<?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 15 — After Strategy</title><description>Articles tagged &quot;Patch 1 15&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Victoria 3: free update 1.15 brings cold, copper and Cossacks on 5 November</title><link>https://after-strategy.com/en/victoria-3-patch-1-15-free-update-all-players-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/victoria-3-patch-1-15-free-update-all-players-2026/</guid><description>Victoria 3 update 1.15 is free: cold, copper, Cossacks, reworked socialism and the beta AI. Here is what stays reserved for the DLC, with its release on 5 November.</description><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Update 1.15 for Victoria 3 is free for every owner of the base game, and Paradox is shipping it with the &lt;em&gt;State and Revolution&lt;/em&gt; Immersion Pack. That pack has been pushed back from 22 October to 5 November 2026. The update was announced as its companion, so the date to remember is the same, even though the delay Dev Diary does not repeat it explicitly.&lt;/p&gt;
&lt;p&gt;Many readers mix the two up. Cold, copper, Cossacks, the reworked socialism and the AI overhaul belong to the free patch. The Tsars, favorites and Siberian exile stay reserved for the DLC. The full changelog is not out yet: Paradox promises a dedicated Dev Diary, so some details below may still move.&lt;/p&gt;
&lt;h2 id=&quot;what-is-free-what-is-not&quot;&gt;What is free, what is not&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/698776157349216522&quot;&gt;Dev Diary #189&lt;/a&gt; presents the additions coming “to the base game” with 1.15. &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/714538122294067471&quot;&gt;DD#188&lt;/a&gt; specifies that the whole socialism rework is free. Conversely, the visual effects for seasons belong to the DLC, as &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/669505296465396442&quot;&gt;DD#193&lt;/a&gt; on art and music confirms.&lt;/p&gt;
&lt;p&gt;In other words, 1.15 brings rules, not scenery. A player without &lt;em&gt;State and Revolution&lt;/em&gt; gets the cold system, but not the snowy landscapes or the animated sea ice. The favorite role is reserved for owners of the pack, according to &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/680764929940132444&quot;&gt;DD#194&lt;/a&gt;. The notable, for its part, is a generic role created through script.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-1.webp&quot; alt=&quot;Victoria 3: narrative event with a historical character portrait over the Pacific map&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-1-480w.webp 480w, /images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-1-800w.webp 800w, /images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;cold-one-more-season-to-plan-around&quot;&gt;Cold: one more season to plan around&lt;/h2&gt;
&lt;p&gt;The most consequential novelty is the cold system, and the real issue is timing. Depending on the time of year, the intensity of cold rises or falls in states and above all in sea zones, with regional and hemispheric differences. Some states have permanent cold, while others never suffer it.&lt;/p&gt;
&lt;p&gt;Above a threshold, cold slows ships, up to the point of immobilising them when they are caught in ice. The direct consequence: an army supplied through a frozen sea zone needs 50% more supply ships, a value Paradox calls provisional. Trade centers connected to a severely cold sea also lose a significant part of their trade capacity.&lt;/p&gt;
&lt;p&gt;The &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/698776157349216522&quot;&gt;DD#189&lt;/a&gt; states a limit: in 1.15, the cold in a state does not yet affect the supply of units standing there. Choosing when to cross the Baltic becomes a genuine calculation. For now, the risk falls mostly on navies, not yet on land armies.&lt;/p&gt;
&lt;h2 id=&quot;copper-a-new-industrial-good&quot;&gt;Copper, a new industrial good&lt;/h2&gt;
&lt;p&gt;The famous “mystery good” is copper. According to Paradox, it feeds electrical and military production chains. Wooden ships consume copper for sheathing, and in the ship designer from &lt;em&gt;The Great Wave&lt;/em&gt; the medium and high armor levels require it, unlike the low level.&lt;/p&gt;
&lt;p&gt;Copper also appears in electrical production methods, such as electric sewing machines, and in food industries, where pot stills and patent stills consume it. At game start, cannon production could already hesitate between copper and iron: new methods let players choose between the two for the first models. Deposits have been spread across the map, including Cornwall, Australia and Japan.&lt;/p&gt;
&lt;h2 id=&quot;cossacks-a-frontier-that-fills-up&quot;&gt;Cossacks: a frontier that fills up&lt;/h2&gt;
&lt;p&gt;Reserved for countries with an East Slavic primary culture, the Cossack system relies on Cossack Hosts to be established in states you own. A host reserves up to 20% of arable land, much like a subsistence farm, and gives migration attraction, policing and colonial growth in return.&lt;/p&gt;
&lt;p&gt;The downside is clear. A host cannot be removed for ten years, dismantling it radicalises the population, and the presence of Cossacks raises radicalism among poorly accepted minorities. Cossacks also form their own political movement, which can turn to rebellion against a foreign occupier. &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/694273194214819078&quot;&gt;DD#190&lt;/a&gt; lists them among the tools of the Russian state in 1836.&lt;/p&gt;
&lt;h2 id=&quot;a-reworked-map-and-cultures&quot;&gt;A reworked map and cultures&lt;/h2&gt;
&lt;p&gt;DD#189 also announces map changes. In the Caucasus, the old North Caucasian culture splits into more precise groups such as Ossetians and Dagestanis, and the Crimean Tatars are set apart from the Volga-Ural Tatars. The Russian Far East gets larger states, and the “Siberian” culture divides into peoples such as the Chukchi and Evenki.&lt;/p&gt;
&lt;p&gt;These changes also affect players who will never pick Russia, because neighbours in the Caucasus and Central Asia inherit the new cultural geography.&lt;/p&gt;
&lt;h2 id=&quot;socialism-reworked&quot;&gt;Socialism reworked&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/714538122294067471&quot;&gt;DD#188&lt;/a&gt; describes the deepest part of the free patch. Obtaining a Council Republic becomes harder: it now requires Factory Councils as a law or amendment, earned by a revolutionary movement that climbs in activism.&lt;/p&gt;
&lt;p&gt;New laws accompany this system, including Labour Suffrage, the Extraordinary Commission, the Revolutionary Guard and Communal Administration. In practice, the Extraordinary Commission takes over some Secret Police effects and activates the Extraordinary Measures journal entry, but the Revolutionary Guard destroys the political weight of the armed forces at the price of a smaller standing army. The Social Democrat ideology gives way to State Socialism, which fits the era better, and communists are told apart from vanguardists by labour productivity and the weight of the peasantry.&lt;/p&gt;
&lt;p&gt;For a player aiming at socialism, the lesson is clear: first mobilise the working class, then defend the state it creates. The old shortcut of simply researching a technology no longer suffices.&lt;/p&gt;
&lt;h2 id=&quot;the-ai-overhaul-is-included&quot;&gt;The AI overhaul is included&lt;/h2&gt;
&lt;p&gt;The 1.14 beta is merged into 1.15. Single war support, war goal flipping, recalculated infamy and multiple trade hubs therefore arrive in the same package. The &lt;a href=&quot;/en/victoria-3-ai-overhaul-patch-1-14-player-impact-2026/&quot;&gt;analysis of the AI overhaul&lt;/a&gt; details these systems. One concrete example: releasing a country now requires a minority movement with 50% activism.&lt;/p&gt;
&lt;h2 id=&quot;the-great-game-not-free-for-everyone&quot;&gt;The Great Game: not free for everyone&lt;/h2&gt;
&lt;p&gt;This is the point where earlier versions of this article went wrong. The Great Game is no longer a separate objective: it is available from the start of the game for Russia, Britain, British India and the minor powers of Central Asia and Persia. Its sub-goals appear in a journal entry.&lt;/p&gt;
&lt;p&gt;But &lt;a href=&quot;https://store.steampowered.com/news/app/529340/view/703281660030878693&quot;&gt;DD#192&lt;/a&gt; specifies that this version is offered only to owners of &lt;em&gt;Sphere of Influence&lt;/em&gt; or &lt;em&gt;State and Revolution&lt;/em&gt;. The pack’s Steam page confirms that Great Game entries and events become available to all its owners. The free patch alone is therefore not enough.&lt;/p&gt;
&lt;h2 id=&quot;long-awaited-modding-tools&quot;&gt;Long-awaited modding tools&lt;/h2&gt;
&lt;p&gt;DD#194 lists tools for creators: scripted outcomes for journal entries, customisable progress bars, journal entry map modes, regional exile pools and regnal numbers. Paradox warns that old journal entries will break until updated, and that older saves will be largely incompatible.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-2.webp&quot; alt=&quot;Victoria 3: world market screen listing goods and their prices&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-2-480w.webp 480w, /images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-2-800w.webp 800w, /images/articles/victoria-3-patch-1-15-contenu-gratuit-analyse-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;verdict-a-patch-that-changes-the-rhythm-of-games&quot;&gt;Verdict: a patch that changes the rhythm of games&lt;/h2&gt;
&lt;p&gt;Update 1.15 is mostly an update of constraints. Cold forces players to watch the calendar, copper redraws some industrial chains, Cossacks tie the frontier to migration and radicalism, and socialism finally demands a plausible historical path. On paper, that is richer than a simple batch of fixes.&lt;/p&gt;
&lt;p&gt;The weak point is readability. Many values are still announced as provisional, and the changelog is missing. The answer to the question of whether to start a new campaign will depend on save stability and final balance. For a player who is waiting, the safest move is to hold on until the patch notes appear.&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch-before-5-november&quot;&gt;What to watch before 5 November&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The full 1.15 changelog and the achievement list, which Paradox has announced for an upcoming Dev Diary.&lt;/li&gt;
&lt;li&gt;Confirmation of the release date of 1.15 itself, which has only been repeated for the pack.&lt;/li&gt;
&lt;li&gt;The balance of cold, especially on trade and naval logistics.&lt;/li&gt;
&lt;li&gt;The fate of existing saves and mods.&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-state-and-revolution-released-tsar-siberia-2026/&quot;&gt;Victoria 3 State and Revolution: the pack delayed to 5 November&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;li&gt;&lt;a href=&quot;/en/victoria-3-famine-860-quadrillion-deaths-anniversary-stats/&quot;&gt;Victoria 3: 860 quadrillion famine deaths in 12 months, Paradox stats show&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category></item><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></channel></rss>