Historia Universalis 0.83 — Rise of Orient I
Hello everyone!
Historia Universalis 0.83 — Rise of Orient I is now released!
This is the first update of the Rise of Orient project, focusing on major changes to medieval warfare, technology progression, AI economy, and the Orient.
Military & Combat Balance
Defensive Structures Reworked
Defensive structures have been significantly strengthened so that they can actually serve their intended defensive purpose.
Palisade → Walls → Castle
Their defense bonuses have been increased accordingly.
Terrain Defense Bonuses Increased
The defensive advantage of several terrain types has also been increased:
- Plains, Drylands, Steppes: +1 → +2
- Desert: +3 → +4
- Forest, Marsh, Savanna, Taiga, Semidesert: +2 → +3
- Hills, Tundra: +3 → +5
- Jungle: +4 → +5
- Mountains: +5 → +7
The overall goal is to reduce the problem of defenders being too weak, especially when defending favorable terrain.
Battle Width Adjustments
- Minimum Battle Width: 14 → 10
- Maximum Battle Width: 40 → 30
This is a deliberate gameplay decision. It moves slightly away from strict historical realism, but the intention is to give weaker nations a better chance to hold defensive positions for longer when fighting on favorable terrain.
Starting Army Sizes Increased
Starting armies have been significantly increased according to civilization rank.
This was mainly done to prevent situations in the 1066 scenario where Song could defeat and eliminate Liao far too quickly at the beginning of the game.
Unit & Technology System
Archers and Horse Archers are now separate unit types
Archers and Horse Archers are now handled separately by the game system.
Archers and siege units are also placed in the third combat row.
Technology Costs Increased
Technology costs up to the later medieval period have been increased by approximately 50%.
During testing, I observed that the AI was able to research most medieval technologies before 1300, including Full Plate Cavalry, which was far too early for the intended progression.
This change is intended to slow down medieval technological progression and prevent advanced medieval units from appearing too early.
Post-medieval technology costs will be adjusted separately in a future update.
Economy & AI
AI Economic Investment Rebalanced
After running a 300-year observer test starting in 1066, I found that some AI nations were investing far too heavily in economic buildings.
In particular, Song constructed more than 10,000 economic buildings during testing. XD;;;
The AI's tendency to prioritize economic investment has therefore been returned to the default vanilla value.
Temple Income Increased
- Income: 0.15 → 0.25
This is intended to provide a small additional source of income during the early game, when reliable sources of income are more limited.
Historia Universalis Content
- Added a dedicated Historia Universalis map (*Map credit: Poul Son of Wayne + Author's customize blending)
Notice : It is recommended that you do not use this mod together with other map mods.
- The 1066 scenario is now displayed by default on the main menu
- Added and rebalanced unique units for Goryeo and Liao
- Buffed Goryeo's unique units and fixed related issues
- Reduced the tendency for Goryeo to collapse too quickly during observer testing
- Major population rework across many regions of the Orient
- Added new units and rebalanced various unit stats
- Reorganized parts of the domestic development and technology trees
Notice: Mongol Horse Archers and other similar units are not yet available in-game.
Other Changes
- Various bug fixes
- UI improvements
- Various system-level adjustments and refinements
Rise of Orient has only just begun.
More regional technology trees, unique units, and other changes are planned for the upcoming updates.
Thank you for playing Historia Universalis, and I hope you enjoy 0.83 — Rise of Orient I!