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Orbi Universo II News

1.0.6 Hotfix

  • Fixes several critical bugs
  • Pie charts can now have color specifc labels, not either pie has got its color yet
  • Army Power projection now a have a piechart showing the "power" of your different kind of units
  • AI now values its provinces more (based on its calculations)
  • AI now values civil goods less
  • Wealth Tax got nerfed and Trade Tax was boosted again
  • Corruption is now costlier and harder on invest in
  • Fascist and Communist regime now can be taken even if you miss the other own ideas if you > 90 value
  • Public Land will transform into Collectivized Land under Proletarian Dictatorship (but this won't change the functionality of it)


Sub-Version A
  • Military Craft and Goods has been revamp, and are more organic and explicit
  • Extraction, Civil Craft and Smithing look at the new military craft for production tooling
  • Civil War and Mercenary Rebellion use properly the new military goods
  • Academia has been nerfed and is harder to get
  • Religious Conversion, Citizenship and Cultural Assimilation are now slower to convert
  • Newspaper have been buffed (less stability damage and more political power generation)
  • Science and Mathematics inter-research has been nerfed
  • Siege Weapons are now capped by your Soldier Class numbers
  • Siege construction speed has been nerfed
  • Artisan now generate less Maths but a it more frating techs
  • Techs have a higher decay and are slower to invest, and tech leaks are stronger
  • You need to be bigger to be called an "Empire" now


Sub-Version B
  • Fixed an important error on maintenance cost of Pollution Regulation


Sub-Version C
  • Fixed an important error on Proletarian Dictatorship spawn
  • Small localization changes
  • Changed color for Military Crafts and Goods
  • Companies generate factories less quickly

1.0.5 Hotfix

  • Fixes several critical bugs, including one messing up the Conversions nodes and one with trade that didn't get cancelled properly
  • Pie Flavor text in detail nodes for Laborers, Elites, Nomads & Seaman Classes
  • Granary decay scaling have been nerfed to help with industrial transition
  • Ai precision has been slighlty reduced to help with endgame lag
  • Small localization fixes.



Sub-Version A
  • Fixed the save issue with Extraction
  • Civil Craft have been revamped! Your choice is now a focus, not a magic order that force every artisan to listen to it
  • Civil Craft in general have a harder time outputting civil goods to prevent it to being trivial
  • Smithing and Extraction "listen" to the new Civil Craft productions to see what the society needs
  • Bureaucracy now generate more Corruption
  • Investing in tech is now harder, and tech have a stronger natural decay


Sub-Version B
  • Fixed some deleted lines in Laborer Class (Extraction unlocker cap is now back!)

1.0.3 Hotfix

  • Fixes several critical bugs, including one with Regional Soil Fertility and other regions.
  • Cultural Level Up not working for certain traits should be fixed.
  • Time is slightly advancing slower on late game
  • All techs now leak faster and can be learned faster by neighbors.
  • Direct investment in techs is now slightly less worth it.
  • Self-decay on techs is now slightly higher.
  • The Palace is now slower and costlier to invest in.
  • Natural Science and Mathematics mutual improvement has been reduced.
  • Academia is slightly worse at generating Maths, Science, and Philosophy.
  • Constitution, Philosophy, and Newspapers generate more Political Power.
  • Most late-game nodes have had their research cost reduced.
  • Civil Craft produces Civil Goods slower.
  • Small localization fixes.



Sub-Version A

  • Any civ that declare war will now have opinion maluses with known civilization scaling with their AI personality.
  • Newspaper now destroy less your precious late game stability.
  • Merchant Class have now less power to prevent you to put fair Working Conditions.
  • Small localization fixes.



Sub-Version B

  • Correct intended value for tech investements
  • New Medieval song!

1.0.2 Hotfix

  • Fixes several critical bugs including potentially one with AMD equipement
  • Balance Class generation for every Industries (they all now scale with the square root of your population with asome soft limiters, that should adress some runaway problems)
  • Balance Encourage Nodes that now scale with Population
  • The game will generate civs from tribes more aggressively if your world is under 50 AI Civ
  • Maritimes Venture now generate a bit of Fishing
  • Banners now respect the Army Quota
  • Small localization fixes


Sub-Version A

  • Extraction revamp, including proper demand induce production and proper uranium extraction
  • Intervensionism now generate laborers
  • Foraging and Hunting now are way nerfed if you are missing their ressources
  • Pastoralism have a new condiion
  • Companies generation of Industries have been a bit nerf
  • Factories conversion rate has been put in line with the recent redesign


Also all achivements have now proper uniques icons.

1.0.1 Hotfix

  • Fixes several bugs with UI (still others to go)
  • Balance correction on Military Ships (can now produce ships with no raw material but at a way slower rate), Popular Education cost scale less aggressively, Sales tax bring less income
  • Small nerf of late game army techs (you don't scale up as aggressive anymore)
  • Sales tax no longer gives Political Power
  • Slave Emancipation now requires 50 or higher Philosophy and not the reverse
  • Small localization fixes
  • Small AI rules fix

We are still heavily debugging the game, we ask everyone to be patient with the bug fixing, it is underway.

Sub-version A
  • Fix Merchant Bug
  • Small localization fixes
  • Smiting got a bit of a design rework, it's more "organic" now, Extraction, Civil Craft and Military Craft will probably have a kind of similar rework in the near future
  • Math scale less with the Astrology trait for the priest generation
  • Unemployment now waits for 250 Laborer to spawn for a pre-industrial society (was 100 before)
  • By default the fluxes disappear quicker
  • Supply crisis now only convert towards laborer
  • Diplomatic corps is now less effective if you know many civilization, it's effect scale with the number of discover civs
  • Proletariat should now work as intended when spawned and not insta-bug


Sub-version B
  • Fix a lot of UI and game breakings bugs
  • Extraction have more extraction power and can now properly extract Oil
  • Coal Supply spawn with Steam Engine and Raw Oil with factories



Sub-version C
  • Small localization fixes
  • Mercantilism and Free trade got re-balanced and do not produce any more Political power
  • Fluxes disappear quicker by default now
  • Religious conversion and Cultural Assimilation now scale less aggressively with your Population