<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Patch 1 14 — After Strategy</title><description>Articles tagged &quot;Patch 1 14&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Victoria 3: the 1.14 AI overhaul lands in 1.15 on 5 November</title><link>https://after-strategy.com/en/victoria-3-ai-overhaul-patch-1-14-player-impact-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/victoria-3-ai-overhaul-patch-1-14-player-impact-2026/</guid><description>The Victoria 3 1.14 beta is over: war support, infamy, AI and trade change. These reforms ship with the free 1.15 update, scheduled for 5 November.</description><pubDate>Fri, 07 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Victoria 3 patch 1.14 will never exist as a public version. Paradox ran an open beta from 2 to 30 September, then decided to fold it into the free 1.15 update. That update is due alongside the &lt;em&gt;State and Revolution&lt;/em&gt; Immersion Pack, now delayed to 5 November 2026. What was announced as “the AI update” therefore reaches every owner of the base game, with no DLC to buy.&lt;/p&gt;
&lt;p&gt;The balance sheet can already be drawn from the record. &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/703281660030877912&quot;&gt;Dev Diary #191&lt;/a&gt; summarises what survived the beta. The overhaul is more about war and diplomacy than economics, and that is where campaigns will change.&lt;/p&gt;
&lt;h2 id=&quot;a-patch-that-changes-its-number-and-its-date&quot;&gt;A patch that changes its number and its date&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/710026912607504994&quot;&gt;Dev Diary #184&lt;/a&gt;, published on 18 June, set the goals: deepen the AI’s regional stances, fix its territorial ambitions, repair how wars start and end, improve its economic development and make its reasoning more transparent. &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/676255623445217326&quot;&gt;DD#185&lt;/a&gt; then detailed two visible projects: the war support rework and war goal flipping.&lt;/p&gt;
&lt;p&gt;The open beta, available through Steam’s “1.14-openbeta” branch, started on 2 September with weekly updates. The fourth and last one landed on &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/703281025618280514&quot;&gt;30 September&lt;/a&gt;. Paradox had warned in &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/708907988310557373&quot;&gt;DD#187&lt;/a&gt; that this version would be renamed 1.15 for the public release, for versioning reasons.&lt;/p&gt;
&lt;p&gt;The schedule then moved. In &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/703281660030878693&quot;&gt;DD#192&lt;/a&gt;, the studio pushes the Immersion Pack back by two weeks, from 22 October to 5 November, citing lessons learned from releasing &lt;em&gt;The Great Wave&lt;/em&gt; too early. The expansion’s Steam page shows the same date. The full 1.15 changelog is not out yet: Paradox has announced an upcoming Dev Diary on it.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-1.webp&quot; alt=&quot;Victoria 3: war interface and military map of Southeast Asia, the setting for the new war support system&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-1-480w.webp 480w, /images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-1-800w.webp 800w, /images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;war-one-support-meter-goals-that-change-hands&quot;&gt;War: one support meter, goals that change hands&lt;/h2&gt;
&lt;p&gt;This is the heaviest change. The old pair of war support and war exhaustion disappears in favour of a single indicator, from 0 to 100%, which rises and falls during the conflict. Occupation, control of war goals, casualties, devastation, finances, battles won or lost and the length of the war all feed it directly.&lt;/p&gt;
&lt;p&gt;According to DD#185, the rule that stopped war support from dropping below zero is gone, along with automatic capitulation. In its place, very low support radicalises the population and erodes military effectiveness. The same diary describes a recalculated peace: the AI compares the support gap between the two sides to decide how harsh a treaty should be.&lt;/p&gt;
&lt;p&gt;War goal flipping completes the package. Each captured war goal fills an enforcement bar. Once full, the goal is imposed in the middle of the war and the opponent receives an infamy-free mirror goal to take the territory back. In practice, an occupied territory becomes a bargaining chip that can be lost, not a banked gain. In Paradox’s example, the United States takes Cuba from Spain mid-war, but Spain immediately gets a goal to take it back.&lt;/p&gt;
&lt;p&gt;DD#191 says both systems landed roughly as described, after a lot of balancing. An experiment that automatically dropped uncontested war goals was reverted after negative feedback. Beta update 4 had tested it, and the final version follows another route.&lt;/p&gt;
&lt;h2 id=&quot;infamy-recalculated-liberations-made-costlier&quot;&gt;Infamy recalculated, liberations made costlier&lt;/h2&gt;
&lt;p&gt;Infamy no longer rests on a flat value. It depends on the target state’s share of global GDP and population, as &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/698776157349216390&quot;&gt;beta update 2&lt;/a&gt; and DD#191 explain. Taking a sparsely populated, undeveloped territory costs little, while going after an economic heartland becomes a major international incident.&lt;/p&gt;
&lt;p&gt;Technologies in the psychology line reduce the cost, and a game rule lets players scale it up or down. The Release Country war goal now requires a minority movement with at least 50% activism. To carve up a neighbour without a cultural pretext, a new “Release as Subject” goal creates an autonomous subject, with heavy infamy.&lt;/p&gt;
&lt;h2 id=&quot;what-the-ai-does-differently&quot;&gt;What the AI does differently&lt;/h2&gt;
&lt;p&gt;Regional stances, introduced in 1.13 but little used, become a genuine limiter. According to DD#191, the AI no longer seeks expansion in a region where its stance is not conquest-oriented. A protect stance can also produce a specific goal: defend a given country in the region, and so intervene more readily if it is attacked.&lt;/p&gt;
&lt;p&gt;Territorial ambitions come with a new map mode showing which states an AI covets and why. Paradox admits the last beta was too aggressive and is reining it in before release. The example given is telling: no more France wanting to conquer the whole British Isles because the player closed Gibraltar.&lt;/p&gt;
&lt;p&gt;On the economy side, bugs in hiring logic were fixed, which helps players and the AI alike. The AI now manages government and military wages according to its budget, reserves, radicals and civil war risk. In the beta it also offered to sell its obsolete ships for money.&lt;/p&gt;
&lt;h2 id=&quot;navy-logistics-and-trade&quot;&gt;Navy, logistics and trade&lt;/h2&gt;
&lt;p&gt;The pathfinding rewrite, now province-based, mostly targets units stuck or stranded in odd places. Naval transport becomes more reliable, which matters a great deal for overseas invasions: armies split to board transports regroup on landing, a confirmation prompt guards against accidental cancellations, and an “early troopship” appears from the first naval technologies.&lt;/p&gt;
&lt;p&gt;Naval combat gets a balance pass. Capital ships fire faster but take much more damage if unscreened, which makes screening cruisers unavoidable. Torpedo ships exploit holes in that screen, and damaged ships retreat more readily when the odds are hopeless. The AI keeps one or two battle fleets and light patrol squadrons instead of scattering its ships across many similar fleets. Armies and fleets can also be stationed in subjects during peacetime, and those subjects can betray their overlord when their liberty desire is high.&lt;/p&gt;
&lt;p&gt;Trade evolves in two ways. Flows between hubs now spread across several sea routes of similar length, for example Malacca and Sumatra for China to Europe. More importantly, a market area can have up to four world market hubs: Russia no longer sends everything through St. Petersburg, and the Bosporus regains a role in 1836.&lt;/p&gt;
&lt;p&gt;Multiplayer also changes its foundation: according to &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/708907988310556875&quot;&gt;DD#186&lt;/a&gt;, the default backend moves from Nakama to Steam, with an option to switch back to Nakama. Paradox wants to see whether larger lobbies become feasible.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-2.webp&quot; alt=&quot;Victoria 3: political and diplomatic map of Europe showing relations between great powers&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-2-480w.webp 480w, /images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-2-800w.webp 800w, /images/articles/victoria-3-refonte-ia-patch-1-14-analyse-impact-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;verdict-a-real-overhaul-but-not-yet-proven&quot;&gt;Verdict: a real overhaul, but not yet proven&lt;/h2&gt;
&lt;p&gt;The strength of this overhaul is that it attacks causes rather than symptoms. On paper, a war support meter that can fall, goals that flip and an AI restrained by regional stances address exactly the endless wars and absurd aggression the community kept pointing out. No difficulty tweak could have done that, but the proof still has to come in real campaigns.&lt;/p&gt;
&lt;p&gt;The risk shows in Paradox’s own admissions. A beta that was too warlike, followed by a last-minute correction, shows that tuning aggression remains fragile. A patch like this is judged over hundreds of hours of complete campaigns, not on a feature list. The final verdict has to wait for the public release, and for the changelog that Paradox has yet to publish.&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch-on-5-november&quot;&gt;What to watch on 5 November&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The full 1.15 changelog, which will show whether beta elements were removed or added.&lt;/li&gt;
&lt;li&gt;Save compatibility: &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/680764929940132444&quot;&gt;DD#194&lt;/a&gt; reminds players that older saves will be largely incompatible with the update.&lt;/li&gt;
&lt;li&gt;AI behaviour in mid-game, especially how it handles long wars.&lt;/li&gt;
&lt;li&gt;The weight of multiple trade hubs on the Russian economy, which sets the stage for &lt;em&gt;State and Revolution&lt;/em&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/victoria-3/&quot;&gt;All our Victoria 3 articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/victoria-3-patch-1-14-ai-update-announcement-2026/&quot;&gt;The AI Update announcement: goals and initial schedule&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/victoria-3-patch-1-15-free-update-all-players-2026/&quot;&gt;Free patch 1.15: what the update brings for every player&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/complete-beginner-guide-victoria-3-2026-version-1-13/&quot;&gt;Complete beginner’s guide to Victoria 3&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category></item><item><title>Victoria 3 Patch 1.14 &apos;The AI Update&apos;: Paradox Is Finally Fixing the AI</title><link>https://after-strategy.com/en/victoria-3-patch-1-14-ai-update-announcement-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/victoria-3-patch-1-14-ai-update-announcement-2026/</guid><description>Victoria 3 patch 1.14 (The AI Update) is a free update targeting pathfinding rewrite, war logic, and regional stances. Release window: late August 2026.</description><pubDate>Sat, 27 Jun 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;victoria-3-is-finally-tackling-its-biggest-community-complaint-the-ai&quot;&gt;Victoria 3 Is Finally Tackling Its Biggest Community Complaint: the AI&lt;/h2&gt;
&lt;p&gt;Since its launch in October 2022, Victoria 3 has received dozens of updates, major DLCs like &lt;em&gt;The Great Wave&lt;/em&gt; (1.13), and significant overhauls to its naval mechanics. But one criticism keeps surfacing on Paradox forums and Reddit: &lt;strong&gt;the AI remains predictable, poorly calibrated, and often makes baffling military decisions&lt;/strong&gt;. Paradox Development Studio officially announced in Dev Diary #184 on June 18, 2026, that a patch dedicated entirely to this problem is in development: patch &lt;strong&gt;1.14 “The AI Update”&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;It’s a free update with no accompanying DLC — and it’s exactly what the community has been asking for.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Target release: &lt;strong&gt;late August / early September 2026&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;No paid DLC attached&lt;/li&gt;
&lt;li&gt;Open beta under consideration (may delay release)&lt;/li&gt;
&lt;li&gt;Dev diaries on break in July, resuming in August&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;table-of-contents&quot;&gt;Table of Contents&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#main-goals-of-patch-114&quot;&gt;Main Goals of Patch 1.14&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#the-complete-pathfinding-rewrite&quot;&gt;The Complete Pathfinding Rewrite&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#war-logic-will-the-ai-finally-know-when-to-stop&quot;&gt;War Logic: Will the AI Finally Know When to Stop?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#economy-and-regional-stances&quot;&gt;Economy and Regional Stances&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#open-beta-a-first-for-victoria-3&quot;&gt;Open Beta: A First for Victoria 3&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#what-this-means-for-your-campaigns&quot;&gt;What This Means for Your Campaigns&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;main-goals-of-patch-114&quot;&gt;Main Goals of Patch 1.14&lt;/h3&gt;
&lt;p&gt;According to Dev Diary #184 (Paradox Interactive Forums, June 18, 2026), four major areas have been identified for this patch:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;AI Regional Stances&lt;/strong&gt; — the AI needs to better understand which regions of the world matter to it and why. Currently, NPCs start absurd wars or ignore obvious opportunities.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;War Logic&lt;/strong&gt; — the AI must know when to enter a war, but also — often the bigger problem — &lt;strong&gt;when to get out of one&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Pathfinding Rewrite&lt;/strong&gt; — a complete overhaul of the pathfinding engine.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;AI Economic Development&lt;/strong&gt; — fixing systemic issues preventing the AI from managing its economy effectively in the long run.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-1.webp&quot; alt=&quot;Victoria 3 political map view showing major powers in play&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1024&quot; height=&quot;576&quot; srcset=&quot;/images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-1-480w.webp 480w, /images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-1-800w.webp 800w, /images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-1.webp 1024w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;the-complete-pathfinding-rewrite&quot;&gt;The Complete Pathfinding Rewrite&lt;/h3&gt;
&lt;p&gt;This is arguably the most technically ambitious change in the patch. Victoria 3’s current pathfinding engine is described by the developers themselves as “overengineered and overencumbered.” It generates bugs across three distinct areas:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Army supply&lt;/strong&gt;: units get stuck or run out of supplies due to incorrect route calculations.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Trade routes&lt;/strong&gt;: trade paths can be miscalculated, harming NPC nation economies.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Troop movement&lt;/strong&gt;: some army movements behave counterintuitively on the map.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The complete rewrite aims to eliminate these bugs at the source rather than continuing to patch a broken engine. It’s an ambitious design decision — a total rewrite carries risks — but one that could be transformative for the game experience.&lt;/p&gt;
&lt;h3 id=&quot;war-logic-will-the-ai-finally-know-when-to-stop&quot;&gt;War Logic: Will the AI Finally Know When to Stop?&lt;/h3&gt;
&lt;p&gt;One of the most frustrating late-game patterns in Victoria 3: NPC great powers chaining wars for no apparent reason, or remaining stuck in conflicts they can’t win. Patch 1.14 directly targets this behavior.&lt;/p&gt;
&lt;p&gt;The AI needs to constantly evaluate two questions:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Is this war worth starting?&lt;/strong&gt; (strategic interest, economic cost, risk assessment)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Is it time to exit this conflict?&lt;/strong&gt; (war too costly, objectives unattainable, better diplomatic solution available)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Achieving this balance in a game as complex as Victoria 3 is technically challenging. Paradox acknowledges in their dev diary that this is one of the hardest things to get right.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-2.webp&quot; alt=&quot;Victoria 3 diplomacy screen showing great power relationships&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1024&quot; height=&quot;576&quot; srcset=&quot;/images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-2-480w.webp 480w, /images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-2-800w.webp 800w, /images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-2.webp 1024w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;economy-and-regional-stances&quot;&gt;Economy and Regional Stances&lt;/h3&gt;
&lt;p&gt;Beyond military affairs, patch 1.14 aims to fix how NPC nations manage their economies. In practice, this means AI-controlled great powers should better manage their industries, industrialize more intelligently, and remain credible rivals throughout a campaign.&lt;/p&gt;
&lt;p&gt;AI regional stances — how an AI nation perceives the geopolitical importance of different regions — are also getting work. A British AI should logically care more about India than Scandinavia. These poorly calibrated regional priorities currently generate “border gore” (nonsensical borders) and incoherent wars.&lt;/p&gt;
&lt;h3 id=&quot;open-beta-a-first-for-victoria-3&quot;&gt;Open Beta: A First for Victoria 3&lt;/h3&gt;
&lt;p&gt;Paradox is considering launching a &lt;strong&gt;public beta&lt;/strong&gt; for this patch for the first time. Previous patches went through internal beta only. The idea would be to let the community test AI improvements before the official release and report bugs.&lt;/p&gt;
&lt;p&gt;The trade-off: if an open beta is organized, the official release would be pushed further into September 2026. Paradox indicates they need to verify their schedule allows for it.&lt;/p&gt;
&lt;p&gt;The team will be on dev diary hiatus through July. They’ll return in August with an update on the exact release date and the open beta decision.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-3.webp&quot; alt=&quot;Victoria 3 army and battalion management interface&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1024&quot; height=&quot;576&quot; srcset=&quot;/images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-3-480w.webp 480w, /images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-3-800w.webp 800w, /images/articles/victoria-3-patch-1-14-ai-update-annonce-2026/screenshot-3.webp 1024w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;what-this-means-for-your-campaigns&quot;&gt;What This Means for Your Campaigns&lt;/h3&gt;
&lt;p&gt;If you’re playing Victoria 3 in 2026, here’s what patch 1.14 should deliver:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;More dynamic campaigns&lt;/strong&gt;: AI great powers will be genuine threats and real allies, not incoherent bystanders.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Less border gore&lt;/strong&gt;: late-game maps should look more geopolitically credible.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;More competitive world economy&lt;/strong&gt;: AI nations will industrialize better, making GDP comparisons more meaningful.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;More coherent wars&lt;/strong&gt;: fewer endless or absurd conflicts playing out in the background simulation.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Victoria 3 has hit important milestones with successive expansions — &lt;a href=&quot;/en/victoria-3-great-wave-naval-expansion-review-edo-japan/&quot;&gt;the &lt;em&gt;Great Wave&lt;/em&gt; naval overhaul&lt;/a&gt; was particularly well-received. But it’s these fundamental AI improvements that can transform the game long-term. Not another DLC, but a game loop finally solid at its foundations. If you’re still getting to grips with the basics, our &lt;a href=&quot;/en/complete-beginner-guide-victoria-3-2026-version-1-13/&quot;&gt;complete beginner’s guide to Victoria 3&lt;/a&gt; is a great starting point before patch 1.14 arrives.&lt;/p&gt;
&lt;p&gt;Look for more details in August when Paradox dev diaries resume.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-184-the-great-wave-hotfix-ai-update-information.1929512/&quot;&gt;Dev Diary #184 — Paradox Interactive Forums&lt;/a&gt; (June 18, 2026) · &lt;a href=&quot;https://steamcommunity.com/app/529340/allnews/&quot;&gt;Victoria 3 Community — Steam&lt;/a&gt; · &lt;a href=&quot;https://vic3.paradoxwikis.com/Patches&quot;&gt;Patches — Victoria 3 Wiki&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>grand-strategy</category></item></channel></rss>