- Update v1.13.11:
- Balance
- Adjusted the Banana Plantation output values. Removed 5 Fruit from the base and added 5 to the automated PM, as it was intended.
- Tweaked the outcome options for the "A Doctrine of Iron and Steel" event so that both, first and second, are more equally feasible
- Bugfixes
- Fixed a crash that happened at the turn of the month when sway offers were pending in a diplomatic play
- Update v1.13.10:
- Improvements
- Ships built for a selected target fleet now spawn at the closest reachable shipyard to that fleet (by sea travel), falling back to the previous placement when none can reach it. A "Will be built in:
" line in the ship construction entry tooltip will tell you where a ship will appear. - Added a button to pause construction on individual construction sectors
- A country that gains control, through revolution or conquest, of land hosting foreign treaty ports now inherits those treaty port agreements, and is given the choice to honor them or revoke them and reclaim the ports for itself. The affected foreign power is notified of the decision either way.
- When disbanding a company producing a generic prestige good the respective journal entry is reenabled so that it can be reapplied to a new company if needed
- AI
- Colonial powers are now more inclined to launch a diplomatic play to retake a treaty port from a country that recently revoked their treaty port agreement, until they have had their revenge
- The AI now decommissions excess Supply Ships it no longer needs
- The AI no longer proposes treaty articles that hand over its own subjects to itself
- Interface
- Added an alert that warns when a ship under construction is assigned to a target fleet it will not be able to reach, listing the affected fleet(s)
- Estimated interception effects are now shown while hovering to assign a fleet to intercept
- Estimated blockade effects are now shown while hovering to assign a fleet to blockade
- Hovering a naval fleet's mission marker now highlights the sea regions and routes it operates in, and enemy naval missions appear as their own markers below the sea node
- The interface will now state that a fleet can't reach a coastal state when there's a strait blocking the path there for a naval invasion
- Assigning a Protect Supply Lines mission now shows which supply ships and formations the sea region carries, and which hostile fleets are raiding there
- Interest tier tooltips on the map now name the strategic region they refer to
- Left-clicking a naval mission map marker now opens the fleet directly, or lists the fleets when several share the same mission
- Added detailed information to the fleet panel about any ongoing blockade by the currently selected fleet
- Port Bombardment now shows coastal-building markers and arrows on the map, indicating which coastal buildings are threatened and where the bombardment comes from
- Added a Naval Mission map marker for enemy Fleets
- Ship stat breakdowns now group multiplicative bonuses into a single hoverable entry so the listed values add up to the total
- Added a button in the Construction Panel's Ships tab to permanently decommission available Supply Ships
- Updated tooltips for sea nodes, Headquarters, and states to show target involvement changes when redeploying/stationing fleets and armies
- A sea region's tooltip for the project power naval mission now correctly shows the predictive involvement changes if the fleet would be deployed to that region
- Added a status line in the case a fleet is traveling to pick up an army during a naval invasion
- The fleet panel's Retrofit button now explains why the selected ships cannot be retrofitted
- The tooltip when editing a Naval Mission's Sea Regions now explains when Shift+Click would not work because the mission's area limit would be exceeded
- Naval mission markers collapse into small colour-coded dots when the map is zoomed far out, reducing clutter
- Added entry to importers state goods panel displaying how much is lost to piracy
- Fleets over their Command Limit now show the limit in red in the outliner and in fleet tooltips
- The outliner no longer shows a Command Limit warning for armies that are not over their Command Limit
- The Short-Term Tax Cuts amendment now shows how long it lasts and posts a notification when it expires
- Hovering a ship traded in a treaty now shows that ship's tooltip
- Hide the ship transfer options when making treaties with landlocked countries
- Made it so transfer subject treaty article is disabled when you have no subjects to transfer
- Updated the colors of the building ownership bars to make more sense, blue-ish colors are now "owned by you" while orange-ish colors represents other countries' ownership
- The Ship Transfer article no longer spills outside its frame on treaty tooltips
- Improved how ship prefixes (like HMS) are rendered in the ship panel
- Fixed a case where the transfer unit window would wrongly claim you were above the command limit when mixing conscripts and regulars
- And, a selection of the interface updates mentioned above
- Performance
- Fixed severe framerate drops when hovering or selecting fleets with very large numbers of ships
- Modding
- Added the on_treaty_ports_inherited on-action and the renege_treaty_ports_with country effect, used when a country inherits or gives up hosted treaty ports.
- Added script containers (see create_container)
- Bugfixes
- Reducing a fleet's visibility now makes it harder to spot instead of easier
- Admiral traits and naval missions that change a fleet's visibility or detection now affect whether enemy fleets spot it
- Fixed invasions getting stuck at 99% advancement due to states being left under the control of a country that no longer occupied them; affected saves are repaired on load
- Single good shortage no longer drains supply and instead lowers maximum organization
- Fixed armies being destroyed and their general killed when their transport fleet re-routed while the troops were traveling to embark for a naval invasion
- Fixed a bug where you could end up with no logistic centers in your country making your armies get no supplies
- Fixed a bug where unraised conscripts would not upgrade when you pressed the upgrade all button
- Private investment no longer endlessly expands railways that can never become profitable
- Fixed the same war goal being added twice to a diplomatic play when a country was swayed with a war goal that was already among its demands
- Fixed crash after loading a save with pops missing their social class
- Fixed crash when a country going bankrupt removes an unbuilt canal
- Fixed crash from dangling ship repair stuck after save load
- Fixed a bug where after cancelling a naval invasion the partial occupation would not disappear
- The confirmation popup for breaking a Ship Transfer or Support Independence treaty now lists the infamy and relations penalties
- Fixed a bug where naval invasion could sometimes get stuck
- Fixed an out-of-sync error in multiplayer that could occur when a revolution appointed new interest group leaders
- Fixed strait toll income dropping every time a save was loaded
- Ships can again be transferred between fleets while marines are attached, as long as one side of the transfer can still carry all of them
- Resolved an issue where the player was unable to change their tariffs or subvention levels freely within the grace period
- Ships traded in a treaty now show their utility modifications
- Strait toll income, the strait panel and trade center toll expenses now report the same trade amounts and no longer charge tolls for goods whose route does not pass through the strait
- Fixed an issue where movement radicalism from unowned homelands for Cultural Supremacy movements was not being calculated correctly
- The predicted change of involvement when adding a sea region to a fleet's orders now accounts for the areas those orders already cover
- Armies now need adequate supply ships to cover the journey when performing a naval invasion
- Fixes an issue that would cause "The River of Coffee" to fail upon a civil war taking the capital
- Promoting a commander no longer upsets interest groups whose commanders are all of a different type than the promoted one
- You can no longer send uncrewed ships on missions
- Ships can no longer be sent to retrofit while their fleet is transporting an army
- Ships sent for refitting now stay in the port where their fleet is docked instead of sailing to its home naval base
- Fleets sent to port for repairs are released again once they have all the crew that can currently be found
- Fixed the progress bars in Hidden Domain Journal Entry to properly display country names after either country had a victorious revolution
- Fixes an issue where an exiled army could get stuck in friendly territory
- Fixed an issue where treaty effects would still provide benefits even if the article is non-fulfilled
- Fixed being able to sign multiple treaties with identical terms with the same country, which allowed stacking leverage
- Fixed a bug where renegotiating an old treaty could instantly grant an obligation
- Shipyard wages are no longer paid twice
- Fixed a bug where you could exceed the carrying capacity by merging armies waiting to be embarked
- Treaty ports now properly reconnect to the new host's market when a treaty changes hands
- Fixed script errors from the AI evaluating the Ryukyu rivalry journal entry buttons
- Ships no longer lose experience while their fleet is transporting an army or carrying out a naval invasion
- Fixed some Japanese characters missing Japanese culture
- Cancelling the retrofit of a single ship now returns it to its original fleet instead of leaving it in the retrofit fleet
- Fixed a bug where a fleet that is retrofitting could still be sent on a naval mission without cancelling the retrofitting
- Fixed a bug where you could transfer a subject to itself
- Fixed issue where goods were not properly removed from importer during piracy
- Fixed a treaty port (such as Hong Kong) becoming permanently cut off from the World Market with 0% market access after a revolution or conquest replaced the country that had hosted it
- Fixed an issue with renegotiating treaties with duplicate articles
- Update v1.13.9:
- Features
- Added search bars in various places, including the Tech tree. It can be used to look for a specific unlock, for example if you want to find all technologies that provide a bonus to MAPI.
- Added fleet action to return a fleet to nearest friendly port for repairs, they will resume mission when they finish repairs
- Made it so Diplomatic Plays can be started over strait related war goals, rather than just having the option to add those to an existing Diplomatic Play
- Improvements
- All movement types will now have substantially reduced Activism following their defeat in a Civil War. Movement defeat status is stored per identity, and persists through movements being disbanded and refounded.
- Reworked Command Limit so that regulars or raised conscripts, whichever is higher, is compared against command limit rather than being added together. This removes the need to mass-promote commanders when you raise conscripts.
- Most instances of flat negative Authority and Bureaucracy modifiers, such as Political Concessions, are now treated as Authority or Bureaucracy costs
- Fronts now track which (if any) side has made gains in the last few months, and displays this in the Front panel
- Involvement level in a country's capital region now impacts leverage generation as follows: -50% at no interest, -25% at Observant, +25% at Pervasive and +50% at Hegemonic
- Added unique localisation to the Shogunate Regency, with "ShÅgun KÅken-Shoku" as a title for the Regent
- Trade Centers now gain Trade Advantage from Prestige Good input (ie, Prestige Merchant Marine), up to 25% at 100% prestige input
- AI
- Fixed a bug where the AI would calculate the predicted construction sectors in their construction queue with the full cost of their input goods, leading to spontaneous and overzealous budgetary cuts in other spending areas
- Fixed an issue where the AI would queue more barracks than it actually wanted due to not correctly counting barracks already in the queue
- Countries will no longer break treaties that were signed before game start until their binding period ends
- Fixed another bug which was causing the AI to generate duplicate ship templates
- The AI now has reduced peace acceptance for the first year of a war, and then starts to accumulate white peace acceptance, instead of getting white peace acceptance from the very start
- The AI now considers war goals that are located on fronts where it is decisively advancing to be achievable, making them less interested in a peace which does not involve ceding that war goal
- Fixed a bug where the AI could disband its entire army because it was trying to get rid of unwanted marines that didn't exist
- Fixed a bug where AIs with Economic Imperialism would not try to open up non Japanese isolated markets due to incorrect script checks
- Fixed the AI underinvesting in innovation in .7
- Portuguese AI will be more likely to invest in Railways for as long as Regeneration: Public Works is active
- The AI is now much more eager to construct canals
- Balance
- Reduced output of Fruit Plantations by a fair bit, especially using slaves. We will keep an eye on the situation to see if we need to tweak this more.
- Law Enactment Time modifiers have been reworked into Law Enactment Speed modifiers to make it more difficult to stack them for instant or almost instant law enactment. A minimum of 10% speed has also been set so that it's not possible to negatively stack speed modifiers to 0% or below.
- The impact of Prominence and Movement Pressure is now additive rather than multiplicative on the ideology selection weight. This means that both will have a more consistent impact that neither overpowers all other factors nor simply becomes noise.
- Ship critical hits have been reworked. They now ignore 100% of the enemy target's armor. Reduced critical damage increases across the board in compensation.
- Adjusted technology requirements for Military Aviation and Seaplane Tenders to make them usable when built. The previous tech tree layout could lead to you developing them, while not being able to have airplanes in your market yet.
- Reduced some of the modifiers that rebellions get based off of their popular support
- War Goals that are considered contested if you control the enemy capital are now generally also considered contested if you control 50% of the enemy's incorporated states
- States which are at least 50% occupied are now considered occupied for the purposes of war goal control, rather than requiring full occupation.
- Added a check to breaking Ship Transfer treaties to ensure only ship receiving countries could get a penalty from breaking it early
- Supremacists movements will now gain up to 25% activism after researching "Nationalism" scaled by the number of primary culture homelands that are not owned by a nation of the same primary culture
- Readjusted Ship Gun Modules to be in roughly 25% bounds of each other relative to the base module, previously this was closer to 50%
- Increased the construction time and cost of capital ships, particularly the Dreadnought family significantly - up to two times as much on the highest end
- The Arc Welding and Concrete Dockyards technologies now grant a bonus to Capital Ships Max Construction Progress, meaning unlocking these techs will increase the speed at which capital ships are constructed
- Passive Electoral Confidence maluses will no longer apply below 25% Electoral Confidence
- Rio de la Plata no longer requires Patagonia to be formed
- Reduced activism gain from most sources for the Utilitarian Movement
- Provided School Supplies amendment now gives a small increase to dependent wages to simulate lower expenses for children
- Civil wars now split ships with construction points in mind to try and avoid them sinking
- Swapped the first and second level effects of the Construction Power Bloc principles
- Increased all 1 or 2-level Coal, Iron, Sulphur, or Lead potentials to 3 levels
- Art
- Added new visual effects for the Port Bombardment interaction (Requires The Great Wave)
- Content
- Gave Italian minors the Banking technology from the start
- Adjusted the Supply Network tutorial mission conditions to ensure it requires the player doing something to fix it
- The Companhia de Moçambique now has Millet Farms as a base building, rather than Wheat Farms
- Added dynamic hispanophone state and hub names for Puerto Rico
- Fixed and improved a few tooltips by clarifying the presented data and fixing typos
- John Stuart Mill is now always present in British India at game start
- Renamed Land Logistics Centers to Army Logistics Centers
- Interface
- Updated Ship Veterancy Tooltip to also show whether experience is gained or lost, as well as the weekly increase or decrease
- Updated supply information on the army panel to better showcase when there is a supply or goods shortage
- Supplies now show whether they are being sent from supply ships or via land route
- Added Supply to Logistic Centre outputs and made it easier to spot a shortage due to input goods shortage
- Multipliers are now accounted for in army supply breakdown
- Added icons for goods shortage to the army panel and the supply tooltip
- Added a building widget to the Fleet buildings tab
- The wargoal tooltip now shows much more clearly that a wargoal costs no maneuvers because it is the first wargoal
- Added more in-depth breakdowns of all Formation stats, especially connecting Commander Traits & Orders directly to the affected stats' tooltips
- Added right-click station formation in state back
- Added a tooltip for when you cannot decommission ships
- Changed supply text to show actual and maximum stockpile, rather than percentage
- Naval missions now show supply raiding/protection and port bombardment details directly in the fleet panel and tooltips
- The state devastation tooltip now reflects ongoing port bombardment and breaks the daily change down into recovery and bombardment
- The tooltip for forming a Power Bloc now shows a breakdown of requirements
- Added a repair icon to mission map markers and adjusted their visibility to highlight whenever a mission is paused due to the fleet being docked for repairs
- Army Battalions and Conscripts counts are now displayed separately against the Command Limit, making it clear the limit applies to whichever is higher rather than the two combined
- Added proper tooltips and explanations to Company Categories
- When filtering for companies by building type, the filter now also accounts for building types granted by company charters
- When filtering for companies by building type, the selected building type is now also highlighted in the company panel
- Updated Company Filters Button Order and adjusted descriptive texts
- Made it so we no longer show formations that are currently not mobilized in the naval invasion panel
- Added additional info to shipping lane efficiency and its tooltip, showing the current trend and reasons for reduced efficiency
- The precise interest tier required to colonize is now explained in the map tooltip
- Strategic Region Map Mode Tooltips now correctly generate at the mouse hover point
- Make it so when a magnate has 0 holdings we do not show the holdings
- Added Ship Modifications to Ship Panel and Ship Tooltip
- Hid the national cast button for foreign nations, it would open your own national cast before
- Added a new alert for Merchant Marine shortage which also explains impact on shipping lanes
- The number of idle generals and admirals is now visible on the assign leader panel
- Recruit general / admiral button now correctly disables when above the idle limit
- The Location Finder now has non-English characters searchable by corresponding basic ISO characters, so you can e.g. find Göteborg by typing Goteborg
- Naval Fortification buttons are now clickable and open the building detail panel
- Added sorting by assigned ships to the country supply ships tooltip
- Put strategic region involvement due to Power Bloc members into a paged sub-tooltip as that list can get quite large
- Added a go-to button with the name and logo of the company at the bottom of the character panel for executives
- Added clearer indication if a tooltip is locked and what button to press if you use Action Lock
- Flagged the colonial administrator change notifications as ruler group so they get correctly caught by the according notification settings
- Cost of market goods is now calculated in the breakdown of the cost of war
- Added custom icons to the Hidden Domain Journal Entry progress bar
- Building panel and tooltips now display if the building is the holding of a magnate
- Updated Bankruptcy button and added progress bar
- Added a missing icon reference for the Disgraced Technocrat modifier
- Remove extra line breaks in law endorsement tooltips
- Performance
- Reduced memory usage by around 7-10% and total allocations by 15%
- Various improvements to overall tickspeed
- Modding
- Added a new character role type "other" that groups special characters together in the outliner
- Added capacity cost modifiers for authority, bureaucracy and influence
- Added support for excluding specific states from being targeted in unification plays via a should_target_state_in_unification_play trigger in country formations
- Added new effect set_movement_defeated
- Added on action for when a commander is promoted
- Added new triggers days_since_movement_defeated and days_since_movement_type_defeated
- Bugfixes
- Fixed a bug where fleets whose supply ships were under attack would be considered 'in battle', preventing them from functioning normally
- Fixed a bug where sometime diplomatic actions (such as improve relations) that were not available would always be hidden instead of showing why they were not available (for example due to lacking mutual interests)
- Fixed piracy causing country relations to reset on save load
- Combat units now add supplies to their formation when mobilized based on availability from the logistics center. This fixes an issue where the supply ratio would drop dramatically for armies with large amounts of conscripts.
- Fixed a bug where you could decommission ships carrying formations, this would silently kill them
- Fixed a bug where supply lines would break due to straits blocking the passage, now it will try alternative routes
- Fixed slaves being freed when fired from their jobs
- Fixed a bug where 'make this work' could sometimes add mutually incompatible articles, such as Alliance and Guarantee Independence
- Prevented the AI from overflowing transport capacity during naval invasions
- Fixed where an event for loaning an army leader in exchange of an obligation would end up swapping the leaders without setting correct country causing broken fronts
- Switching from Social Monarchy to Monarchy will no longer end regencies
- Spain can no longer declare wars whilst fighting the Carlist War
- The Change Language of Administration and Spread Primary Culture interactions now covert pops to the actor country's most populous primary culture, rather than its least
- West Virginia will no longer join the Confederate States of America in the American Civil War
- Fixed issue where trade advantage in a local market could go haywire when privateering
- Fixed a bug where AI could use threaten naval hostilities when it should not be possible
- Fixed a bug where market goods sell orders from piracy would stack infinitely in states without trade centers
- Farmers should no longer be politically motivated twice by having a variant of peasant proprietorship active. They now get higher values by having either proprietorship or homesteading active.
- Fixed several events that could lead to a notification showing a new leader spawning with a null ideology. Affected events are as follows: "Freedom Without Distinction", "Mutual Aid", "A [Culture] Voice", "The Vanguard Advances", "From the Ground Up", "For Whom the Bell Tolls", "Joining Our Cause", "Open Succession", "The Blazing Chowki", "Tribal Gesture", "Nothing Ends", "Into Oblivion", "Condemnations of the Children", "The Wedge in the Academia", "A Revolutionary for Our Time", "The Interpretation of Dreams", "Indisposed", "The Yellow International", "The Weapon of the Enemy", "[Culture] Leadership", and "Society of the Godless".
- Fixed an issue in the calculation of port connection distances
- Fixed an issue where naval invasions targeting non-negotiating participants could be blocked
- Fixed an Out of Sync that could happen when playing cross-platform multiplayer
- Independence war goal is now controlled if the capital of the opposing country comes under control
- Fixed bug where a war being inherited (like after civil war) could cause hostilities to not be set correctly preventing naval invasions
- Law enactment speed now correctly reduces enactment time
- Frosts, Ice, Tropical Storms, and Heatwaves are now properly limited to their applicable geographic regions
- Fixed some cases in which France or Hungary could not have their pre-Springtime voting, free speech, and internal security laws reverted by a reactionary victory in Red Summer
- Fixed restriction for naval invasion defenders to the invaded and neighboring states
- Fixed a bug where you could not get an investment rights treaty with a country of equal rank in your power bloc when Foreign Investment III principle is active
- Fixed a bug where the invasion panel would display a NULL_OBJ
- Fixed an issue in the Manifest Destiny trigger for the USA
- Fixed an issue where Spain could never panicked-retreat from battle
- Fixed articles being added to a treaty as a part of a renegotiation not actually being applied when coming into force
- Fixed issue where rehoming an overseas army would not actually change home HQ
- Unincorporated state effects should now list all effects they have as intended. Previously some of their effects were tucked away in other categories, meaning they would only show in that wrong place.
- Fixed a bug where Power Projection check for naval invasions did not respect fleet transport capacity
- Fixed a bug where abandon piracy treaty would not cancel active piracy missions
- Fixed a bug where the player could embark multiple marine formations surpassing the marine fleet capacity if done at once
- Fixed a bug where merging fleets would give only the supplies of 1 fleet instead of merging the supplies too
- Fixed pure conscript armies being unable to re-station when there's a land connection
- Make this work' now works properly when renegotiating proposed treaties
- Fixed a bug where Treaty Ports ceded during war would not end up in the correct market
- Fixed issue where it would show N/A travel time when planning naval invasions
- Treaty Port treaties with China will no longer automatically break when the Heavenly Kingdom appears, only if they actually win
- Fixed an issue in Moroccan scripted succession, in which Muhammad V could not spawn due to a typo
- Fixed trigger descriptions for political_strength_share and wealth_share to show correct information
- Fixed a display issue in the state requirements for the Tashkent Railway company
- The Nederlandsche Handel-Maatschappij now has Coffee Plantations available by default, with Tobacco Plantations available as an additional industry
- Fixed some cases where wargoals in the Mutiny! event for the East India Company could invalidate
- Fixed a bug where commander career was considered to have started when they were spawned into the recruitment pool rather than when they were actually recruited
- Ship List Modifications now show the actual ship modifications, not those of the template
- Fixed AI using invalid fleets when evaluating what missions it can do
- Fixed AI evaluating ship transfer treaty with countries without a port
- Fixed an issue where loitering formations could not merge
- Fixed issue where it could appear as if foreign company was investing in their own land in your investor intents if you had treaty to let you invest in said company land
- Fixed bug where you could not privateer someone because you weren't at war with both importer and exporter
- Fixed a bug where a revolution would have a null_state in it preventing it from triggering a war
- Fixed a bug where revolutionary Interest Groups would become marginalized if a secession broke out
- Fixed a bug where Interest Groups could get stuck in a party they no longer wanted to be part of, resulting in high ideological incoherence
- Fixed a bug where parties that disband and reform would keep stale voting data from old elections, resulting in a sudden drop of legitimacy when they reformed
- Fixed a bug where IGs who want to leave parties outside of the election cycle would leave instantly instead of waiting for the next election
- Cancelling a naval invasion before the army has embarked onto the fleet will now no longer teleport the army to the fleet
- Marines transferred between ships will no longer perform minor miracles (walking on water, the occasional teleportation).
- Fix general swap not working between two armies
- The Legitimist Movement will no longer fail to recognise late-game Carlist claimants to the French throne as legitimate
- Removed randomly appearing and flickering thin vertical line on Army map markers
- Fixed the 'everyone disliked that' achievement to correctly only fire when a single promotion annoys every other interest group
- Fix issue where slave pops would immediately become employed on the first tick and break some history scripts
- Fixed several issues where unintended countries could get national unification content if given additional cultures through the Spread Primary Culture interaction
- Stop split armies from merging back while waiting to be transported
- Fixed a bug where the map context of the country panel would not switch when clicking around unless the diplomacy tab was open
- Fixed inheritable construction not working for civil wars
- Removed Arms Industries as a requirement for Rheinmetall
- Countries that cannot form the Japanese Zaibatsu will no longer see them in the Attainable/Potential Companies list
- Fixed the Chieftain of NgÄti Toa's home state being displayed as a null scope
- The Fundição Ipanema company for Brazil no longer requires iron mines in São Paulo
- Various pieces of narrative content that activate Republic laws will now activate Stamp Out Monarchism
- Fixed incorrect Utility Modification Icons being shown in panels and tooltips
- Fixed an issue where the Merge Formations button did not show the condition message
- Enacting isolationism will now update the average trading distance accordingly
- Fully assimilated cultures no longer remain in the culture list
- Fixed a bug where commanders marked busy were sometimes not unassigned from their formation
- Fixed a bug where canal straits were created during construction instead of after completion
- Fixed a null scope in "The Entrenched Front"
- Fixed several issues where unraised conscripts were counted as mobilized
- Added factoring in dividends when calculating wage rate
- Pinning the Emperor (of Japan) character will now correctly display it on the outliner
- Fixed a bug where the Unification play for Federation of the Andes could be started with no war goals due to only targeting countries which did not have valid states
- Fixed some ship modifiers not showing when hovering ship utility modifications
- Fixed a bug where null_obj could appear in the construction queue if you had foreign investments in a split state that got annexed
- Fixed an issue with merchant marine costs being truncated
- Fixed an overflow in Ulta's colour code
- Fixed an issue where "Doctrine of Lapse Invoked" could have no description
- Fixed a loc issue related to the Strait of Gibraltar in the Spanish Africa content