1. Orbi Universo II
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Orbi Universo II News

1.1.5

  • [p] Update of the base unity LTS version
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  • [p] Several bug fixing, including diplomacy cancellation and tentativly fixing sea land ownership,
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  • [p] Fix on Military Crafts for Bronze and Gundpowder focuses
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  • [p] Balanced was changed with Sedentism, Urbanization and Pastoralism
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  • [p] Fertility now react slower to change of Granary strategy
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  • [p] Granary is now boost more by peasant and Modern Fertiliser
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  • [p] Granary is slighlty easier to build
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  • [p] Game should be more compatible with linux OSes
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  • [p] Battle with Supermacy and Superior Firepower will inclifct less damage to army if it fights a empty army
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  • [p] Factories output more goods[/p]


Sub-version A
  • Fix Trade Volume Calculation
  • Experimental native Linux Version

1.1.4

  • Several bug fixing
  • Investment near the target now correctly show the priced pay by the Player and not just the theorical price
  • Righ clicking on the Player Power UI allows you to go to the node detail of this node
  • The AI now consider less valuable proportionally a huge amount of the same commodity
  • Granaries have now a Dropdown option to be able to have strategic food reserves! The state's Food Control policy in Granaries determines the percentage of the food surplus held in reserve. This reserved food is not factored into Fertility's calculation for population growth, allowing for a strategic stockpile at the cost of a potentially slower growth rate.
  • Urbanization auto-research and auto-invest by Sedentism and Civil craft was slown down
  • Sedentism auto-research and auto-invest by Agriculture was slown down
  • Granary auto-research and auto-invest by Peasant Class was slown down
  • Pastoralism auto-research and auto-invest byAnimal Husbandry was slown down
  • Urbanization is now slower to increase by investement
  • Pollution now requires 1000 pop to spawn in pre-industrial civs
  • Tweak on Fertility 'reaction speed'
  • Achievements now have translation for French and Japanese
  • Small localization changes
  • Ai tweaks for the new granary stuff, you will probably be able to trade more food with Agricutlure heavy civs now!


Sub-version A
  • Some more bugfixing

1.1.3

  • Several bug fixing, including the Player Power expense not being comprehensive, a bad spawning of node when settling empty land, colonization of emerging civ and some null checks


Sub-version A
  • Hotfixing for starting in an empty land
  • Dates now take into account the most advanced Civilization to trigger the time slowdown, also the starting dates are a bit faster


Sub-version B
  • Hotfixing date issues (currently back to the older system)
  • Tweaks for the AI
  • Rebalancing of massive Flood and Climate Inhospitality
  • Techs now leaks faster to other civs

1.1.2

  • Several bug fixing, including ones with region hitboxes and focus windows
  • You can now compress saves!
  • Culture can make your music go to new heights! Music is also slower to invest
  • Extraction now check the maximum of the node extracted to apply priorities, a node already full or nearly full will have less priorities
  • Electric Infrastructure now needs Copper Ore to not decay way faster
  • Fix some problems with maximum Citizenship and Thermal Power Plants
  • Aviation now help with uncovering the remaining fog of war
  • Port capacity boost to fishing was nerfed
  • Boost food production of animal husbandry
  • Fix some problematic pairing in cultural traits
  • Small localization changes
  • Chinese characters should be now compatible in the game for a potential Chinese translation


Subversion A

  • Re-Design of Aviation, faster and cheaper to get, is now boosted by Maths and Industry Tech, will start around 700-800 values, will uncover all map if you reach 900
  • Religious Conversion is now more efficient but more expensive
  • Working Conditions now invest faster and cost Political Power instead of Wealth
  • Elite Class decrease in Working Conditions is now less aggressive

1.1.1

  • Some tweak on Slavery Emancipation and Institution
  • Some tweak on Access Difficulty on oceans to prevent too early ocean exploration
  • Small buff of industrial Pollution Regulation
  • AI now consider its own land more valuable
  • Small localization changes


Sub-Version A

  • Buff on Constitution production of Political Power and lower it's reduction of Centralized Governement
  • Fixed an edge case issue with Civil Craft not producing any more Civil Goods, also it consumes a bit more of metals if used
  • Improves Tool Supply alert system


Sub-version B

  • Tentatively try to add 2K and 4K resolutions, this is widely untested expect strange behavior of the UI
  • Fix some coastline resources
  • Fix a incorrect maximum on Citizenship
  • Luxury Availability was nerfed for high values and will have diminishing returns
  • Fix Factory Efficency spawing in pre-industrial societies
  • Reduced decay in Reg Irrigation
  • Wealth Tax have now more agressive diminishing returns
  • Laborer have diminishing return to increase Extraction, and take less space for industries