1. Orbi Universo II
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Orbi Universo II News

1.2.12

  • [p] Secularism now hints earlier and can be unlocked with high Philosophy alone, without needing Organized Religion
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  • [p] Fixed save issue warnings showing up for players
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  • [p] Fixed CivilCrafts cached field triggering serialization warnings
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  • [p] Fixed Academia being capped to 50 when loading a save (University's max limiter wasn't applied until first funding tick)
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  • [p] Reduced University funding speed
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[p]1.2.12a/b[/p]
  • [p]Localization improvements[/p]
  • [p]Fixed civilizations becoming unkillable after losing all territory but keeping partial ownership in shared regions, also fixes existing saves[/p]
  • [p]Collapsed civilizations now give shared regions to the other civ instead of tribes[/p]

1.2.11

  • [p]New strategic AI system: civilizations now think ahead with goal-oriented planning, economic forecasting, and threat assessment[/p]
  • [p]Secularism now reduces the effectiveness of religious traits, up to 80% reduction at maximum secularism[/p]
  • [p]Game setup now remembers your last settings (difficulty, AI aggressiveness, etc.) when starting a new game[/p]
  • [p]Performance improvements: cached culture trait attribute lookups to reduce stuttering during trait selection, region ownership cache for faster colonization updates, stable node optimization, reduced memory allocations, throttled achievement checks, and lower speed multipliers for smoother gameplay[/p]
  • [p]Fixed structure nodes set to maximum not preserving the max setting when loading a save[/p]
  • [p]Fixed sea regions not updating ownership correctly after loading a save or when civilizations collapse[/p]
  • [p]Made Public Works Program a little more clear[/p]
[p]HOTFIX 1.2.11a[/p]
  • [p]Fixed a bug with land ownership after conquest, also added a fix for save corrupted this way[/p]
  • [p]Secularism now boosts Natural Science and Mathematics, and more strongly reduces Religious Grip[/p]
  • [p]Secularism maintenance cost reduced, PP production increased[/p]

1.2.10

  • [p]Added Public Works Program policy to boost construction speed for all physical structures (granaries, power plants, ports, etc.) at the cost of increased funding (You need Factories to unlock it)[/p]
  • [p]Added 3440x1440 ultrawide resolution support (experimental, some UI elements may not display perfectly)[/p]
  • [p]Factories now produce pollution at a diminishing rate, making large industrial economies more manageable[/p]
  • [p]AI improvements: now researches and invests in conscription, armored manufacturing, warehouses, health infrastructure, organized religion, guilds, fortifications, irrigation, training grounds, and maritime ventures based on personality and strategic needs[/p]
  • [p]Fixed a softlock where high Feudalism or Religious Grip could cap Central Government below 30, preventing further progression[/p]

1.2.9

  • [p]Arable land now affects agriculture efficiency, more land means more opportunities for field rotation and sustainable farming[/p]
  • [p]Propaganda maintenance now scales with population, larger empires need more effort to maintain state messaging[/p]
  • [p]Soil fertility now provides even more food output from agriculture[/p]
  • [p]Agriculture decays slower and grows higher before hitting the peasant population cap[/p]
  • [p]Education policies now cost less Political Power to maintain[/p]
  • [p]AI improvements: smarter resource management, better food production (invests in agriculture, fishing, hunting, foraging), no longer cuts agriculture support when starving, implements new tax systems (tithes, minting, trade policies), researches late-game economic nodes (stock exchange, mercantilism, laissez-faire), maintains more diverse armies instead of over-specializing in a single unit type, and now reduces officer corps spending when running low on wealth[/p]
  • [p]Late-game performance improvements for AI civilizations (smarter rule caching) and rendering[/p]

1.2.8

  • [p]AI civilizations are smarter about resource spending: less wasteful propaganda and encourage policies, more aggressive colonization, and coastal civs now develop fishing[/p]
  • [p]Hunting, foraging, and fishing are now less aggressive on natural resources, allowing sustainable early-game food production[/p]
  • [p]Fauna, flora, and fish populations recover faster after being depleted[/p]
  • [p]Game time now progresses slightly slower, giving more time to develop your civilization[/p]
  • [p]Technologies decay slightly slower, making it easier to maintain progress[/p]
  • [p]Long node value labels now auto-shrink to fit the UI properly[/p]
[p]HOTFIX 1.2.8a [/p]
  • [p]Fixed save files from older versions failing to load[/p]
  • [p]Fixed Slavery Institution localization[/p]
  • [p]Improved save/load robustness - the game now attempts to repair and continue loading saves with missing or incompatible data instead of crashing[/p]
[p]
HOTFIX 1.2.8b [/p]
  • [p]Fixed a crash when opening the Culture panel[/p]
  • [p]Fixed a crash when battles occur[/p]