Microcivilization
Steam News 16 December 20255mo ago

v1.0 Beta has Started

Hello, let me invite you to the beta-test of version 1.0 using the experimental branch pass-key: WelshCorgiPembroke Just go to the Steam, find Microcivilization in your library, go to its Properties, Betas and insert yo…

Update log

Full Microcivilization update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello,

Extracted changes

0 fixes8 additions7 changes1 removal
  • Compatibility
  • Gameplay
  • Balance
  • Events
changedlet me invite you to the beta-test of version 1.0 using the experimental branch pass-key:
changedWelshCorgiPembrokeThis beta will run for a minimum of four weeks after which the game will transition out of Early access moving on to the next phase of development.
addedWelshCorgiPembrokeBecause the beta is long there are a few features I decided to add mid beta - most notably the Final Scenario will be unlocked later before the go-live .
changedWelshCorgiPembrokeHere's what changed (sorry it's a bit long list):
addedScenarios, Judgements, Ascensions and other Meta-stuffTier 2 scenario now has slightly improved initial layout, some civilization perks and a few secrets to start with.
addedScenarios, Judgements, Ascensions and other Meta-stuffBabel tower now has a visible Goal for descriptive purpose (otherwise the scenario is unchanged)

let me invite you to the beta-test of version 1.0 using the experimental branch pass-key:

WelshCorgiPembroke

Just go to the Steam, find Microcivilization in your library, go to its Properties, Betas and insert your key to the text box.

The branch is already activated and should contain game version 1.0.0.

This beta will run for a minimum of four weeks after which the game will transition out of Early access moving on to the next phase of development.

Because the beta is long there are a few features I decided to add mid beta - most notably the Final Scenario will be unlocked later before the go-live.

Here's what changed (sorry it's a bit long list):

Scenarios, Judgements, Ascensions and other Meta-stuff

  • Tier 2 scenario now has slightly improved initial layout, some civilization perks and a few secrets to start with.

  • Babel tower now has a visible Goal for descriptive purpose (otherwise the scenario is unchanged)

  • Hard difficulty only granting +100% lotus

  • Enlightenment points now need 100 gold lotus instead of 250

  • Added a few tutorials around indigo lotuses and judgement combat

  • Judgement combat made a little easier and scaled by difficulty.

  • Meta powers (Consonants etc) spent in Judgement combat fully recover if losing the fight. (Artist skills dont though)

  • Artists are slightly cheaper to level up.

  • Added milestone locks to ascension tree to tier 3 and 4 to smooth the progression of Idol and Artist levels. These locks also provide some instant rewards that effectively make the progression cheaper.

  • Level up of Unique heroes is now more expensive in culture than of Rare heroes.

  • Spirit culture bonus granted by activated Idols is now rewarded from defeated crises (based on crisis level), not passively over time.

  • Culture Farmer perk was added which multiplies culture gained (using theater, so can be further boosted with Magnification). This perk also makes all Unique Crises drop an extra Theater Refill reward.

  • Cookout Quest from Vulture Idols now generates Culture points (random type, mostly spirit).

  • From Tier 4 you can now choose whether ceremonial wonders use the Tier 3 Red lotus ceremony (with prod penalties) or the old Gold lotus one(with no penalties). This is controlled by a new 'Good old Ceremony' Perk.

  • Nemesis scenarios in Tier 4 were temporarily removed. They will be linked to other build features planned in a future update.

Dilemmas

  • Tribal villages dilemmas redesigned. Each card has three types of answer:

    Good answer - leading to moderate reward but costing some resources. This answer always removes the village.

    Bad answer - leading to high reward but penalizing with black lotus. This answer also removes the village (and typically causes combat)

    Dismissive answer - leadin to modest reward but allowing to draw another dilemma card.

  • Village dilemma effects were boosted so they are relevant even in late game (typically a permanent +X% production multiplier)

  • Civilization diplomacy dilemmas work similar to Village dilemmas:

    1) Good answer - immediatelly leads to improving diplomatic state (Allied if Neutral, Neutral if Hostile).

    2) Bad answer - immediately leads to worsening diplomatic state.

    3) Dismissive answer - a modest reward effect but no diplomatic change.

  • Last card in the deck will always have a definitive change in the option 3 (village destruction in case of villages and random diplomatic shift with civs).

  • Besides being Hostile Civilizations can now also be Forever-Hostile - preventing any diplomacy and somewhat changing your options in dilemmas.

  • Civs can only be made Neutral from Hostile once (with some exceptions like coal or new Locks). Next time they would turn Hostile from your

Source

Steam News / 16 December 2025

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