1. Orbi Universo II
  2. News

Orbi Universo II News

1.2.7

  • [p]AI improvements: civilizations now develop much earlier in the game, better resource management, reducing education and propaganda spending when running low on Political Power or Wealth[/p]
  • [p]Fixed Encourage policies not updating their conversion rate display when adjusting the slider[/p]
  • [p]Fix ressources, added Oil in Alsaka and Fur in Artic and Antarctic[/p]
  • [p]Fixed a small error with localization management[/p]
  • [p]Work in progress: Observer mode for watching AI civilizations play. It will help refine AI behavior in future updates[/p]

1.2.6

  • [p]Clicking diplomacy alerts (treaty proposals, first contact) now opens the diplomacy window directly[/p]
  • [p]Treaty proposal alerts show what they're offering and requesting when you hover over them[/p]
  • [p]Cultural traits now show who controls their associated region (yours, tribes, or another civilization)[/p]
  • [p]Waste Treatment now scales better with nation size - larger empires get more pollution reduction[/p]
  • [p]Added Railway Quota policy to cap regional railway development and control pollution[/p]
  • [p]Cultural and religious traits now scroll when you have many of them[/p]
  • [p]Fixed "I Think, Therefore I Am" achievement not unlocking properly in some cases[/p]
  • [p]Fog of war now updates immediately when conquering or losing territory[/p]
  • [p]AI improvements: better granary investment, earlier military development, varied unit compositions, more commercial treaties[/p]
  • [p]Faster save file loading, especially in late game with many civilizations[/p]
  • [p]Smaller save files thanks to improved compression[/p]
  • [p]Loading screen now shows more detailed progress[/p]

1.2.5

[p][/p]
  • [p]Improved late-game performance with optimized civilization region checks and fund distribution[/p]
  • [p]Fixed a crash that could occur in late game when too many funding receivers were active[/p]
  • [p]Great Library Fire event no longer fires if civilization has Newspapers[/p]
  • [p]Added shader fallbacks and fixes for AMD graphics cards on DirectX 11[/p]
  • [p]Islands and distant coastlines are now easier to discover when exploring by sea[/p]
  • [p]AI improvements: better technology choices, better stability management, large empires proactively invest in administration, more cultural and religious conversion after conquests, more government policies, more ports and navies[/p]
  • [p]Better compression of the game to save disk space[/p]

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]