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Article header image for Victoria 3 Hotfix 1.13.7 is now LIVE! - Not for Notes (27th May 2026)
Patch Notes1 min read

Victoria 3 Hotfix 1.13.7 is now LIVE! - Not for Notes (27th May 2026)

Victoria 3's biggest hotfix in a while lands today, with over 100 entries tackling AI GDP regression, fleet behaviour, balance, and more.

Nathan Lees
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Over 100 entries in a single hotfix is a serious amount of work, and Hotfix 1.13.7 dropping today for Victoria 3 is Paradox trying to course-correct some of the rougher edges from the 1.13 launch. The headliner is AI GDP, which the team says should now be back to roughly 1.12 levels on average after internal testing. If you've been watching your neighbours stagnate economically since the update, this is the fix you've been waiting for.

Beyond GDP, the AI fleet overhaul is the change I'm most interested in. Fleets now get assigned roles like main battle or raiding, with ship compositions and mission priorities to match. Capital ships won't be wasted on piracy runs anymore, which sounds obvious but was apparently broken enough to need explicit fixing. Anarchist movements have also been toned down, focusing more on revolution than reflexive secession, and the Kiel Canal is now actually constructable.

Paradox has confirmed another smaller hotfix is coming to address AI getting stuck in naval invasions, followed by a larger pass in a few weeks. An AI Update dev diary is planned for mid-June. Everything in the update is listed below.

Full Patch Notes

Good day Victorians.

Today we have a larger hotfix for you, with over 100 separate entries, addressing some of the key bugs, AI, balance and more. Notably AI GDP, from our internal tests, should now have returned roughly to 1.12 levels on average.

With these being a select few of the key entries mentioned below; the Kiel Canal now exists and can be built, anarchist successions are less fanatic about seceding, the AI now composes fleets according to desired roles and landlocked countries can now negotiate treaties with countries they cannot ‘reach’. You can read more about the issues below in the full patch notes.

As for our hotfixing plans, we are investigating an issue related to AI getting stuck in naval invasions and hope to get it with you in a smaller hotfix as soon as possible, then a larger hotfix, hopefully similar in size to this one, in a few weeks from now. As for the AI Update we will update you on its expected rough date in a dev diary coming mid-June.

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.

1.13.7’s checksum is `f369`, and you can check out the full patch notes below.

The following changes have been made to the game compared to 1.13.6:

Features

  • Added the Kiel Canal as a constructable canal

Improvements

  • You can now negotiate treaties with countries you cannot 'reach', fixing issues such as Spain being unable to complete Hispanoamerica due to not being able to 'reach' Paraguay
  • Fixed multiple issues where countries could end up paying very inflated sums for port connection merchant marines (aka busted an embezzlement scheme by the port cartels). We now instead calculate how much each country’s market areas have to purchase from other market areas and attribute a portion of the port connection shipping lane costs proportional to that share to that country as a fee that is paid to the market owner.
  • Supply Ships now have proper 3D graphics, using troopship graphics and visually changing over time as you unlock better tech

AI

  • The AI now composes fleets according to certain desired roles, such as a main battle fleet or a fleet for raiding/piracy. Different fleets have different ship compositions and sizes, for example main battle fleets tend to get most of the capital ships and to be much larger than other fleets. Fleets will now focus on missions fitting for their composition. Capital ships won't be used for pirating activities.
  • Did a major improvement pass on AI fleet mission handling to make it use its fleets in a more logical fashion both during war and peace
  • The AI is now better at prioritizing important regions with a high strategic region score for assignment of a stance over less important ones, and should focus its power projection efforts on regions needed to complete certain journal entries, for example
  • Fixed a bug where the AI could create invalid templates for some ship classes, resulting in those ship classes never being used
  • The AI is now willing to keep some very obsolete ships around if they have a low enough number of ships in the class compared to their desired amount
  • The AI will now decommission a limited number of obsolete ships per tick, to avoid overly aggressive mass-disbanding actions
  • The AI no longer always fills every utility slot but will make a determination based on utility weight vs number of empty utility slots
  • Fixed a bug where the AI was unable to downsize barracks due to attempting to downsize marines that didn't exist.
  • Fixed a bug where the AI would be unable to downsize barracks due to disbanding units not flagging their building spending priorities as in need of an update.
  • The AI now treats shortages much more seriously when they lack the ability to trade in order to solve them.
  • Improved AI fleet and army selection logic for naval invasions and transportation
  • The AI now more actively merges small temporary formations in the same location
  • Fixed a bug where the AI would abort a naval invasion against an occupied state when taking back the state due to no longer calculating it as a valid target
  • The AI will now limit the mission area size of its fleets based on how large they are, with smaller fleets having smaller mission areas
  • Fixed a bug where the AI would refuse to defend itself entirely in a war against a much weaker opponent because of incorrectly applied checks intended to keep it from overcommitting against far weaker enemies
  • Encouraged the AI to always press the "Promote National Identity" button whenever available in the South American "The \\\[Primary Culture\\] Nation" Journal Entry
  • The AI will now wait 100 days after sending a peace deal to send another, giving the player time to propose their own peace deal if the AI's offer isn't to their liking
  • Made the Japanese AI more likely to pursue colonial laws if Japan has claims on Korea
  • Upon an AI Japan completing Honourable Restoration with either an Imperial or Taikunate victory, Japan will annex a non-player Ezochi

Balance

  • Made Anarchist movements less rabid about seceding and encouraged them more towards attempting outright revolution, additionally they will no longer try to secede from nations with less than 5 states altogether
  • There is now a 6 month cooldown on changing tolls and strait access settings. Like tariffs and subventions, this cooldown has a grace period of 7 days after changing the setting before the actual cooldown lock is applied, during which you can freely revert to the previous setting.
  • Slashed toll rates in half, as they were rather excessive, particularly with single strait controller
  • Reduced Merchant Marine cost for port connections and goods transfer treaties to more reasonable levels
  • Blockade Efficiency is now calculated as (total blockade strength) / (total blockade resistance of blockaded states) instead of simply blockade strength divided by number of states, meaning that states with tiny resistances won't eat up a large fraction of your blockade strength
  • Added a timeout to the Short-Term Tax Cuts Amendment
  • Garrisoned armies can now only defend against naval invasions targeting their state or a neighboring state
  • Did a major balance pass on utility modules to ensure they all have some use.
  • Did a major balance pass on accuracy. Accuracy is now compared against both speed and visibility to determine hit chance, and accuracy modifiers are actually impactful, so capital ships will have a hard time scoring hits on torpedo craft.
  • Torpedo craft are now the fastest ship types of their era, rather than the slowest.
  • The Ottoman Empire no longer receives 100% Maneuvers in every Diplomatic Play for the duration of the "Tanzimat: Reclaim Syria" Journal Entry, instead it receives extra maneuvers specifically for the war against Egypt in the "Reasserting Our Authority in Syria" Event
  • Rebalanced blockade strength and resistance values to make blockades more viable in the mid to late game
  • Restricted the headquarters of Witkowitzer Bergbau- und Hüttengewerkschaft to Moravia, and added an Iron Mines potential to this state
  • Updated several Journal Entries and Events to account for non-leader Politicians in the National Cast
  • Luxembourg now starts the game with all technologies that the Netherlands have access to
  • Reduced the assimilation requirements for The Government of Chōsen Journal Entry
  • Increased the minimum level of turmoil permitted in The Government of Chōsen Journal Entry

Art

  • Added traditional Japanese umbrella (Wagasa) for Japanese pops to the game
  • Added a flag to Buganda
  • Adjusted province borders in the Sinai to more closely follow the shape of the Canal
  • Ainu characters and pops in non-Japanese countries will no longer wear Japanese clothing
  • Made the Empire of Korea slightly less purple

Content

  • The Taming the North Journal Entry may now be completed by the Ezo Government/Ezo Republic
  • Added two events about the Ezo Republic. During a civil war, defeated Shogunate forces may flee to the island of Hokkaido, from where they may attempt to negotiate with the government to establish a Tokugawa fiefdom.
  • Removing Subjecthood is now a requirement to abolish the Edo System, for both the Meiji Restoration Journal Entry button and the Decision
  • If the Sonnō Jōi movement has the Shōjōi ideology, its activism will now increase for every year that Japan does not expel foreigners, to a maximum of 50%
  • If the Sonnō Jōi has the Daijōi ideology, it will gain Activism for Japan being Unrecognised
  • In the Boshin War, the side not in control of Matsumae Domain will now gain a wargoal to annex Ezochi
  • Made The Korean Rebellion into an International Situation Journal Entry
  • Limited Shinbutsu Bunri completion criteria to starting Japanese Homelands and expanded the tooltip to list them individually
  • The "Manifest Destiny" decision can now also be taken when 40% or more of the Great Plains strategic region are controlled by the United States as an alternative to having an interest in the Pacific Coast strategic region
  • Added a system which will track who the Japanese Taikun is, assign them a permanent modifier, and ensure they are an Interest Group leader
  • The Suez and Panama surveys will now be visible for all Great Powers by default
  • The Texan Statehood Journal Entry for the USA is now pinned by default, and adds Involvement in the Pacific Coast upon completion
  • Added a complete condition to The Oregon Border Dispute for the USA gaining Columbia District as a subject
  • Gave Cherokee culture its traditional homelands in the US South East which are removed as part of the Trail of Tears
  • Gave Caddoan culture homelands in Oklahoma, Kansas and Nebraska. Removed their homeland in Alabama.
  • Gave Muskogean culture a homeland in Alabama
  • Reworked Japan's political party names
  • Fixed an issue where a Naval Administration building in Constantine, Algeria was owned by Morocco
  • Created a starting treaty between the USA and Oregon, to give the USA some starting Involvement in the Pacific Coast
  • Added an alternate political party system for the Taikunate
  • Added a starting Port to Washington
  • Added several more Japanese noble last names

Interface

  • The selected mapmode is now the default mapmode which the game will remember and return to after you close panels that change the mapmode. You can also click the globe button next to the mapmode to lock it, which makes that mapmode stay selected even when panels are open that would normally override it. This means you can properly select and stay in a mapmode of your choice instead of having it constantly reset.
  • Added wages to the maintenance cost prediction in ship designer
  • You can now see what contributes to a country's share of the cost of a shipping lane in a market
  • Allowed assigning commanders to formations without units
  • Added paged construction for Military and Supply ships
  • Removed empty unit type buttons on Unit Groups in the Army panel when there are no available Unit Types in that Group and added a tooltip
  • Made it so the military and supply ship queue no longer show maintenance points spent to increase clarity
  • Made it so that when keeping a particular region's panel open, that region will be highlighted on the map
  • Added proper grouping and breakdowns to toll income and expense tooltips
  • Adjusted tooltips for National Cast and Companies Filters by removing unnecessary ones and adding new relevant ones
  • Fixed the wrongly greyed out Army button in the Invasion Planner when you had selected an Army
  • Filtered out foreign shipyards from ship construction menu
  • Added dropdown menus to Strategic Region Tiers to improve overall navigation
  • Blockade and Power projection missions now display more relevant information when active or being selected
  • Made sure the tab structure and shortcuts to the tabs are correct on the Fleet panel
  • Added a dropdown to group Diplomatic Plays in the Outliner
  • The support separatism action now shows which movement is being supported in the outliner
  • We now sort entries in various calculation breakdowns
  • Removed company charter information from tooltips that snuck in for non-owners of Charters of Commerce
  • Removed veterancy level from ship type tooltip
  • Fixed an issue where supply routes were shown when HQs were highlighted
  • Added concepts for Diplomatic Relevancy and Strategic Adjacency
  • Fixed misaligned Ruler Selection panel layout when having a mix of politicians and commanders
  • Fixed a couple of typos and other minor localization issues

Performance

  • "Highest on the Highveld" event uses more efficient triggers and effects

Modding

  • Added script support for Variable maps
  • Added `fleet_compositions` to ai_strategy which allows you to greatly control how AI fleets will look and behave
  • Allowed can_queue_building_levels to accept script values
  • Added new diplomatic play scope effect add_maneuvers
  • Added fastdetection console command which gives all fleets a 100% chance to spot enemies

Bugfixes

  • Fixed a bug where World Market Hubs were not fully deregistered upon destruction, which could lead to double toll payments
  • Fixed a bug where the World Market Hub Trade Center would pay all tolls rather than toll costs being properly distributed per trade center
  • Fixed a bug where unused supply ship construction points would be used for military construction points preventing supply ships from being built
  • Fixed a bug where the company sorting buttons did not work
  • Fixed convoy raiding not engaging army supply ships, preventing naval raids from disrupting land army supply lines
  • Fixed an issue where an army could travel to a basecamp without a valid supply path
  • Fixed an issue where fortifications were not affected by goods shortage
  • We now disband all the troops when disbanding a formation instead of transferring them, which resulted in teleportation
  • Fixed an issue where commanders could not be recruited to formations without units or ships
  • Fixed a bug where non piracy agreement would not prevent your export routes from being pirated
  • Fixed an issue where fronts could not advance against enemy allies
  • Fixed the multiple unit panel always only showing the Advance order
  • Removed the Age of Caudillos modifier from Iquichia
  • Fixed an issue that caused Caribbean states to not use the Latin American building set
  • The Social Monarchy law is now valid for forming Sovereign Empire power blocs
  • Fixed a bug where after annexaction units could join the wrong armies
  • Fixed an issue where Negotiations could request an impossible amount of trade centres
  • The "Acquire Land in Panama" and "Acquire Land in the Sinai" decisions now give provinces on both sides of the canal to be
  • Countries are now forced to actually pay the merchants shipping their treaty transferred goods
  • Fixed refreshing army supply paths when military access changes
  • Purchasing Alaska no longer transfers the Kuril Islands to the country that purchased Alaska
  • Selling Alaska now dissolves the Russian-American Company
  • When defending against naval invasions, we now strongly encourage the coward generals stationed in the attacked HQ to go alongside their units to defend
  • Fixed Sakhalin having no arable resources
  • Corrected a hub issue in Tenasserim, so troop movements from the port hub to the land do not teleport armies
  • Fixed an issue with unraised conscripts being included in the calculation of the special unit ratio
  • Fixed a bug where invasions with with both marines and regular troops could silently fail to start
  • Fixed numerous cases where primary cultures could be culturally discriminated against
  • Fixed a bug where ships in ports that take damage would not queue up any repairs
  • Fixed a bug where ship repairs did not account for new damage once the repair was queued
  • Moved the city of Suez to within Sinai state
  • Fixed an Out Of Sync with Ship Templates serialization
  • Fixed an Out Of Sync with AI evaluation of project interest on a sea region
  • Fixed a bug where a companies HQ did not properly disband, this would prevent you from creating the company again
  • Fixed an issue where pursuing the Andean Federation would give infamy to the wrong country
  • Fixed an edge case where a non-Tokugawa character could become the Shogun of Japan
  • Colonial countries formed through "Establish Colonial Administration" will now get all of the overlord's primary cultures
  • Fixed a bug where using marines did result in not showing any 3D models on fronts or battles
  • Fixed a crash that could occur when an invasion was cancelled
  • Corrected DLC requirements for some clothing assets that were accidentally locked
  • Chinese ship names will now display properly
  • Fixed the Kuril Islands not having market access at game start
  • Fixed a bug when Market Access Price Impact would not change after Flood has ended
  • Fixed a bug where, when a country would become recognized, existing piracy missions would not be cancelled
  • Abdicating the Japanese Emperor now fires the Imperial succession events (The Great Wave)
  • The "The Opium Trade" Journal Entry now addicts a culture in a market which is importing opium, rather than exporting it
  • Fixed a bug where liberate country would not be possible when the target country had no researched pan-nationalism
  • Fixed an issue where Diogo Antônio Feijó could live forever with Colossus of the South active
  • Struggle for the Highveld JE now has text when looking at South African countries in the lobby
  • Fixed an avenue in which French royal claimants could duplicate themselves
  • Removed a duplicate instance of Tōgō Heihachirō
  • Fixed an event that, instead of transferring Napoleon III between countries, would kill him and make a clone
  • Fixed a case in Divided Monarchists in which cementing the power of the ruling dynasty would kill and create a clone of the ruler
  • Fixed a problem that could make the German flag fail to render in tooltips
  • "A Strange Superstition" may no longer fire every year
  • Fixed the wrong country having the Treaty of Singapore with Johore
  • Fixed DLC icon and text in event windows
  • Added localisation to the name of Ibibioland
  • Fixed an inaccurate tooltip in the Strike! Journal Entry

Previous Patchnotes

1.13.0 | 1.13.1 | 1.13.2 | 1.13.3 | 1.13.4 | 1.13.5 | 1.13.6

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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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