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Steam News16 July 20261mo ago

(build 0.5) Diplomacy and Agreements rework

That one took longer than expected. Some advanced diplomatic pacts are now included but alliances are not part of this build yet.

Full notes

Full Once Upon The Universe update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions3 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
changedCivilizations now use a full diplomatic relation score from -100 to 100, shaped by border pressure, past wars, resource needs, ideological similarity, aggression, trade history and shared Creator interpretation.
addedCivilizations can now form non-aggression and migration pacts, exchange population through migration agreements, and enter enforced truces after wars.
addedAdded baseline energy production to inhabited planets, preventing early infrastructure from causing severe power shortages.
changedBuilding tooltips now show their current energy consumption and energy satisfaction.
changedCivilizations now treat insufficient planetary power capacity as an emergency, prioritizing the construction or upgrade of Planetary Power Complexes before other autonomous investments.
fixedFixed civilizations repeatedly switching between famine and recovery by maintaining emergency food priorities and requiring stable food capacity before famine can end.
Civilizations now use a full diplomatic relation score-100100Civilizations now use a full diplomatic relation score increased, buff

Once Upon The Universe changes

changedCivilizations now use a full diplomatic relation score from -100 to 100, shaped by border pressure, past wars, resource needs, ideological similarity, aggression, trade history and shared Creator interpretation.
addedCivilizations can now form non-aggression and migration pacts, exchange population through migration agreements, and enter enforced truces after wars.
addedAdded baseline energy production to inhabited planets, preventing early infrastructure from causing severe power shortages.
changedBuilding tooltips now show their current energy consumption and energy satisfaction.
changedCivilizations now treat insufficient planetary power capacity as an emergency, prioritizing the construction or upgrade of Planetary Power Complexes before other autonomous investments.

That one took longer than expected. Some advanced diplomatic pacts are now included but alliances are not part of this build yet. The system may still need some balancing since the sheer number of scenarios and possible diplomatic modifier combinations is quite extensive.

Feedback is more than welcome! :)

  • Civilizations now use a full diplomatic relation score from -100 to 100, shaped by border pressure, past wars, resource needs, ideological similarity, aggression, trade history and shared Creator interpretation.

  • Long-term trade now builds lasting diplomatic goodwill, which gradually fades when trade between civilizations ends.

  • Civilizations can now form non-aggression and migration pacts, exchange population through migration agreements, and enter enforced truces after wars.

  • Civilizations require hostile relations before declaring war, with the likelihood of war increasing as relations deteriorate.

  • Allow Creator to Foster Relations and Sow Discord between Civilizations to build their diplomatic influence gradually.

  • The diplomacy panel now shows actively exported goods and current trade partners instead of potential trade options.

  • Added baseline energy production to inhabited planets, preventing early infrastructure from causing severe power shortages.

  • Available jobs now increase planetary Happiness proportionally to the local population, making strong employment opportunities more valuable for growing colonies.

  • Building tooltips now show their current energy consumption and energy satisfaction.

  • Civilizations now treat insufficient planetary power capacity as an emergency, prioritizing the construction or upgrade of Planetary Power Complexes before other autonomous investments.

  • Fixed civilizations repeatedly switching between famine and recovery by maintaining emergency food priorities and requiring stable food capacity before famine can end.

Source

Steam News / 16 July 2026

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