions against enemies with inferior navies

Balance

  • Increased the base command limit for formations without commanders to 20, so to better handle multi-trip transport without organization crashing
  • Merchant Marine input scaling and World Market Hub routing now correctly uses travel distance rather than number of sea nodes to calculate additional MM input and best trade route. This should fix the issue with no trade going through Suez and also significantly alleviate the over-demand of Merchant Marine making trade unprofitable.
  • Reduced the time it takes to recover organization, 0% to 100% now takes 100 days (down from 200)
  • Changed the minimum Supply threshold under which a formation receives penalties to 25%, was 50% before. This means formations can fight at full effectiveness for longer before running into trouble.
  • Increased Supply Capacity for all land-based units significantly. This, together with the change above, should make them a bit less susceptible to fluctuations in Supply availability, e.g. while Supply Ships still need to be assigned to them.
  • Signing a "Foreign Investment Rights" treaty now requires an interest tier level of 2 or higher
  • Springtime of the Peoples revolutions will now require the capital to be in revolt, with at least 25% Revolution progress
  • The Springtime of the Peoples will now require a European major power to have their capital in revolt, with at least 25% Revolution progress
  • The Divided Monarchists Journal Entry will cause the Revolution clock to progress faster whilst it is active (Voice of the People)
  • The Divided Monarchists Journal Entry for France now requires a civil war to make at least 25% progress before failing (Voice of the People)
  • Revolution state selection is now more strongly targeted towards states with high clout from insurrectionary Interest Groups and high Turmoil

Art

  • Added model of Shibu Uchiwa (Japanese traditional paper fan) and updated idle poses for female characters
  • Added child ideology icon

Content

  • Added Sinosphere Tradition to Ryukyuan Culture

Interface

  • The military panel interface is now far more compact and displays more information about units at a glance
  • Grouped "Insufficient Ship Crew" alert into one
  • Added missing text for when an agitator would not start or join a political movement if invited

Bugfixes

  • Fixed a bug where fleets could get stuck in the Bering Sea and Western Polynesian Sea
  • Fixed a bug where transporting fleets could become 'stuck' at sea if the transport destination changed owner or controller, requiring a manual issuing of orders to get them moving again. They will now simply abort the mission and go home.
  • Fixed an issue where formations could get stuck during a transport mission
  • Fixed armies with a supply hub in Schleswig-Holstein not being able to build supply routes through the port
  • Fixed an issue where the button to pause supply ship construction was disabled if there were no military ships in the queue
  • Unraised conscripts no longer count against transport capacity. It is also no longer possible to raise conscripts (or continue raising conscripts being raised) when an army is overseas or in transit via ship, to prevent conscripts from suddenly appearing on the other side of the earth without needing transport.
  • Fixed armies not being cross Sinar from East to West
  • Fixed supply penalties from goods shortages not being applied
  • Fixed a bug where market access price impact (MAPI) would not update after switching from traditionalism
  • Fixed a bug where units could be recruited to and disbanded from formations being transported by fleets
  • Clicking the back button after clicking a military formation in the military panel now re-opens the military panel
  • Fix embarked armies not disembarking when target became invalid (for example state got occupied)
  • Fixed world market access ignoring blockade penalties in some cases
  • Fixed an issue that could prevent fleets from getting to resupply despite having enough supply ships
  • Fixed ship construction queue entries getting stuck at 99.99% and "throttling down" before finishing
  • Fixed a bug where you could be involved in a diplomatic play without having a high enough interest tier to join it
  • Fixed an issue where armies would continue to advance the front despite having no advance order
  • Fixed a case in which multiple characters could get the Emperor of Japan trait if one abdicated
  • Fixed a bug where certain states cannot be fully colonized using frontier colonization, for instance Australia
  • Added a sufficient amount of Naval Administrations to Russia
  • Fixed a bug where company-owned buildings would not auto downsize despite standing empty for extended periods of time.
  • Fixed an issue where ship models visually started travelling from their HQ to the current fleet location after loading a game
  • Fixed the Retire from Office interaction possibly resulting in the same character promptly being set as the new leader
  • Fixed an issue that could print errors when hovering characters in the "Honorable Restoration" Journal Entry
  • Character career lengths are now in a random span of days, not years, so they don't retire in bulk on January 1st
  • Fixed Abdicate Monarch failing to make heir the new ruler
  • Fixed a possible null scope in coups that could appear if a commander was unassigned
  • Fixed an issue in the trigger of "Discord within the \[interest group]"
  • Fixed an issue where an independent India could keep its colonial cultures in cases where her languages were changed

Previous Patchnotes

1.13.0 | 1.13.1 | 1.13.2 | 1.13.3

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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