V0.3: Tutorial & War


Hi everyone!

I'm glad to release the version 0.3 with a tutorial. It showcases the different controls and information available one by one and should hopefully make the game understandable. The system uses 11 missions across 7 independent tracks that trigger based on your city's state.

This update comes along with many economic balance changes which make the game more playable. Control is still limited, but you can now start a game and see things reacting for 10 minutes to an hour (depending on how much you try to understand what's happening).



Military & Conflict

Another big addition is the military buildings. Previously, military strength only used a % of the population with no way for the player to influence it. Now, it's possible to reinforce your state and win wars:

  • Production: Weaponsmiths now produce weapons from ore to arm your troops.
  • Buildings: Added Barracks for offensive soldiers and Garrisons for defense.
  • Friction: Border friction now accumulates every tick; it is reduced by 75% between same-culture neighbors.



Simulation & Economy

The simulation is now more punishing to make the management meaningful:

  • Starvation: The death rate from lack of food has been increased 4x (from 5% to 20% per month).
  • Migration: Starving cities now experience a much stronger emigration push, scattering survivors to neighboring regions.
  • Workshops: Added early-game tool production (Stone, Bronze, and Iron tooling).
  • Industry: The generic Mine is split into 6 specific types (Clay, Marble, Iron, Copper, Gold, Tin).
  • Logistics: Food buffers now drain the oldest slots first to reduce waste.



UI

I have improved the State, City, and Tile panels to ensure that almost every variable changing month-to-month is now visible. My goal was to move away from "hidden" math and show the simulation's heartbeat through histograms and detailed tooltips:

  • Population & Growth: The population display now includes inline monthly change with green/red coloring to immediately signal growth or decline.
  • Resource Management: You can now see the total goods stockpile, alongside net production and consumption/demand figures.
  • Food Logistics: The city panel now shows food expiry "buckets" on hover (e.g., <3mo, <6mo, <12mo).
  • Production Depth: Building tooltips now detail the specific production method being used and the exact number of workers currently assigned.
  • Visual Data: I've integrated histograms across the panels to visualize trends, along with a research progress bar to track your technological advancement.


As always, I encourage you to give me feedback and report bugs on my discord, it is really useful.

Files

Orbis-v0.3-win64.zip 1.5 MB
Mar 27, 2026

Get Orbis - Tiny Grand Strategy

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