Full notes
Full Civitas Nova update
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Repeated intro
Hello everybody,
What changed
- Maps
- Gameplay
- Balance
- UI and audio
- Performance
Civitas Nova changes
today we would like to announce our latest update 0.65. This update is a very big undertaking for us and sets course strongly towards 1.0. A few more important features and enhancements are of course planned on the way to 1.0, but more about them next time.
So here is the list for this update. (Subject to changes as always)
New map: Rifik Islands (small tropical map)
World:
Buildings are now visually represented in the world when they are built. Exceptions are currently walls, individual scaffolding and most levels of the government building. (As of this update, enough space in the city is even more important.) - Residents will now walk through the city and thus ensure more life. - City area and buildings are now slightly larger to show more details. - Known maps have been slightly changed / expanded for the above reason. - The government building is now displayed in the world and built at start in the first city. If this city is conquered by an enemy empire, the government building can be rebuilt in another city with the same tier.
Research:
Research has been revised and expanded. There is now special research that unlocks new technology / opportunities. In addition, the research menu now contains further information to help you plan better. - Research time from area research decreased. - Area research costs now increase significantly less per level. - New area research bonuses can now be triggered by leveling up.
New units / structures / buildings:
- New unitArcher. This can be sent alone as a unit or support a melee unit and thus receive bonuses in combat through this symbiosis. - New unit: Constructor. This unit can build buildings outside of cities (mines and unit stores). In addition, when placed in a structure (e.g. city), there is a construction speed bonus of 10% and maintenance costs are reduced by 5%. - New structure: Mine. After research, these can be placed on ore deposits or occupied by other empires. This new structure offers a new possibility to supply your cities with raw materials but also to sell them to other cities and thus make more profit. - New structure: Unit camp. 1 unit camp per empire can be builded. These help troops near an enemy to gather new strength and food for the attack.
- New buildingLibrary. This gives many bonuses to the city and improves research. - New building: Prospectors and Charcoal burner. These replace the Mines in the cities. - New building: Medicus Cares for the sick.
Mechanics
New mechanics
Sick / diseases These arise particularly in larger cities. Sick people can die untreated and lower the city's satisfaction and production.
New mechanics
Food consumption by troops / units / officials. So it has to be planned more tactically how far and what time of year you send your troops. Food is collected from barracks in the cities and also by them. Troops also gather a certain amount of food around terrain if they are moving outsite of cities.
City administration
Walls have been removed as buildings and are now upgraded via tiers, similar to the palace. Visualization takes place in a later update.
Main house can now be improved over tiers.
Sick people and their effects are now shown.
The production efficiency is now shown and offers a tooltip for more information.
Building construction has been expanded and buildings can now be improved if researched.
Weather revisions:
Current weather is now displayed in the tooltip. (currently only in English)
Weather is now generated more comprehensibly and also saved properly. In particular, the quick change should now be omitted.
Unit management:
Officials / units / troops now take the food from the barracks stprage and no longer from the city where the barracks are located.
New display of the number of troops and maximum number.
Troop training is now possible. Troops that are in their own city can now be upgraded.
Food is now displayed. 5. "Speed" changed in "survival" and includes speed and reduced food consumption at harsher temperatures.
AI:
Adaptation of the AI to the new circumstances with this update. - Revision and optimization of some AI actions from older versions. - Many code optimizations in the background also for future updates
Additional:
Multiple selection of combat units is now possible. This makes it easier to move them together. - Fast left mouse button presses now deselect units next to the escape key. If a structure is to be built, ESC and left click will now first cancel the structure. If the left mouse button is pressed longer, the tracking shot is still possible without canceling the selection. - The negotiation opportunity is now also displayed in the diplomacy overview. This makes it easier to see whether negotiations are worthwhile. - Many other menu optimizations. - There is now a new information window at the bottom left. This is currently shown when there is a shortage of food from the city or unit and when you are threatened with deportation. - Different menus: Windows can now be minimized to see the tables better. - Terrain is now changed in height from the structure (city, mine, etc.) and its maximum sphere of influence and no longer from individual buildings. This should be lead to fewer drops in performance. - Some terrain deformation improvements for better transitions. - Cities now have 2 types of soil. Various improved buildings now have paving stones as a subsurface. - The appearance of the construction selection of structures has been revised. - In addition, there are many other small changes and improvements that we cannot name all. Have fun exploring!
Otherwise:
Various bug fixes - Various graphic revisions. - Various minor optimizations.
Source
Changelog.gg summarizes and formats this update. How we read updates.
