1. Orbi Universo II
  2. News

Orbi Universo II News

1.0.8

  • The Great Library Fire: A new, rare event can now trigger for civilizations with a highly developed Academia but without the means to mass-produce knowledge via the Printing Press. A civilization that is a lone beacon of knowledge in a less advanced world is particularly at risk. This devastating event will set back your scientific progress, destroying a significant portion of your accumulated knowledge in Mathematics, Natural Science, Philosophy, and Medicine. The development of the Printing Press is the surest way to safeguard your legacy.
  • Player Power tooltip is now revamped, when full it merges small amounts into a "Other" Category, but you can click on it to only show expenses or income to see the details
  • Fix several crucial bugs, including a localization picker error, and a error with culture traits
  • AI trade behavior tweaks
  • Fertility node behavior was changed to have more inertia with population growth and fall
  • Working Conditions now scale a bit with Laborer Class for its reduction of discontent

1.0.7 Hotfix

  • New Steam launch option to start in windowed mode for some big resolution that cannot access the main menu due to a problem with very large resolution
  • Fix several crucial bugs, including not saving a rename of civilisation, error during saves, node out of bounds...
  • Rework on Horse spread, it can now more easily spread to islands but cannot naturally pass "arctic" seas, it also got a small boost overall
  • AI now is a bit more serious about being late in the power projection
  • Horse growth recovery now take into account horse husbandry
  • You now use "," to enter values in nodes
  • Informative pie chart in Luxury Availability, and rework how rare resource are consumed more based on available supplies
  • Feudalism Elite generation now properly scale as intended
  • Guilds got a corrected cap from Trade Tech
  • Wealth Tax will now generate more discontent to your Elites
  • Working Conditions was buffed
  • Working Discontent self spawn was nerfed and self decay was boosted
  • Rare Resources from culture now scale less aggressively with their industry
  • Trade Tax maintenance cost now use Log and not Sqrt for cost calculation from trade, resulting of it scaling less aggressively
  • Small tweak on Communist and Fascism regimes on spawn conditions and spawn behaviour
  • Epidemics are now more common and deadlier, a badly timed plague can be very devastating
  • Hard difficulty give the Easy boost to AIs
  • Small localization changes

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!