Update log
Full Microcivilization update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello,
Extracted changes
- Gameplay
- UI and audio
it's time for another patch. This time I made a few invasive changes mostly for balancing purposes (and usual bug fixing). There are a few tiny changes in information flow / tutorials as well but those are only some quick patch changes. A bigger update of tutorial and information system is planned for a future (probably major) update.
1.0.11
Civilization Recovery update
After some discussion on the forum, discord and individual email exchanges (and save analyses) I revisited the recovery flow of decimated civilization and decided to do some changes in fundamental mechanics to remove some unnecessary micromanagement.
The idea was to not add economical advantages to normal gameplay or make actual combat less difficult (lot of nerfing has already happened so let's let that settle for a bit). The following changes aim to simplify some complexity and increase the speed/safety of recovery when a complete or partial collapse of civilization happens.
Note: This but first slightly more invasive step. Another step in the future will be an incentive system for the actual recovery process. I have tried a very simplistic solution for this locally but testing has proven it will need proper user interface integration on several places and reasonable scaling and variation. So I decided to descope it from this patch and build it properly for another targeted update. I'm already playing too much of a cowboy with the changes below.
So here's what changes now:
Losing workers no longer abandons tiles completely. Tiles with insufficient workers will be still yours but shown as inactive (no traits from these) and will automatically reactivate when workers are regained. This eliminates the need for reclaiming territory on each fall or worker drop.
Tile attack from certain crises will now only destroy improvement on that tile and will not unclaim (I will reintroduce actual territory loss as a separate ultimate attack for some boss crises at some later time but will need to make it more interesting).
Auto-explore ability's improve option will now automatically re-improve any owned tile which no longer has improvement created by the player (e.g. destroyed by crisis). The preview button will show the intention on each tile - bear in mind please that existing saves will not automatically pick this information up. You either re-improve the tiles or test it in new ascension.
Nemesis locks are now generated after the milestone lock on each rare technology. These milestone locks are now all population based for a more reasonable population level to withstand the nemesis.
Nemesis lock now includes crisis difficulty estimate for its initial level.
Nemesis warning dialog now appears every time a player attempts to unleash it.
Standard four Rare-tech Nemeses attack sets has been slightly nerfed, plus they no longer deal Disaster attacks.
Unique crises now have a smaller rate of Ultra-attacks
Reduced stone cottage cost and increased its housing capacity
Fall Grace period increased to 7 minutes on normal difficulty and 3 on hard difficulty from original 5 and 2.
Falling now also creates a short 3m boost for double housing construction efficiency and growth rate.
Bugfixes & Changes
IMPORTANT CHANGE: Unit button right-click now selects it for construction instead of a left-click. This now therefore works even during crisis when a Unit would otherwise be used or when it is ready to be used outside crisis.
Unit usage allowed by Rare technologies is now only possible 7 seconds after crisis instead of original 3 seconds (this is to minimize accidental usages). This is a temporary mitigation of the issue. This feature is due for an upgrade eventually in
Source
