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Development plan for version 0.7

Hello,

Holiday time is upon us! Even though the past four weeks were not entirely busy with development work, some progress was made in the new Trade & Purple heroes update and I promised to share that with you when the time comes.

What is coming in Version 0.7


As you probably know by now, the fourth (purple) hero faction was omitted from the released 0.6 version. The reasons were mainly complexity and dependency on features not fully proven with a broader player base. Since launch there's been enough feedback to fill the gaps so all the postponed decisions can now safely be made.

Many of the features related to trade are cross-dependent on each other, and so there are various areas of the game to be updated at once in hopes to introduce a new cohesive player experience and also add a whole new play style. So let's go through the features one by one.

[h2]The Wealthy Faction[/h2]

Purple heroes - both generic and unique - are coming to version 0.7. Like the other three factions, purple heroes will have their own shared Government Traits as well as specific random Traits available exclusively to them. As you may have guessed Purple faction is oriented on wealth generation (read: lots of Gold). Wealth in the sense of Microcivilization means flexibility.

Having a sufficient backup of Gold will let you convert that Gold into other much needed value. Construction materials, Risk prevention, Quest speed, Workshop cooldowns and eventually Damage and protection against Crises.



There is however no silver bullet in the Gold mechanism. Transforming money to any practical value bears efficiency costs spent on trade logistics and protection. It is limited to what your neighbors are willing to sell you. And then there's the need to backup your currency with precious metals.

[h2]Strategic Resources[/h2]

We know them, we love them, strategic resources are coming to the world map. They are special map tile features, which directly improve your economic benefit from that tile. Corn, Iron ore, Silver, Gold, Gems, Coal, Uranium and Oil are some examples of the strategic resources planned for distant future.

Strategic resources were originally planned to be included in the World Map update in Q2 (see Roadmap) however due to strong dependency on the new Trade System and consequently dependency of new Trade System on the Purple heroes, I have decided to do a little box shuffling and split the Strategic Resources update to two parts. First part with Trade-oriented resources will come along the 0.7 while the rest will be added as part of World Map Update in spring/summer 2024.

We will soon need a bigger map

Strategic resources will now determine your trading 'magnitude'. There will be random Civilizations generated on every game each with a single resource at their disposal. You will have option to either eliminate the civilization, or establish a Trade route with them (this choice is made via the usual Quest system).

Should you prefer exploiting resources yourself, beating the civilization would be preferable and the strategic resource thus conquered will give you a massive resource boost. Should you aim for a more adaptable benefit, you can convince the civilization to be your trade partner, which in turn increases the magnitude of your trading for that particular resource -i.e. makes your Trade Route ability a lot more powerful.


[h2]Shop 2.0[/h2]

Trade menu has been completely ditched and redesigned along with existing trade abilities. No more spamming Food Shipments or Stunning crisis. Trade abilities are now designed in a more extensible fashion in line with workshops and government/autonomy abilities. There are two types of trade abilities:

[h3]Skills[/h3]
Trading skills are triggerable abilities, much like workshop abilities or military units. They recharge, you press a button and get an immediate effect. The effect varies between Skills but they have two things in common. They all cost Gold and they all have Cooldown between use.
Starting a Festival to temporarily get rid of excess food, or Bolstering your units damage with expensive weapons are examples of Skills to be added to the game.

[h3]Trade Routes[/h3]
Unlike skills which are triggered, Trade routes are an on/off abilities. They will work exactly like togglable government abilities or autonomy toggles, except they cost gold per second to operate. Initially you will be able to activate trade routes for basic resources like food and wood and will unlock other resources as your technology advances.
Trade routes offer an extremely flexible way to affect your resource production in times of need. For that great flexibility however they are not so easily scaled up. You need to work hard on the world map expansion to establish trade partners in order to increase the throughput of goods coming through your kingdom. You will also need strong heroes to improve the cost effectivity of your trade as well as technologies to access wider variety of resources.

With all the above it is clear that Trade and Gold generation could easily become a cure for all ailments and a no-brainer when choosing a strategy. This is not what I intend. Trading will be more a situational tool. So here comes the trickiest feature to introduce...

[h2]Gold Soft Cap[/h2]

As part of the 0.7 version Gold will have a semi-soft limit. Semi soft in this context means that the limit will be an actual number you can calculate, but you will be allowed to go beyond that number (incurring a penalty to your economy and trade).

Your Gold Cap will increase with your civilization quite naturally, so most of the times you will not affected by the gold cap.

The gold cap is meant for only the hardcore capitalist players, who focus on massive gold acquisition and its transformation to other resources via more complex 'engines'. For those players, gold cap is going to be a one extra problem to 'game'. A few interesting features like fiat money, war bonds, gold reserves, slush funds, corruption, inflation and economic crises are planned to revolve around the gold cap but these are still only 'on paper' and not all of them will make it to the 0.7.


*Numbers on this picture are insultingly high for illustrative purposes. The actual penalty values and milestones will be way different.

As for the in-game 'lore' the gold cap is represented by backing money with Gold Reserves. While Gold-backing mechanism works slightly different in real world(and so does the whole Microcivilization economy in many ways) using this metaphor allows interesting integration with world map (acquiring gold mines) the tech tree (bimetalism, paper money, international institutions and other fancy 'technologies') as well as heroes (monetary government policies etc.).

But don't worry about the game becoming an economy lecture. In the game reality, the mechanism of the new gold pool will work very similar to a 'mana pool' for an RPG mage. At least that is the same mind-set you can use to operate new Trade System. With Gold Reserve increasing your 'mana' capacity, and Gold Income functioning like 'mana recharge'. Your Trade-routes and Skills will be your 'spells'. Simple.

[h2]Other Changes[/h2]

Aside from 'new stuff' there's also a plan to solve the Hero Clutter problem happening on high levels when running through a large number of low level crises. I am experimenting with a bunch of solutions in dynamic drop chances and have not settled on any single approach yet. But hopefully the next version should see this problem occur much less frequently.

The 0.7 version will see a new drop balancing. Some traits will become only available from certain levels so that the complexity slope is not too steep for new players. There's also going to be a general rebalance of trait power and a few new traits.

The 'Sell' Project will also be removed from the game. Instead Marketplace will directly convert unused construction material into gold - with rate based on it's upgrade level as well as your trade culture.


[h2]0.7 Release Date[/h2]

It is still uncertain when the 0.7 will be launched. But I am trying to aim for mid February with 'Beta' being open a few weeks earlier. In case you're interested to try out the new update early, watch this space - if all goes well I'll be sharing my plans for opening the 'experimental' beta branch on my next update.

That's all for this time. Have a great holidays everyone, I'll see you in 4 weeks.

Ondrej

Future is Purple

Hi,

In this update I would like to share my thoughts how the Early access is going to work. Basically to set your expectations of what happens, how often, how you can participate etc. It has been some time since our last meaningful update so let's get straight to business.

[h2]Early Access universe[/h2]

In my last post I have shared a first version of the development roadmap for the next year. I wanted to do this as early as possible despite the amount of chaos a launch brings. Since I am now in the very first weeks into Early access I am still spending majority of time collecting new information and talking to community. And so not much actual development is being done yet.

There are suggestions flowing into Steam forum and Discord every day and there are new ideas popping up as a result. At the same time there are big and small bugs, balance issues, UX problems and exploits being reported and these need to be 'triaged' between upcoming patches, backlogs and the next content update.

So, due to the new flow of information, the development process I was using pre-launch is no longer optimal and will be slightly adjusted.

[h3]Patching - yes it will happen[/h3]
Patching is a no-brainer. It will work on ad-hoc basis. In the first two weeks I managed to release 3 small patches, mostly addressing exploits and some minor improvements of user experience.

Since the inflow of suggestions is very random, the patching activity will be parallel to new feature development and I'll simply release a patch whenever enough important issues appear. As before I'll try to sneak in some small improvements if possible (especially UI tweaks).

[h3]Upcoming builds in Experimental beta branch[/h3]
My current ambition is to release a Big Content Update at least once every three months. This is not a specific plan - the concrete release dates will have to be as usual synchronized with steam events and with beta testing. But roughly speaking four big releases in the next year sounds like a good frequency both for my development practices as well as for players.

Each build will be accessible to volunteer players willing to participate in experimental beta at least two weeks prior to the release of the content update (but hopefully for much longer).

The experimental branch will be setup for the first upcoming build most likely during January and I will share the password to get there.

[h3]What about those who can't run the game?[/h3]
There is a small number of people who are having trouble running the game on some of their machines. Unfortunately (in so far) the issues have been largely diagnosed as compatibility of the player's software/hardware with the game framework rather than a specific game code. So the solution has so far not been any code fix in the games source-code but rather detecting the particular piece of software or driver version that causes issues. Looking at other games in the same framework we do not seem to have a higher rate of these issues, but they are still a problem that needs solution.

To speed this up a bit I have created a specific Discord thread for this purpose. While it is possible for you to report issues like this on Steam Community I would strongly recommend joining us on the discord instead, where you have a chance to troubleshoot together with other people.

Compatibility issues are very fresh so please bear with me until the community has a decent documentation on those problematic scenarios. But for the time being this is going to take up maintenance time.

[h3]Dev log every 4th Monday[/h3]
Since the actual big builds frequency is going to be done in bigger updates I decided to also halve the frequency of these updates. Since some weeks will simply be consumed by ongoing support and maintenance or bug-fixing, there is not enough interesting info every 2 weeks. So from now on I will issue this update every fourth Monday instead.

----------------------------------------------------------------------

[h2] Purple Heroes big update in Q1 [/h2]

As declared in the past as well as in the roadmap, the fourth missing Hero faction is coming. Purple heroes will be focused on wealth accumulation and their advantage will be ability to convert wealth into everything else (potentially). For a price.

In the first big update planned for Q1 along with this purple hero faction I will also introduce new types of traits - Skill traits.

Having a Hero equipped with a Skill gives your civilization a new chargeable ability akin to Workshop abilities or Military Units (depending on whether the skill is combat or economic). Skills will be subject to progressing power, cost, cooldowns and various special mutations caused by Wonders - thus creating a whole new in-game mechanism to include in your build.

[h3]Gold is not what it used to be[/h3]
Gold system is undergoing a fundamental change. This will add some desired variability to the mid/late game as well as extend some of the existing minigame on map and quests. Gold is going to be a central piece in the hero economy and warfare but will also become more constrained and a potential source of new problems.

Gold mines will be added as well as a better Metal economy. Most changes will revolve around Hero traits and their rebalance and the new Shop UI.

[h3]Shop 2.0[/h3]
Shop items and the UI will be completely re-done to allow a more complex decision making in trade and also to open up some future possibilities planned to Q2 for its Map update.

With store being more flexible, gold will become more needed, but at the same time will become more difficult to produce and keep. While it is intended for gold to be the ultimate flexible resource, to actually transform it effectively will require some inventiveness from the player.

That's all I wanted to share at this point. Also I wanted to thank all of you who bought the game in the past two weeks and thus helped make the Early Access phase start with the right foot. Thank you!

I'll see you in 4 weeks on the next update,

Ondrej



Patch 0.6.11

Patch notes 0.6.11 Nov 25th 2023


  • Library ability no longer stacks to prevent divergent powerup with windmill. Instead repeated use increases its boost's duration.
  • Library ability strength now increases with upgrade level.
  • Multi-kills caused by auto-combat are now also fixed for Quest Crises.
  • Game can no longer be unpaused by unit keyboard shortcuts from a menu.
  • Night palette is now a bit brighter.
  • Babel tower Level achievements should now be granted by the correct level instead of one higher. The achievement should be granted retrospectively.
  • Moving Hero in inventory correctly renders level indicator with them.
  • Corruptions Score is now granted when curing Corruption during gameplay instead of when gaining the Corruption. The score is not granted when all Corruptions are auto-cured after ascension though.
  • Library Boost no longer mixed with other boosts indicators.
  • Hero sorting by Faction and Class were added.
  • Hero sorting is now done in cascading fashion - e.g. Sorting by Level will also sort same-level heroes by the other attributes.


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Previous patches


[h3]Patch notes 0.6.10 Nov 19th 2023[/h3]

  • Some startup issues caused by Sound Adapter incompatibility should now correctly log
  • Automatic slowdown on crisis can now be toggled in settings.
  • Material Workshops Charges should no longer cause game to crash when their value is over-boosted.
  • Pasteur unique hero should no longer block Unique Crises.
  • Key shortcuts should be unbindable with escape.
  • Autoclick should no longer cause invalid multi-kill of low HP crisis.
  • Click heat no longer disabled in low population - it's rate is now merely tuned down on lower population levels.
  • Scenario dilemmas are now all manadatory and automatically opened.
  • Unit charging on reached unit cap will no longer continue.
  • Theater tutorial message fixed.
  • Guerillas are no longer so polite to steal only 1 gold from you.
  • You no longer have to move your mouse after salvaging Hero in Inbox to see details of the next Hero.



[h3]Patch notes 0.6.9 Nov 16th 2023[/h3]

  • Unique crisees no longer grant achievement when timed out but not destroyed.
  • Autocombat should no longer yield multiple rewards from a single crisis.
  • Population achievement should now be granted correctly.
  • Windmill ability should no longer get nulled by recharge of other workshops.
  • Recharge Unit Hero traits should now correctly stack
  • Stonehenge now has chance of lotuses on research completion while giving a flat social crisis risk
  • Library Ability now has correct tutorial description
  • Losing worker should now be disable workshops from the least impactful first (leaving granary and barracks last)
  • Fixed variety of persistence corner-case issues preventing game to be saved and/or loaded correctly.
  • Getting killed by Unique Crisis will turn off Auto-research to prevent accidental reappearance of the same unique crisis.
  • Game now automatically slows to 100% speed when encountering crisis
  • Autoconstruction will no loner construct housing past current vagabond count
  • Sell Stone now gives a up-front gold reward.
  • You can now shift-collect all rewards of the same type at once
  • You can now shift-dismantle heroes in inbox (with same logic as inventory => bulk dismantle same Faction and Rarity)

Patch 0.6.10

Patch notes 0.6.10 Nov 19th 2023


  • Some startup issues caused by Sound Adapter incompatibility should now correctly log
  • Automatic slowdown on crisis can now be toggled in settings.
  • Material Workshops Charges should no longer cause game to crash when their value is over-boosted.
  • Pasteur unique hero should no longer block Unique Crises.
  • Key shortcuts should be unbindable with escape.
  • Autoclick should no longer cause invalid multi-kill of low HP crisis.
  • Click heat no longer disabled in low population - it's rate is now merely tuned down on lower population levels.
  • Scenario dilemmas are now all manadatory and automatically opened.
  • Unit charging on reached unit cap will no longer continue.
  • Theater tutorial message fixed.
  • Guerillas are no longer so polite to steal only 1 gold from you.
  • You no longer have to move your mouse after salvaging Hero in Inbox to see details of the next Hero.


--------------------------------------------------------------------------------------------------------

[h2]Previous patches[/h2]

Patch notes 0.6.9 Nov 16th 2023

  • Unique crisees no longer grant achievement when timed out but not destroyed.
  • Autocombat should no longer yield multiple rewards from a single crisis.
  • Population achievement should now be granted correctly.
  • Windmill ability should no longer get nulled by recharge of other workshops.
  • Recharge Unit Hero traits should now correctly stack
  • Stonehenge now has chance of lotuses on research completion while giving a flat social crisis risk
  • Library Ability now has correct tutorial description
  • Losing worker should now be disable workshops from the least impactful first (leaving granary and barracks last)
  • Fixed variety of persistence corner-case issues preventing game to be saved and/or loaded correctly.
  • Getting killed by Unique Crisis will turn off Auto-research to prevent accidental reappearance of the same unique crisis.
  • Game now automatically slows to 100% speed when encountering crisis
  • Autoconstruction will no loner construct housing past current vagabond count
  • Sell Stone now gives a up-front gold reward.
  • You can now shift-collect all rewards of the same type at once
  • You can now shift-dismantle heroes in inbox (with same logic as inventory => bulk dismantle same Faction and Rarity)

Development Roadmap

Hi,

so it seems the launch week is almost over. First of all let me thank all of you who have decided to buy the game in the very first week and support me and my development work. Creating a game of my own has been my childhood dream and you all helped me realize it.



Second I want to thank to all of you who shared feedback on steam community and discord. Your input has helped tremendously to assess which direction to go next. Please continue to voice your concerns, spot bugs and suggest changes. This is what will make our early access phase go smoothly.

[h3]Yeah yeah, 'so success, much wow', now when will the rest of the game be done?[/h3]

Ok, so the following weeks will be still dedicated mostly to bug-fixing and stabilization of the current version. Number of device-specific issues are being reported, tons of feedback and quality of life enhancements are needed. And there is also a lot of community discussion that requires attention. This is very likely going to fill most of the time before winter holidays. Beginning from new year, I would start focusing on big features!


[h3]THE ROADMAP (yes this is a link leading to the google doc file)[/h3]


The road map is small and simple - exactly what I think it should be in this stage. The time is boxed to ~14 months which should be plenty to reach a full version of the game (And I know I will be sorry about saying this). This is broken down to 4 quarters with bunch of features each.

This does not indicate times of releases for these features. It merely indicates WHAT will be done, and ROUGHLY in what order.

Individual features might be released weeks or months after being 'done' and some might actually be released incrementally over a longer period of time (if there are practical reasons). This all depends on many things which are still concealed in fog of war. So treat the Roadmap like a big picture overview rather than a release plan now.

[h3]Can I try new features sooner than everyone else?[/h3]

Absolutely. In January I will open an Experimental branch to public. This will work pretty much like your usual beta branch and will contain upcoming builds before they are released into the wild nature. For now you don't need to worry I will share specific details how to join experimental beta testing in due time.

Note: Please bear in mind that all the features mentioned are in pre-design phase. Most decisions aren't made yet so please understand that no more details can be shared yet. If you want to know more, follow my regular fortnightly Log Mondays - these will still continue as before and I will share more news of the upcoming builds there.

This is about it for now. Have a nice weekend,

Ondrej