Update log
Full Microcivilization update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Compatibility
- Fixes
- Maps
- Gameplay
After what felt like two days, another month is gone! This time we will talk about the upcoming beta and some bit of good news.
Upcoming Beta
As mentioned in previous update, Beta will start in the middle of December. Which turns out to be in a few days. I don't know the exact start day yet but unless something goes epically wrong during testing Beta will start next week.
My preference is 4 weeks long beta test but since this is 1.0 release it is important to end in a stable state.
Some bit of good news
Last time I explained the problem of beta start date. The choice was either too soon, or a bit later than needed. Because I chose the option two I ended up with a little more time than necessary to get the version content ready. So I did what I do in these situations - increased the scope.
I addressed some things I had in the 'optimistic' backlog as well as looked into the feedback you players have provided.
First two Civiliztions coming to 1.0
Although main update containing different civilizations is coming later after 1.0 I managed to finish up the first two civs which were sitting at ~80% completion state since last year.
Role of Civilizations
Civilizations are picked during map perk start phase. Civilizations are in fact special middle category of perks with only a single slot.
Every civilization will twist some existing map-related rule of the game. It will also forbid usage of some element of the game (e.g. Unit) and will reinforce some group of play-styles at the expense of others. They will be a 'specialization' kit.
Civilizations are not named after concrete civilizations in history but they are styled loosely as a group of civilizations either culturally or geographically (or both).
A greek or roman civilization would all now fit under the loose umbrella Civilization of Radiance now (the default 'mediterranean-styled' civilization with no special benefits or drawbacks. I hope this historical bastardization doesnt insult too many people :)
Overview of the new Perks available. Some were added based on player feedback.
Civilization of Crescent
Civilization of crescent is focused on large offensive unit buffers. It will not be able to construct Forts, but all Hero (or other) bonuses normally applied to forts are applied to Light units instead.
It will also use stone to build light units instead of wood. At the same time it will be capable of constructing quarries in lowlands.
It will also have a hyper-recharging Barracks (+100% recharge further boostable with magnification) but will need Autonomy to trigger it.
Crescent civilization is styled very loosely after the civilizations of the Fertile Crescent and in later stages it steers towards Islamic architecture. But yes I know they all could build awesome forts.
Civilization of Sunset
These guys will be focus more on non-light units. Light units will be forbidden, instead all bonuses to light units will be diverted to Forts.
Civilization of sunset will be able to live comfortably in hills by constructing village tile anywhere. They will also be the one civilization best to (ab)use windmill with other wonder mechanisms since their windmill (actually a water mill) recharges faster and costs autonomy.
Sunset civilization is based on early european civilizations (later the current 'Western' civs) starting off with a bit of a William Wallace style. It will also have a slightly more difficult start versus easier late game, as opposed to Crescent Civ.
A busy civilization of sunset having fun discovering the Dark Ages
Combat Resistances
Source
