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Opulent wealth, Mercenaries, Stone Trading and more

After many weeks, thanks to your help with beta testing, the first major content update to Microcivilization is finally here. As usual please report any bugs either to discord or email them to [email protected]

Check out the community for any troubleshooting guides or frequently asked questions.

Have fun,

Ondrej


What is included in 0.7?


Many details were described here and here

We don't yet have embedded patchnotes in the game, so here's the aggregated list

[h3]Version features up to version 0.7.12[/h3]
  • Added generic Purple heroes
  • Redesigned Purple hero Governments (those that were available on Unique heroes like Hammurabi)
  • Hero traits can no longer repeat twice on the same hero (each trait on newly dropped heroes will be different).
  • Some Hero Traits now drop based on level (more complex hero traits are unlocked in later Eras or dropped from higher level crises)
  • Added a small number of other generic traits to various factions and tweaked overall chances and numbers.
  • Law heroes no longer increase food production, instead they improve sustainment (the amount of food eaten). This affects also heroes dropped in older version of the game. The effect should cause slightly less troubles with food spikes after civilization fall on higher levels.
  • Added secondary traits to existing unique heroes (plus an overall rebalance round). Enjoy some of them to be a bit OP now until new crisis update comes.
  • Added Slow, Bolster, Ferocity, Patronage, Mercenaries Skills available to higher-level Purple Heroes. Sixth Hero Skill planned 'War Bonds' skill was to be added as well, but is suspended for now - turned out to be likely affected by major update around Autonomy, so will be added later.
  • Added Festival and Acquire bullion Technology Skills (unlockable by techs)
  • Heroes can now be previewed on the main screen and discarded or equipped right from the main screen.
  • Destroying Low level crises with High level hero culture will now tend to drop hero essence instead of low level heroes (preventing hero clutter). Essences stop dropping the closer your crisis is to your culture level (i.e. maximum hero level in your inventory).*]
  • Added new recipe available early on for rerolling rare heroes.
  • Culture Essence resources gained from salvage are now proportional to level. You'll end up having a lot more of this resource than before - recipees have been made more expensive accordingly.
  • Heroes can be marked as Favorite to avoid getting accidentally salvaged or sorted
  • Added soft cap for Gold with its own mechanism and progression
  • Marketplace now transofrms unused material to gold instead of generating gold directly. 'Sell' Projects have been removed from the game.
  • Added gold cost discount mechanism
  • Added Trade Routes
  • Added Foreign Civilizations tiles which can boost trade route magnitude when allied, or directly boost your resource production when conquerred
  • Barbarians Tile no longer convert to Village, Instead they convert to a new Trading Post Tile increasing marketplace gold input
  • Added Highlands Tile to boost gold capacity or heavy unit capacity
  • Added Colossus wonder which can greatly reduce Crisis health by its ability.
  • Added Great library wonder which can turn gold into research, (and has a tendency to catch fire).
  • Added Hanging gardens wonder which improves Hero Drop rate significantly but gives a chance of Storm debuff.
  • Due to new ways to combo Metal production and Heavy units, Eiffel tower was nerfed number-wise and made more expensive to build (being a late-tier wonder it will need additional rebalancing as soon as more late game featues are added in future updates)
  • Fire and Plague risks are now dependent on the size of your civilization population as well as technological level (for instance 1000 vagabonds are less of a risk in modern era than the same 1000 vagabonds in classical era). This should suppress the chance of sprialing into disease crisis loop after civilization fall.
  • Flipped Buy and Exit button colors on ascension shop in attempt to prevent people to accidentally exit instead of buying.
  • Added Reset button to main menu in case they do anyway

[h3]0.7.13 Patch[/h3]
  • Pyramids now charge from any Gold expense.
  • Stone (as per the some very old versions) is now more expensive per unit when importing than wood. This concept was incorrectly left out in the previous version but is essential for some of the future changes so it was returned back. Actual numbers will change, but Materials will differ - due to cargo volume and transportation limits.
  • Quest material rewards have slightly been lowered (mostly affecting the village gold reward which did use 'natural' 1:10 gold-resource conversion)
  • Heroes can now be previewed when game is paused
  • Autoclick should now correctly process even higher clicks/s than 10.
  • After doing some extensive late-night statistical calculations with lit candles and Excel I managed to define the proper constraints for hero drops, leading to increase of the Unique/Rare drop rate.

[h3]0.7.14 Patch[/h3]
  • Great Library now requires basic Library to be built. If library gets destroyed, Great library needs to be rebuilt afterwards also.
  • Great Library can no longer be used during an end-of-era boss fight to circumvent it's research block.
  • Acquire Bullion skill was disabled for the time being. An alternative method of acquiring gold reserve is planned for future map update. We will see if a temporary solution like Bullion skill will be necessary (if so, the bullion skill will be reintroduced with a better mechanism).
  • Gold milestones for obtaining Lotuses during ascension was adjusted to the new gold capacity volumes.
  • Civilizations on the Map now have correct looks in Industrial and Modern Eras.
  • Click heat indicator no longer showing decimal-point numbers in certain situations.
  • Festival is now unlocked a bit later in the game with Money technology.

[h3]0.7.15 & 0.7.16 Patch[/h3]
  • Moved festival again to Copper tech as Money was rather late to unlock the ability
  • Fixed some tutorial messages regarding new ability buttons
  • Fixed shop button visibility when Gold at 0
  • Fixed Minor popup issues when switching screen while having a popup or hover text open