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The mod manager now opens on launch when a newly subscribed mod is waiting to be enabled
Fix subscribed Workshop mods that ship no C# source never appearing in the mod manager
Opening a region you control now filters the Shop to just that region
Fix a logic error in some battles
Fix some tech not properly leaking between civs
Improved SmartAI
Declaring wars now hurts your reputation with other nations much more
Civil Craft and Luxury Craft now increase Crafting Tech faster, and Mathematics increase to Craft Tech was reduced
Metallurgy now increase Crafting Tech
The Printing Press now needs a bit more Crafting Tech
The Printing Press now slows tech decay much more, 75% at 200 and a bit beyond past that
Academia is cheaper to maintain but costlier to invest and was slighlty buffed
Some research time were shortened in late game
MODDING IS FULLY ON, but be warned, the architecture is still very new and experimental, expect and please reports bugs and questions to the Discord
Mods can now ship C# content: add new nodes, traits (culture/religion effects), AI behavior (personality rules, civilization properties, telling SmartAI to fund new nodes, or a full custom AI), and alerts, or replace, patch, and disable vanilla nodes. Mod source is compiled and security-checked when the game loads it. A ready-to-copy Template mod and examples are in StreamingAssets/Mods/Examples/. Installed mods show up in the Workshop window next to your maps and scenarios, where you can turn each one on or off. The window opens as a mod manager even with Steam offline, so you can enable, disable, and reorder your mods, then use the Restart Game button that lights up when your changes need a relaunch to take effect. Mods can also patch the map, retune balance rules through gamerules.json, and add or replace music, all covered in the modding guide
Builds now include the base game's main content as readable C# in StreamingAssets/Mods/Reference/, so you can see exactly what a node does before replacing, patching it or to simply observe the game internal logic
AI civilizations now pick culture and religion traits that fit their current situation and personality
Switching scenarios in the new game menu no longer resets your game setup
Fix Pillage raids pillaging the wrong civ
Fix the Rare Ceramics, Glass, Textile and Wine traits producing far more than intended
Fix several trait spawn conditions (Coast Aversion, Amazing Foragers, Justiciars)
Fix some silent bugs (like save/load might break the horse spread)
Steam Cloud now keeps your saves synced across your devices
Full Spanish translation, in both European and Latin American variants
Saving and loading are much faster, save files are smaller, and loading no longer freezes the game (only work for newer saves)
Trades can no longer send more wealth, goods, or territory than the seller actually has
The AI plays smarter in the mid and late game
Military Ships can now go negative to scrap navy
The battle panel now shows which side is attacking and which is defending
The dev console (F1) now lists its commands when opened and has now a Help command
Watched node graphs keep their history through save/load instead of restarting empty
The Diplomacy window now shows all your allies
Middle Class is now less prevalent in early eras
The AI no longer forms alliances or non-aggression pacts during the tutorial
Clicking a class in the population breakdown now opens its node (and now it shows their node icon)
Fix a small bug with Intellectual Boom
The interface-only languages (Italian, Polish, Czech, Russian, Turkish, Spanish, Portuguese, Korean) now translate node names, trait names, custom effects, battle types, climates, map regions, alerts, and the full tutorial. Long descriptions still show in English
Added Rich presence on Steam
Add a checksum system to sync datas (for better future mod support)
Random and alternate-history map generation now places deposits more in line with terrain
Reworked some deposits on the Earth map for better historical accuracy
Fixed some sea region neighbors on the edges
Fixed wildlife in many regions never regrowing after being hunted out
Fixed some regions carrying a duplicate gold deposit
Fixed a crash in the game setup menu when switching to a map with fewer regions or deposits
Fixed an error popup when hovering a node while the map was still loading
1.4.2a
Fixed some deposits not showing when they should
Fixed a crash that could happen while saving when the world changed at the same moment the save was being written
1.4.2b
Fixed a crash when an AI declared war and pulled an ally into it
Upgraded to Unity 6000.3 LTS for better GPU compatibility, especially on AMD
Base UI (menus, options, tooltips, buttons) now translated into 16 languages: English, French, Italian, German, Polish, Czech, Russian, Turkish, Spanish (Spain and Latin America), Portuguese (Brazil and Portugal), Japanese, Simplified&Traditional Chinese, and Korean
Full game content is now translated into Simplified&Traditional Chinese and German, joining French and Japanese. Other languages cover the UI only for now
Ouranos (the map editor) now translated into the same 16 languages as the base UI
New "Open Ouranos" button in the Workshop menu launches the bundled map editor, shown when an Ouranos build for your OS is present
The language selector is now a dropdown listing each language in its own name, instead of a cycle button. It groups languages with full game content apart from those translated for the interface only
Resolution is now a dropdown built from the modes your monitor actually reports, so high-res and ultrawide displays show their native options. It groups 16:9 resolutions apart from others; non-16:9 modes render the game at 16:9 with bars instead of stretching
Observer Mode is out of "experimental": switch focus with TAB or by clicking a country name, plus other improvements
Country names now show on the map in normal games, not just scenarios. Procedural countries get a label once they hold a few regions, Player's country is always shown
Overlapping country names on the map now hide the smaller country's label instead of stacking
AI signs alliances and non-aggression pacts more readily with friendly and neutral neighbors
Fixed some wrong AI behaviors
Fixed breakaway states keeping their temporary "Secessionist" name forever
Fixed a freeze at "reading file..." when loading an Ouranos map with regions or biomes missing their attribute groups
The Ouranos Editor Update lets you build your own maps. A standalone, cross-platform map editor now ships with the game: draw your own worlds, set up fixed-country scenarios, and share them on the Steam Workshop. It also brings a major overhaul of population classes and the industrial economy.
A cross-platform map editor now ships alongside the game in StreamingAssets/Ouranos/. Draw regions, set their climate and geography, edit deposits and neighbors, then export a playable .oum world.
Builds ship a custom_earth.zip template, copied from vanilla, so authors start from a working world. It refreshes automatically whenever the main Earth file changes in a future update.
Ouranos is in English only for now. Localization will follow in a later update.
The Workshop is now fully working: an in-game tool publishes your maps and pushes updates.
By default, Ouranos saves your maps to the game's AppData Maps folder, so the New Game menu finds them automatically. The new map picker lists Earth next to every installed custom map.
Scenarios let you define fixed starting countries: the regions they hold, their starting values, their culture and religion traits, and the start and end dates.
Each map can ship its own localization.csv, namespaced so its text never collides with vanilla.
Saves now record which map they began on and reload it automatically. If that map is missing, the game falls back to Earth with a warning.
The Forgotten Hyperwar, a fictional example map and scenario, is up on the Steam Workshop to show the format in action.
A note on Ouranos and the Workshop: the editor, the custom map pipeline, and the Workshop integration are all brand new. We have tested them, but some things will likely still need fixes before they run smoothly in every case. If you hit a problem or want to report a bug, join our Discord so we can sort out support and fixes together.
New Clerk Class: the scribes and palace administrators of any literate state. It spawns from Palace and Writing, Writing and Popular Education, Factories, or Financial Institutions, and evolves into the Middle Class once you have Factories. It also produces a small trickle of Political Power and feeds a little Culture.
The Middle and Clerk classes now split into six roles: Administrators, Educators, Diplomats, Engineers, Shopkeepers, and Financiers. Structures that need a given role pull people into the class.
New Encourage Clerks policy (it becomes Encourage Middle Class once you have factories). It moves people into white-collar work and eases off as they fall into unemployment.
Unemployment now treats Laborers and Middle Class as a single workforce, with a pie chart showing how the unemployed split between them so you can see which class is oversupplied.
Urban workers fall back to Peasants or Nomads when unemployment passes 25%, and surplus Middle Class steps down to Laborers or Nomads when there is no white-collar work, rather than sitting idle.
Population, Middle Class, and Elite Class now consume more Civil Goods. Per-head consumption climbs steeply with Urbanization, Industry Technology, and Electricity, so a primitive tribe barely dents the stockpile while a modern, electrified country burns through it many times faster.
New node: Industrial Profitability. It kicks in past 100 Factories and falls as the Civil Goods warehouse fills. At zero it shuts factories down, shrinks the Capitalists, demotes Merchants, and drags Stability down.
Factories are now capped by the size of the Middle Class, and that cap tightens as Factory Efficiency rises, since each factory needs more skill. Factory Efficiency itself climbs slowly and levels off near what your tech and mechanization can support.
Industrialization now turns artisans into factory workers (and a few into the middle class) as your factory base and mechanization grow, so the craft sector fades as industry takes over. Civil Crafts output saturates as the artisan sector grows: artisans stay the pre-industrial backbone, but a large workshop base no longer floods the goods market.
Factories now hire more, especially early on before automation kicks in, so a real working class forms as you industrialize. Even heavy mechanization no longer guts factory jobs, so advanced economies keep their workers. Factories also employ the middle class, more so the more mechanized they are.
Mechanized farming needs far fewer hands, so the peasant share shrinks as you industrialize while food output holds. A pre-industrial society can still be mostly peasants.
The clergy now settles at a share set by your Faith instead of piling up forever in big populations. A devout nation keeps a large priesthood, a secular one barely any, and tech alone never fully shrinks it.
Technology now hits diminishing returns past a soft ceiling: a research leader still pulls well ahead, but no single tech runs away to many times the field.
Space Program progress now scales with Computation and Natural Science, so the more advanced you are, the faster you climb to Mars.
Weapon production levels off at high Weapon Tech instead of pumping out absurd amounts, and arming stops once the stockpile is full.
Fishing output drops when fish stocks run low, so overfishing actually bites.
Foraging and hunting hit hard diminishing returns at large populations, so a modern civ no longer feeds itself on wild food.
Agriculture scales better with late tech and fertilizers.
Extraction no longer wastes mining on full or worthless stockpiles, and late-game extraction is a bit less overpowering while earlier eras are unchanged.
World tension cools down much faster once it is high.
Philosophy and Theology boost each other with diminishing returns.
Steam Engine and Nuclear Power now get a slow growth feed from Natural Science.
Urbanization produces a small trickle of Political Power, and Population and Urbanization generate more Criminality.
Recruitment can now drop to -25 to slowly disband soldiers.
The full-screen world map is sharper, especially when zoomed in, and can now show large country names (toggle on or off).
Fixed bad triangulation in big regions near the poles and the edge of the map, along with wrong or missing region neighbors and regions with empty climates or wrong biomes.
New region on Sakhalin island: Kuye.
Kaweskar deposits filled out to match the rest of Patagonia.
Fixed missing localizations and various optimizations.
Note: Save files from previous versions may not transfer to the new version.
New node: Recycling Industry, recovers Raw Materials, Iron Ore, Copper Ore, and Steel from consumed goods; output scales with Civil Crafts and Factories, slightly reduces Pollution
New node: Synthetic Fuel, converts raw materials into refined oil using energy and Industry Technology, scales with tech level
Fixed max food staying capped by State Size even when Granary exists
Attempted fix for war declaration sometimes failing silently on land regions
1.3.5a
Synthetic Fuel now has a feedstock dropdown: Raw Materials, Coal, Food (biofuel), or Mixed (splits among all available sources),
Advanced Extraction Tech now reduces deposit consumption per unit mined, kicking in above tech 500 and scaling down to 50% drain at very high levels,
Encourage Extraction now slows worker conversion when unemployment is high
Fertility now undergoes demographic transition: Medicine and Urbanization pull fertility toward quasi stagnation in dense modern civilizations
Mechanization now slows down Factory worker conversion (no point pulling in peasants if machines do the work)
Mechanization now also reduces Extraction labor demand, but weaker than Factories
Unemployment calculation now accounts for Mechanization in Extraction too
Mechanization now feeds into Extraction Tech when funded
Unemployment now spawns when Laborers > 100 and > 30% of pop, or Factories > 5 and Laborers > 10% of pop
Buffed Modern Fertilizer food production multiplier
Rebalanced criminality: stronger growth sources, weaker police suppression
Criminality now rises harder during crises (civil war, epidemics, low legitimacy, low satisfaction, urbanization)
Population flavor display now scales to billions (exponent 1.3 -> 1.54)
Fixed railway electric share never reaching 100% even with Electric Priority
1.3.4a
Hotfix on old saves
1.3.4b
Fixed factories reporting worker shortage while unemployment is high (missing automation factor + proportional-only allocation)
Worker conversion from Factories/Extraction/Interventionism now slows down sharply when unemployment rises above 20%; Rural Flight blocked above 15%
Fixed nodes not receiving funding in planet-size empires
State Size now caps Food max (50 + StateSize * 2) when no Granary exists
Granary absorbs the State Size food cap and scales with it: bigger states get more out of each granary level
Factory output now has diminishing returns at scale (sqrt scaling), prevents runaway civil goods surplus
Slowed factory worker conversion rate in huge factory number
MIC pollution now asymptotic instead of linear, energy consumption aligned with civilian factories
Social Program now lowers Workers Discontent when funded
Secret Service slightly suppresses Workers Discontent
Nerfed Spy Network stability boost (~40% reduction)
Mechanization now properly reduces factory worker demand and clears the shortage alert
Displaced factory workers try extraction before becoming unemployed
Fusion Power Plant cap now scales with Electric Infrastructure (was stuck at 5)
The Cold War update extends the game to 2000 CE. Espionage, nuclear deterrence, space programs, tourism, terrorism, and computing as your civilization pushes past the year 1950.
The AI has been rebuilt from scratch. The old system ran 160+ individual rules competing for priority. The new SmartAI uses budget-based planning: civilizations split resources across categories (food, economy, military, knowledge, culture, religion, government) based on personality and situation, then invest within those budgets. Fewer nonsensical decisions, and better performance on average. Balance is still a work in progress, but early game is noticeably better. Late game still needs more tuning.
Spy Network spawns with the Palace. Reduces technology leaks by up to 50% and boosts tech learning by up to 25%. A funded network also suppresses criminality.
Secret Service is the next step up from Spy Network. It feeds Spy Network growth, reduces corruption, and boosts Nuclear Deterrence. Two unlock paths: one through Telecommunications , another through Electricity and Bureaucracy.
During wars, Intelligence Operations pit spies against spies. The loser's network takes damage and their stability drops.
Space Program is an expensive policy that drives Space Presence growth and also boosts Mathematics, Natural Science, and Culture. Requires Computation, Natural Science, Mathematics, and Aviation all above 1050.
Space Presence tracks your civilization's progress in space. It grows only through an active Space Program, and progresses through 10 tiers: Sounding Rockets, Satellite Network, Manned Spaceflight, Space Station, Lunar Orbit, Lunar Landing, Deep Space Probes, Mars Expeditions, Mars Outpost, and finally Permanent Mars Colony. Reaching the top triggers a Space Victory, the first alternative win condition in the game. It decays very slowly, so you won't lose decades of progress overnight, but cutting your Space Program budget will stall you.
World Tension tracks global military threat based on nuclear weapon counts and diplomatic state. High tension reduces Stability and Tourism.
Nuclear Deterrence scales with your nuclear arsenal and intelligence services. More nukes means more stability, because nobody wants to start anything.
Terrorist Attack events strike modern societies with low stability and satisfaction. Secret Service reduces the odds by up to 70%, Spy Network by up to 30%. Hits stability, satisfaction, population, and trade.
Rights Movement protests fire in urbanized, connected societies with poor civil rights. Telecom and globalization make them more likely; police and secret service reduce the odds. Totalitarian regimes can suppress them. Force-spawns Citizen Rights and Citizenship if absent.
Computation is a new technology that starts with mechanical calculators in the ~1920s and goes all the way to quantum computing. Boosts Telecommunications, Aviation, and Mathematics. Gates both Mechanization and Fusion.
Mechanization automates factories through computing. Boosts factory efficiency, consumes energy, and displaces factory workers over time, though never completely. Capped by Computation level.
Tourism generates wealth from modern transportation infrastructure (railways, aviation, telecommunications). Tourist Policy drives its growth but conflicts with Mercantilism and costs some National Unity.
Globalization self-spawns when telecommunications and trade are developed enough. Generates wealth and feeds the merchant class, but erodes national unity and increases corruption. Suppressed by mercantilism.
Fusion Power Plant is the most expensive structure in the game. Near-zero pollution, huge energy output, but needs existing energy infrastructure, raw materials, and top-tier research in Nuclear Power, Natural Science, and Computation.
Sacred Infantry, Sacred Cavalry, and Sacred Navy link military training to faith. Military tech generates faith, and religious ceremonies boost military tech in return.
Infantry Taboo, Cavalry Taboo, and Missile Taboo are religious prohibitions that increase tech decay and raise recruitment and maintenance costs for the banned branch.
Master Miners and Poor Miners affect extraction output, productivity, and decay in opposite directions.
Military Discipline and Deserters: one boosts discipline and leadership, the other causes soldiers to desert during wars and convert back to civilian classes.
Amazing Architects and Poor Architects affect monument growth, build costs, and civil engineering productivity.
Oral Tradition Keepers slows culture decay.
Sacred Builders boosts religious monument construction and reduces their build cost.
Born Conspirators makes spy networks grow faster, but stability suffers.
Totalitarianism now feeds Secret Service and spawns it on construction.
Merchant Class evolves into Capitalist Class once the civilization builds a Stock Exchange or Factories.
New Low Energy alert when Global Energy drops below 10.
Technology nodes now support per-civilization leak and learn rate modifiers.
Technologies rebalanced: less decay, stronger investment returns. Mathematics has more impact on other techs. Literacy buffed.
Administration Collapse no longer fires from corruption and low stability alone. It needs a real administrative problem: political power deficit or not enough bureaucratic capacity for the state's size.
Printing Press unlock conditions eased: lower Crafting Tech requirement.
AI civilizations without high aggressivity won't attack early in the game.
Time slows down more after 1800 CE. The industrial and modern eras last longer.
One new music track for the modern age.
Note: Save files from previous versions may not transfer to the new version.
Secularism now hints earlier and can be unlocked with high Philosophy alone, without needing Organized Religion
Fixed save issue warnings showing up for players
Fixed CivilCrafts cached field triggering serialization warnings
Fixed Academia being capped to 50 when loading a save (University's max limiter wasn't applied until first funding tick)
Reduced University funding speed
1.2.12a/b
Localization improvements
Fixed civilizations becoming unkillable after losing all territory but keeping partial ownership in shared regions, also fixes existing saves
Collapsed civilizations now give shared regions to the other civ instead of tribes
New strategic AI system: civilizations now think ahead with goal-oriented planning, economic forecasting, and threat assessment
Secularism now reduces the effectiveness of religious traits, up to 80% reduction at maximum secularism
Game setup now remembers your last settings (difficulty, AI aggressiveness, etc.) when starting a new game
Performance improvements: cached culture trait attribute lookups to reduce stuttering during trait selection, region ownership cache for faster colonization updates, stable node optimization, reduced memory allocations, throttled achievement checks, and lower speed multipliers for smoother gameplay
Fixed structure nodes set to maximum not preserving the max setting when loading a save
Fixed sea regions not updating ownership correctly after loading a save or when civilizations collapse
Made Public Works Program a little more clear
HOTFIX 1.2.11a
Fixed a bug with land ownership after conquest, also added a fix for save corrupted this way
Secularism now boosts Natural Science and Mathematics, and more strongly reduces Religious Grip
Secularism maintenance cost reduced, PP production increased
Added Public Works Program policy to boost construction speed for all physical structures (granaries, power plants, ports, etc.) at the cost of increased funding (You need Factories to unlock it)
Added 3440x1440 ultrawide resolution support (experimental, some UI elements may not display perfectly)
Factories now produce pollution at a diminishing rate, making large industrial economies more manageable
AI improvements: now researches and invests in conscription, armored manufacturing, warehouses, health infrastructure, organized religion, guilds, fortifications, irrigation, training grounds, and maritime ventures based on personality and strategic needs
Fixed a softlock where high Feudalism or Religious Grip could cap Central Government below 30, preventing further progression
Arable land now affects agriculture efficiency, more land means more opportunities for field rotation and sustainable farming
Propaganda maintenance now scales with population, larger empires need more effort to maintain state messaging
Soil fertility now provides even more food output from agriculture
Agriculture decays slower and grows higher before hitting the peasant population cap
Education policies now cost less Political Power to maintain
AI improvements: smarter resource management, better food production (invests in agriculture, fishing, hunting, foraging), no longer cuts agriculture support when starving, implements new tax systems (tithes, minting, trade policies), researches late-game economic nodes (stock exchange, mercantilism, laissez-faire), maintains more diverse armies instead of over-specializing in a single unit type, and now reduces officer corps spending when running low on wealth
Late-game performance improvements for AI civilizations (smarter rule caching) and rendering
AI civilizations are smarter about resource spending: less wasteful propaganda and encourage policies, more aggressive colonization, and coastal civs now develop fishing
Hunting, foraging, and fishing are now less aggressive on natural resources, allowing sustainable early-game food production
Fauna, flora, and fish populations recover faster after being depleted
Game time now progresses slightly slower, giving more time to develop your civilization
Technologies decay slightly slower, making it easier to maintain progress
Long node value labels now auto-shrink to fit the UI properly
HOTFIX 1.2.8a
Fixed save files from older versions failing to load
Fixed Slavery Institution localization
Improved save/load robustness - the game now attempts to repair and continue loading saves with missing or incompatible data instead of crashing
HOTFIX 1.2.8b
Fixed a crash when opening the Culture panel
Fixed a crash when battles occur
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
Fixed Encourage policies not updating their conversion rate display when adjusting the slider
Fix ressources, added Oil in Alsaka and Fur in Artic and Antarctic
Fixed a small error with localization management
Work in progress: Observer mode for watching AI civilizations play. It will help refine AI behavior in future updates
Clicking diplomacy alerts (treaty proposals, first contact) now opens the diplomacy window directly
Treaty proposal alerts show what they're offering and requesting when you hover over them
Cultural traits now show who controls their associated region (yours, tribes, or another civilization)
Waste Treatment now scales better with nation size - larger empires get more pollution reduction
Added Railway Quota policy to cap regional railway development and control pollution
Cultural and religious traits now scroll when you have many of them
Fixed "I Think, Therefore I Am" achievement not unlocking properly in some cases
Fog of war now updates immediately when conquering or losing territory
AI improvements: better granary investment, earlier military development, varied unit compositions, more commercial treaties
Faster save file loading, especially in late game with many civilizations
Smaller save files thanks to improved compression
Loading screen now shows more detailed progress
Improved late-game performance with optimized civilization region checks and fund distribution
Fixed a crash that could occur in late game when too many funding receivers were active
Great Library Fire event no longer fires if civilization has Newspapers
Added shader fallbacks and fixes for AMD graphics cards on DirectX 11
Islands and distant coastlines are now easier to discover when exploring by sea
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
Better compression of the game to save disk space
Fixed major error in warfare logic
Wind and Solar Potential were added as resources
Wind and Solar Power Plants were added as well
Frost Storm event may now fire in very cold locations, to prevent the arctics to be too cosy (Merry Christmas)
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
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,
Added an option to remove the auto watcher if you dislike it (per request of a player), it's still on by default
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
New loading screens
New music track
Smithing won't take any civil goods if nothing is produced
Fix a logic error on Navy Power projection
Fixed some wrong climates on the map
Sub-version A
Fix Resource screen for many deposits
Sub-version B
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
Policies 'Remove' option now have a helpful tooltip saying it needs the node value to be 0
Fixed some issues with Navy Projection
Military Goods : old weapons decay faster if better weapon are produced
Smithing consume a little of Civil Goods now and is hereby affected by Tool Supply
Extraction consume more Civil Goods now
Artisan Class cap of Civil Craft is more aggressive
Fixed some corner case visual bugs and improved nudge when dragging a node
Administration Collapse now also look at Printing Press and Telecommunications to know if you are overextended
Added "Alt-Historical" and "Random" deposit generation modes at game start for more varied and replayable worlds.
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.
A new visual effect provides clear feedback when investing funds into a node.
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.
Added a maximum limiter to aggregate displays.
This update overhauls combat from the industrial age onward with 18 new battle types like:
Modern Battle becomes the standard for late-game engagements, featuring mechanized infantry, tanks, and air power.
Blitzkrieg offers high-risk, high-reward rapid breakthrough tactics.
Trench Warfare represents brutal attritional combat.
Air Battle introduces pure dogfighting for air supremacy.
Attacker Bombardment runs against enemy ground forces and infrastructure.
Guerilla Warfare allows weaker nations to fight in harsh terrain. Urban Guerilla Warfare bleeds armored columns in cities.
Artillery Barrage allows forces with superior numbers and technology to soften enemy armies from distance.
Mercenary Bribing offers a diplomatic option to turn enemy hired soldiers against them.
Armored Tech research unlocks powerful mechanized warfare.
Armored Manufacturing produces Armored Forces for the battlefield.
Airports support air operations.
War Planes Manufacturing creates War Planes units.
Air Trade routes open new commercial possibilities.
Railways can be built in regions to form a Railway Network, improving logistics and industrial efficiency.
Telecommunications enhances national unity, bureaucratic efficiency, and cultural cohesion across vast distances.
Steam of Industrialization event acts as a catch-up mechanic, allowing less advanced nations to accelerate industrial development when bordering technologically superior powers.
Siege Technology now evolves into Artillery Technology, upgrading siege workshops to Artillery Manufacturing and units to modern Artillery.
Administration Collapse event represents a catastrophic failure for overstretched and unstable empires.
Silk Fever and Spices Fever increase demand for specific luxury goods.
Sacred Philosophy creates synergy between faith and scientific advancement.
Multicultural Society reduces the negative impact of foreign populations on National Unity.
Lenient Faith lessens instability from heathen populations.
The Navy Forces node now displays a detailed pie chart showing fleet composition by power source (Wind, Coal, Oil, Nuclear).
High-tech naval forces now correctly consume resources for maintenance.
Cavalry tech stops improving battle effectiveness after 600, transitioning to a ceremonial role.
Luxury craft output gain from Industry has been reduced.
Output is also reduced when there are no available destinations.
Trade diplomacy menu issues have been fixed and streamlined.
New alert added for cancelled treaties.
AI trade and discovery alerts are now cleared when opening the trade menu to reduce clutter.
New loading screen illustrations added.
A new music track for later ages features a crossover with our game Khaligrad.
Fixed errors in historical resource generation and some region biome assignments.
Fixed a bug where Laissez-Faire could cap Interventionism at a negative value.
Corrected an issue where Laissez-Faire could cause Interventionism to spawn too early.
Slightly reduced Sailing Tech generation from Port Capacity.
Improved error messaging when save file writing fails due to insufficient disk space.
Fixed an issue with the Resource overview not showing more than 64 sources possible.
Minor localization fixes and improvements.
Note: Save files may not transfer well to the new version.
Update of the base unity LTS version
Several bug fixing, including diplomacy cancellation and tentativly fixing sea land ownership,
Fix on Military Crafts for Bronze and Gundpowder focuses
Balanced was changed with Sedentism, Urbanization and Pastoralism
Fertility now react slower to change of Granary strategy
Granary is now boost more by peasant and Modern Fertiliser
Granary is slighlty easier to build
Game should be more compatible with linux OSes
Battle with Supermacy and Superior Firepower will inclifct less damage to army if it fights a empty army
Factories output more goods
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Orbi Universo II, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Orbi Universo II statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.