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Steam News21 March 20263mo ago

Now In Beta: Patch 1.2

This is the draft patch notes for 1.2 - it's a living document and will be updated until Patch 1.2 is released. You can opt for beta now in your Steam Client.

In this update13

Full notes

Full CivIdle update

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

What changed

0 fixes6 additions7 changes0 removals
  • Events
  • Gameplay
  • Balance
  • Workshop
  • Performance
  • UI and audio
addedNew Civ: CarthaginianCivIdle’s tech tree spans from the Stone Age all the way to the Information Age. This creates a challenge when adding new civilizations: very few cultures existed across that entire timeline. As a result, balancing late‑game progression becomes difficult for civilizations that historically didn’t reach the later eras.
addedNew Civ: CarthaginianTo address this design challenge, I’m introducing a new system called Civilization Ideas. It’s inspired by a mechanic I’ve been developing for my upcoming game Restitutor (more on that later).
addedNew Civ: CarthaginianCarthage’s unique bonuses now come from its exclusive Civilization Idea Tree, unlocked through its unique wonder, the Cothon of Carthage. Each level of this wonder grants 1 Idea Point, which can be spent to unlock new ideas. These ideas are designed to enhance different aspects of gameplay all the way through the Information Age.
addedNew Civ: CarthaginianThis new system allows me to add more ancient civilizations to the game while giving each a distinct identity without creating late‑game balance issues.
changedAtlas Mountains (Natural Wonder)All buildings within 2 tile range get +X Production Multiplier. X = number of different resources produced but not consumed within the range
changedHanno the Navigator (Great People)+1 Transport Capacity Multiplier (Classical Age)

CivIdle changes

addedCivIdle’s tech tree spans from the Stone Age all the way to the Information Age. This creates a challenge when adding new civilizations: very few cultures existed across that entire timeline. As a result, balancing late‑game progression becomes difficult for civilizations that historically didn’t reach the later eras.
addedTo address this design challenge, I’m introducing a new system called Civilization Ideas. It’s inspired by a mechanic I’ve been developing for my upcoming game Restitutor (more on that later).
addedCarthage’s unique bonuses now come from its exclusive Civilization Idea Tree, unlocked through its unique wonder, the Cothon of Carthage. Each level of this wonder grants 1 Idea Point, which can be spent to unlock new ideas. These ideas are designed to enhance different aspects of gameplay all the way through the Information Age.
addedThis new system allows me to add more ancient civilizations to the game while giving each a distinct identity without creating late‑game balance issues.
changedAll buildings within 2 tile range get +X Production Multiplier. X = number of different resources produced but not consumed within the range

This is the draft patch notes for 1.2 - it's a living document and will be updated until Patch 1.2 is released. You can opt for beta now in your Steam Client.

New Civ: Carthaginian

CivIdle’s tech tree spans from the Stone Age all the way to the Information Age. This creates a challenge when adding new civilizations: very few cultures existed across that entire timeline. As a result, balancing late‑game progression becomes difficult for civilizations that historically didn’t reach the later eras.

To address this design challenge, I’m introducing a new system called Civilization Ideas. It’s inspired by a mechanic I’ve been developing for my upcoming game Restitutor (more on that later).

Carthage’s unique bonuses now come from its exclusive Civilization Idea Tree, unlocked through its unique wonder, the Cothon of Carthage. Each level of this wonder grants 1 Idea Point, which can be spent to unlock new ideas. These ideas are designed to enhance different aspects of gameplay all the way through the Information Age.

This new system allows me to add more ancient civilizations to the game while giving each a distinct identity without creating late‑game balance issues.

Cothon of Carthage (Wonder)

Unlock Carthaginian civilization ideas

Atlas Mountains (Natural Wonder)

All buildings within 2 tile range get +X Production Multiplier. X = number of different resources produced but not consumed within the range

Hanno the Navigator (Great People)

Steam post image

+1 Transport Capacity Multiplier (Classical Age)

Hannibal (Great People)

Steam post image

+1 Production Multiplier, Storage Multiplier for Siege Workshop, Sword Forge (Classical Age)

Enhanced Petra

After constructing Petra, warp from this run (max. 4h) can be carried over to the next run.

Transport Plan Cache Timeout

Transport Plan Cache was introduced a while ago to address late-game performance issues. From the feedback I've got, it does improve performance significantly, but cache can become stable and cause weird transports. I've reviewed the code and tried to improve cache invalidation. And as a failsafe method, I've also added a transport plan cache timeout, which will force invalidating the transport plan cache after a specified timeout.

You can find this setting in Menu -> Options -> Gameplay.

Electrification in Statistics Office

A few patches ago, the electrification system was reworked - it went from meh to very powerful. I've expanded the electrification information in statistics office, which allows you to quickly see a building's electrification level, and its current status (Active, Not Active or Not Enough Power)

Warehouse Quick UI Mode Improvement

Previously, when Quick UI Mode is on, the per cycle and max amount will be redistributed when you select/deselect a resource. When the warehouse capacity changes (after upgrade, or due to dynamic multipliers), the amount is not updated. In this patch, the per cycle and max amount will be redistributed on every transport. So you no longer need to rebalance the amount after selecting the resources - the amount will rebalance automatically.

Natural Wonders Improvement

Previously, all natural wonders are generated 3 tiles away from the edge. This no longer works well when new natural wonders that have a bigger range are introduced. In this patch, the natural wonders are generated X tiles away from the edge and are at least X tiles apart from each other (X = its maximum range). Brazilian natural wonders are generated at least 6 tiles apart from each other.

Achievements

Rise of Punic Rebirth with at least 1 Extra Great Person when playing Carthaginian (Reach 64M Empire Value when rebirth)

A Full Cothon Unlock all Carthaginian civilization ideas

Patch Notes Reader This achievement should also work when you click on any patch note link in Help -> Patch Notes

Restitutor: Empire Restored

Finally, allow me to talk about my upcoming game - Restitutor: Empire Restored. It is a historical incremental grand strategy game focused on statecraft, diplomacy, and calculated warfare. Set in the Roman Empire after the death of Commodus in 192 AD, when the empire fractures into rival provinces. As a governor, lead a province of your choice and restore the empire through statecraft, diplomacy, and conquest.

https://store.steampowered.com/app/4431750/Restitutor_Empire_Restored/ If this game sounds interesting to you, add it to your wishlist! I've also opened the playtest to CivIdle players with Praetor (IV) rank or above. If you want to help playtest the game, see the instructions here: https://store.steampowered.com/news/app/4431750/view/526496349181444789

Source

Steam News / 21 March 2026

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