1. Orbi Universo II
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Orbi Universo II News

1.2.4

[p][/p]
  • [p]Fixed major error in warfare logic[/p]
  • [p]Wind and Solar Potential were added as resources[/p]
  • [p]Wind and Solar Power Plants were added as well[/p]
  • [p]Frost Storm event may now fire in very cold locations, to prevent the arctics to be too cosy (Merry Christmas)[/p]
  • [p]Population now show an approximation of "real" population (no impact on gameplay), we did the same in Battles, Social Classes and Forces node ; Equipment (Artillery, Tanks, Planes) and ships use a different scale[/p]
  • [p]5 new cultural and religious traits to spice up your civilization: Amazing Breeder and Poor Breeder affect Animal Husbandry prowess. Sacred Archery generates Faith from missile units and technology. Missionary Duty reduces colonization costs. Poor Administrators accelerates Centralized Government decay,[/p]
  • [p]Added an option to remove the auto watcher if you dislike it (per request of a player), it's still on by default[/p]
  • [p]You now automatically uncover islands region (defined as a region with only one neighbor and must be a sea region) if you own at least 25% of their neighboring sea[/p]
  • [p]New loading screens[/p]
  • [p]New music track[/p]
  • [p]Smithing won't take any civil goods if nothing is produced[/p]
  • [p]Fix a logic error on Navy Power projection[/p]
  • [p]Fixed some wrong climates on the map[/p]
[p]Sub-version A[/p]
  • [p]Fix Resource screen for many deposits[/p]
[p]Sub-version B[/p]
  • [p]Fix Sea Ownership in some corner cases, if it still get stuck (a sea region have no ownership and cannot be regained), save and load again[/p]

1.2.3

  • [p]Policies 'Remove' option now have a helpful tooltip saying it needs the node value to be 0[/p]
  • [p]Fixed some issues with Navy Projection[/p]
  • [p]Military Goods : old weapons decay faster if better weapon are produced[/p]
  • [p]Smithing consume a little of Civil Goods now and is hereby affected by Tool Supply[/p]
  • [p]Extraction consume more Civil Goods now[/p]
  • [p]Artisan Class cap of Civil Craft is more aggressive[/p]

1.2.2

  • [p]Fixed some corner case visual bugs and improved nudge when dragging a node[/p]
  • [p]Administration Collapse now also look at Printing Press and Telecommunications to know if you are overextended[/p]

The Blitzkrieg Update - Version 1.2.1

[p][/p][h2]Major Gameplay & UI Enhancements[/h2]
  • [p]Added "Alt-Historical" and "Random" deposit generation modes at game start for more varied and replayable worlds.[/p]
  • [p]The layout partitioner has been improved for better automatic node spacing on the main screen. Node base size has been slightly reduced for a cleaner interface.[/p]
  • [p]A new visual effect provides clear feedback when investing funds into a node.[/p]
  • [p]Nodes can now be accessed directly from each other by clicking their name in the node detail panel. A highlight will show what is clickable.[/p]
  • [p]Added a maximum limiter to aggregate displays. [/p]
[h2]New Battles - The Age of Modern Warfare[/h2][p]This update overhauls combat from the industrial age onward with 18 new battle types like:[/p]
  • [p]Modern Battle becomes the standard for late-game engagements, featuring mechanized infantry, tanks, and air power.[/p]
  • [p]Blitzkrieg offers high-risk, high-reward rapid breakthrough tactics. [/p]
  • [p]Trench Warfare represents brutal attritional combat. [/p]
  • [p]Air Battle introduces pure dogfighting for air supremacy. [/p]
  • [p]Attacker Bombardment runs against enemy ground forces and infrastructure. [/p]
  • [p]Guerilla Warfare allows weaker nations to fight in harsh terrain. Urban Guerilla Warfare bleeds armored columns in cities. [/p]
  • [p]Artillery Barrage allows forces with superior numbers and technology to soften enemy armies from distance. [/p]
  • [p]Mercenary Bribing offers a diplomatic option to turn enemy hired soldiers against them. [/p]
[h2]The Industrial Engine of War - New Nodes[/h2]
  • [p]Armored Tech research unlocks powerful mechanized warfare.[/p]
  • [p]Armored Manufacturing produces Armored Forces for the battlefield.[/p]
  • [p]Airports support air operations.[/p]
  • [p]War Planes Manufacturing creates War Planes units.[/p]
  • [p]Air Trade routes open new commercial possibilities.[/p]
  • [p]Railways can be built in regions to form a Railway Network, improving logistics and industrial efficiency.[/p]
  • [p]Telecommunications enhances national unity, bureaucratic efficiency, and cultural cohesion across vast distances.[/p]
  • [p]Steam of Industrialization event acts as a catch-up mechanic, allowing less advanced nations to accelerate industrial development when bordering technologically superior powers.[/p]
  • [p]Siege Technology now evolves into Artillery Technology, upgrading siege workshops to Artillery Manufacturing and units to modern Artillery.[/p]
  • [p]Administration Collapse event represents a catastrophic failure for overstretched and unstable empires.
    [/p]
[h2]New Traits[/h2]
  • [p]Silk Fever and Spices Fever increase demand for specific luxury goods.[/p]
  • [p]Sacred Philosophy creates synergy between faith and scientific advancement.[/p]
  • [p]Multicultural Society reduces the negative impact of foreign populations on National Unity.[/p]
  • [p]Lenient Faith lessens instability from heathen populations.
    [/p]
[h2]General Improvements & Fixes[/h2]
  • [p]The Navy Forces node now displays a detailed pie chart showing fleet composition by power source (Wind, Coal, Oil, Nuclear).[/p]
  • [p]High-tech naval forces now correctly consume resources for maintenance.[/p]
  • [p]Cavalry tech stops improving battle effectiveness after 600, transitioning to a ceremonial role.[/p]
  • [p]Luxury craft output gain from Industry has been reduced.[/p]
  • [p]Output is also reduced when there are no available destinations.[/p]
  • [p]Trade diplomacy menu issues have been fixed and streamlined.[/p]
  • [p]New alert added for cancelled treaties.[/p]
  • [p]AI trade and discovery alerts are now cleared when opening the trade menu to reduce clutter.[/p]
  • [p]New loading screen illustrations added.[/p]
  • [p]A new music track for later ages features a crossover with our game Khaligrad.[/p]
  • [p]Fixed errors in historical resource generation and some region biome assignments. [/p]
  • [p]Fixed a bug where Laissez-Faire could cap Interventionism at a negative value.[/p]
  • [p]Corrected an issue where Laissez-Faire could cause Interventionism to spawn too early.[/p]
  • [p]Slightly reduced Sailing Tech generation from Port Capacity.[/p]
  • [p]Improved error messaging when save file writing fails due to insufficient disk space. [/p]
  • [p]Fixed an issue with the Resource overview not showing more than 64 sources possible.[/p]
  • [p]Minor localization fixes and improvements. [/p]
[p]
Note:
Save files may not transfer well to the new version.[/p]

1.1.8

  • You can now rename provinces!
  • Fixed some bugs
  • Fixed fog of war with small islands
  • AI Civs have now their personality and traits exposed
  • New button to close a node focus


Sub-version A
  • Minor Ai fix