Microcivilization
Steam News 13 January 20264mo ago

Beta patched to 1.0.7

Hello, after running more testing through beta and some feedback I am sending out another patch containing minor rebalancing. Well technically it is a major rebalancing but only for a small amount of things - mainly in…

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Extracted changes

2 fixes2 additions9 changes0 removals
  • Compatibility
  • Gameplay
  • Balance
  • Fixes
changedafter running more testing through beta and some feedback I am sending out another patch containing minor rebalancing. Well technically it is a major rebalancing but only for a small amount of things - mainly in early game (possibly at the cost of making late game a bit more cheesable/easy). But I really did not like how some abilities were providing much value until mid game.
changed1.0.7Increased windmill's flat food bonus
changed1.0.7Moved Strategic Resources I ascension right next to classical era and made it cheaper. This should make it affordable from ascension 1 given its impact on difficulty.
changed1.0.7Economy skills power and scaling significantly increased to make them usable in early game.
changed1.0.7Economy skills now require both autonomy and gold to operate (cost of the 'complementary' resource of the faction is still the higher one - i.e. what this faction doesnt produce via free workes)
changed1.0.7Nerfed ability price bonus on theater, increased its cooldown bonus (can bring skills down to 10s cooldowns if magnified)

after running more testing through beta and some feedback I am sending out another patch containing minor rebalancing. Well technically it is a major rebalancing but only for a small amount of things - mainly in early game (possibly at the cost of making late game a bit more cheesable/easy). But I really did not like how some abilities were providing much value until mid game.

This is hopefully last change of this type, now I'll see if I can finish all re-testing and get a stable version towards live release.

1.0.7

  • Increased windmill's flat food bonus

  • Moved Strategic Resources I ascension right next to classical era and made it cheaper. This should make it affordable from ascension 1 given its impact on difficulty.

  • Economy skills power and scaling significantly increased to make them usable in early game.

  • Economy skills now require both autonomy and gold to operate (cost of the 'complementary' resource of the faction is still the higher one - i.e. what this faction doesnt produce via free workes)

  • Nerfed ability price bonus on theater, increased its cooldown bonus (can bring skills down to 10s cooldowns if magnified)

  • Fixed Zeal ability time stacking (no longer doubles the duration)

  • Marketplace resource sell rate now has diminishing return (Gold=0.25 * Resource^0.4). In practice this nerfs the effect in mid/late game - making about 60% less gold on 10k resources sold than before patch - but it significantly boosts it in early game.

  • Mercenaries now recharges heavy units to makes the skill more useful and heavy units more accessible for mitigating black shields.

  • Garden ability has returned closer to its former glory with high base value.

  • Nerfed Hero Ability damage bonuses from generic hero traits (they now provide about half the value which matches 'realistic' bonus values from other sources like festival or strategic resources)

  • Increased salvage culture rewards

  • Tier 2 civs now correctly spawn on level 40 instead of 85

  • Reduced library flat autonomy production to roughly match new marketplace

  • Fixed premature crisis attack trigger with Barricades only

Source

Steam News / 13 January 2026

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