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Yin and Yang

[p]Hello everyone,[/p][p][/p][p]let's do our first 'proper' update in the post-1.0 world. [/p][p]In the last few days and weeks I have been struggling with various annoying illnesses (which is why this update also comes late) so sadly this was one of the weaker months so far. [/p][p]But nevertheless some progress was made - and like I promised I managed to put together enough to show something from the new game mode. So here we go.[/p][p][/p][h2]More Patching of 1.0[/h2][p]Before I plunge into the details of the new Game mode (now officially renamed Adventure mode), let me do a brief situational report on 1.0.[/p][p][/p][h3]Balancing[/h3][p]I have been monitoring the situation after the last balancing patch and while it still is not optimal, the ratio of players struggling with early game challenges seems to have dropped to a fraction. The major difference was in seen in Nemeses and hostile civilizations but also with various era bosses or new shielded enemies.[/p][p]I do still have another patch planned to address war risk calculation and other things but due to limited time capacity I chose to prioritize Adventure mode (at least until the 'big ideas' are put to code)[/p][p][/p][h3]Tutorials & User Experience[/h3][p]Meanwhile I am also working on a new update for 'early game User Experience' which will be partly based on the existing objective system. The old tutorial UI will receive an update, but I need also to experiment with this new guidance feature within the new Game Mode (where it will have slightly more demanding requirements). [/p][p]I do not yet have a concrete plan for the upcoming patch but sometimes during next two weeks would be nice.[/p][p][/p]
The Endless Adventure Mode
[p]Let's take a little dive into the new game mode - note that this game mode will be available both as a new save as well as continuation of the game once you finish the old 'Campaign'.[/p][p]In the Adventure mode you will be alternating between two world types: World of Order (single permanent world) and Worlds of Chaos (randomized with limited lifetime). [/p][p]Each world consists of its Tile Map (i.e. the actual physical hex-grid world) and its ascension map (i.e. the upgrades tree). [/p][p]Note: As you may have noticed before, I sometimes use ARPGs as a design inspiration and reference. So in RPG terminology The Order World represents the 'town' where you can chill, resupply and plan strategy, while Chaos worlds represent the 'dungeons' where you fight and gain new stuff.[/p][p][/p][h2]Chaos Worlds[/h2][p]Chaos worlds are very similar to the current Campaign mode and will be the core gameplay in the Adventure mode. In a Chaos world, you run each civilization as usual - from its roots, through eras up to ascension to earn Lotus score. For earned lotus you can buy upgrades on its Ascension map. [/p][p]After that you run another and another, until you unlock the entire Ascension tree of that World. So far this is business as usual.[/p][h3]Flavour[/h3][p]What is different is that each 'Chaos World' will have different Lotus Score objectives - sometimes you will be needed to destroy civilizations, sometimes to grow a 'tall empire' with tiny territory, sometimes to focus on specific economy, trade, building or wonder. You will no longer be rewarded Gold Lotus 'for everything' like in Campaign.[/p][p]I internally call this world specialization a Flavour. The Flavour system should motivate players to use different strategies and explore the game features fully.[/p][p][/p][p]Work-in-progress Ascension Tree of an early Chaos world - this one is 'flavoured' with 'Expansionist'. So in here Gold lotus is gained for Tiles owned and civilizations defeated. There are mini scenarios with 'expansionist' challenges and in later Tiers there will be Flavoured White lotus challenges and Judgements. Note that in Adventure mode you can also buy economical upgrades multiple times.[/p][p][/p][h3]Collapse[/h3][p]A key feature of Chaos Ascension Trees is that they collapse when completed - similar to what happens after Tier 2 in Campaign. Like in the Campaign your upgrade tree vanishes and all Lotuses invested in upgrades will be refunded back to you (this time with some interest rate) You will also usually leave with some extra 'meta-game' advantage or upgrade...[/p][p][/p][h2]Order World[/h2][p]Every time you complete and collapse a chaos world you will return to your Homeworld.[/p][p]Homeworld is a new concept - It is a parallel civilization which never ends or ascends. It will keep existing even while you visit a Chaos world waiting til you get back. In your homeworld you can experiment with whatever build you want with little consequences as there are no growing threats. It is your own little 'sandbox' world.[/p][p][/p][p]Homeworld will be a peaceful place. Besides using it for experimenting, you can also build some unique Wonders called Atlases here which will have special effect even while you're out in a Chaos World. A lot is still in design phase here though.[/p][p][/p][h3]Main Ascension Tree[/h3][p]It is in the Homeworld where you will have access to a truly persistent Ascension upgrade tree. Because unlike Chaos World ascension upgrade tree:[/p]
  1. [p]Homeworld ascension tree is always the same and it never collapses.[/p]
  2. [p]Homeworld tree bonuses will apply also for ALL chaos worlds you visit.[/p]
  3. [p]You can increase/decrease the 'Tier' difficulty and level handicaps here (similar mechanism to Campaign Tiers but in smaller steps and up to a higher maximum for very-late-game)[/p]
  4. [p]Most fun stuff is available very soon and it is up to the player what they choose to unlock first (this mode recommends playing the Campaign first to learn the concepts)[/p]
[p][/p][p]Homeworld has a star-structure. So mechanisms like Magnitude are available much sooner in Adventure mode if the player chooses to obtain them, allowing an advanced meta-game strategizing sooner. [/p][h2][/h2][h3]Chaos world spawning[/h3][p]While in Home world, you will periodically get opportunities to visit a new Chaos world. Whether you do or not will be entirely up to you. There will not be any penalty, however you wont progress in the game without eventually exploring them (in other words, you will not gain any Gold Lotus while sitting in your Home world)[/p][p][/p][h2]Persistent Maps[/h2][p]Unlike campaign mode Adventure mode will have same persistent world map for each World. You will have a map for your Homeworld and a map generated per each Chaos world. [/p][p]Instead of spamming re-roll to find optimal structure and strategic resources all maps will be generated with no strategic resources and become 'upgradable' by the player. Something like in-game map editor (though there will be a limit to how much you can change). This also includes terraforming hills and landfilling sea to a degree.[/p][p][/p][h2]Rare-Unique hero merging[/h2][p]For late game here I intend to introduce a new significant recipe. One that will replace all Unique hero's non-unique traits with traits from a selected Rare hero.[/p][p]I also intend to look into Rare hero customization recipes so that players have a more non-RNG-spam method of getting the combo they need. [/p][p][/p][h2]When can I play this?![/h2][p]At this point I have two plans in mind. It depends solely on how much time capacity I am granted (basically how many migraines I get and how many microbes our kid brings home from kindergarten). Optimistic plan is starting Adventure mode beta in April. If this turns unrealistic I'll probably target early June instead.[/p][p][/p][p]That's all for today. [/p][p][/p][p]Have a nice day,[/p][p][/p][p]Ondrej[/p]