Orbi Universo II
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
38Aug 2025
Playing now
0+0 vs. yesterday
All-time peak
38Aug 2025
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | 1.4.7 Large late-game worlds run faster and no longer stutter when fast-forwarding · Middle-click the fastest game speed to toggle Turbo, running the game as fast as it can · Improved SmartAI · The Steam Engine now needs more Mathematics and Natural Science to research · Industry Tech now also requires Civil Craft and more Crafting tech to unlock · Civil Craft have a bigger cap with small artisans pop | 24341363 | |
| Game update | 1.4.6 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… | 24316109 | |
| In-game event | 1.4.5 Modding Update 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… | 24257703 | |
| Game update | 1.4.4 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 ga… | 24079215 | |
| Game update | 1.4.3 Fixing the Nuclear window regression · Overwriting a save now asks for confirmation · Nuking a civilization now costs you reputation, scaled by each nation's standing with you · Nuking tribes no longer create an impossible war · Typing in the search bar no longer triggers game shortcuts · Added a "-dev" launch command to activate dev tools | — | |
| Game update | 1.4.2 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 m… | — | |
| Game update | 1.4.1 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 Simplifi… | — | |
| Major update | Ouranos Editor - 1.4.0 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. Ouranos Map Editor · A cross-platform map editor now ships alongside the game in StreamingAssets/Ouran… | 23680201 | |
| Game update | 1.3.5 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… | 22697244 | |
| Game update | 1.3.4 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… | 22624053 | |
| Game update | 1.3.3 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… | 22619235 | |
| Game update | 1.3.2 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) | — | |
| Major update | Cold War - 1.3.0 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. New AI System 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, eco… | 22435508 | |
| Game update | 1.2.12 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… | — | |
| Game update | 1.2.11 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 attri… | 21763519 | |
| Game update | 1.2.10 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… | 21602033 | |
| In-game event | 1.2.9 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 ·… | 21554609 | |
| Game update | 1.2.8 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… | 21425103 | |
| Game update | 1.2.7 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 manage… | 21413699 | |
| Game update | 1.2.6 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 ·… | — | |
| In-game event | 1.2.5 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 e… | 21385163 | |
| In-game event | 1.2.4 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 ; Equ… | 21161416 | |
| Game update | 1.2.3 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 | 21051382 | |
| Game update | 1.2.2 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 | 20557151 | |
| Major update | The Blitzkrieg Update - Version 1.2.1 Major Gameplay & UI Enhancements · 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. · Nod… | 20532669 | |
| Game update | 1.1.8 You can now rename provinces! · Fixed some bugs · Fixed fog of war with small islands · AI Civs have now their personality and traits exposed · New button to close a node focus Sub-version A · Minor Ai fix | 20123446 | |
| Game update | 1.1.7 Fixed some corner case visual bugs and added some cleanup code · You can now input a value directly by double clicking it when implementing a policy and not just use the slider · You can now have hotkeys for game speed change (by default, SPACE and F5 to F8) in the settings · New Setting option to automatically lock new and starting nodes · Religious Grip now check for Palace correctly to setup… | 20017039 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.