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Cloud Saves + 0.8.13 Patch

Hi all,

just a quick update. I have activated basic Cloud Saves functionality, so your save files should now transfer after exiting the game between devices. I successfully also tested this between a PC and a Steam Deck (you still have to exit the game to sync though, we don't yet have the fancy sync-on-suspend).

If you run into ANY issues with save sync, please let me know on Discord or email to [email protected]

Additionally there's a little patch targeting some annoying problems:

  • Fast forwarding Idle time should no longer play sounds
  • Material Locks (e.g. have at least 50 stone per sec) should now be possible to open even with Marketplace on.
  • Ferocity ability dialog should no longer crash game
  • Fixed description of Quest Locks in technology tree.
  • Removed incorrect Windmill unlock from Threshing tech (this windmill level does not exist)
  • Absorption Crisis debuff should no longer crash game when usin a Unit
  • Fixed one case of Fast Forwarding Idle time crashing due to performance optimization.

Research & Autonomy Major Content Update

Hi,

Thanks everyone for their support and help during the 0.8 beta. With three weeks gone and all discovered blocking defects fixed, I've decided to release the version to the broader audience.

You can find the main content description in my previous updates (of in the full changelog below):

Nemesees & Predicaments

Autonomy Upgrade

Dynamic Research

As usual please report any bugs either to discord or email them to [email protected]

Thanks and have fun,

Ondrej


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[h2]Full changelog[/h2]

0.8.12 Patch
  • Damaging Workshop which is being upgraded will now correctly reduce its material by default damage rate.
  • Multiple Ascensions now correctly reset the Total Lotus Score to 0 (visual bug).
  • Game should no longer crash dues to Ferocity skill
  • Storm risk modifier now presented in a slightly less confusing way on the Risk breakdown


0.8.11 Patch
  • Count of built Pyramids now correctly saved and loaded.
  • Resolution is now using letter/pillar boxing when resized
  • Zeal boost should now have correct description
  • Industrial Pollution should no longer crash the game randomly when no houses around to spawn fog.
  • Tutorial on Quests should no longer randomly crash the game
  • Perseverance reward descriptions are now aggregated on one line per types
  • Grace period (no risks take effect) after death increased to 5 minutes
  • Auto research can now be configured to ignore Nemesis locks
  • Reconstructing broken workshops is now 50% of the original resources. Welfare will halve this to 25% of original resources needed.
  • Ascension tree colors slightly changed to increase contrast between locked, unlocked and purchased nodes and make it easier to orient yourselves.
  • Tyranny trait causing death with every click will no longer kills people while in menus (it was deliberate, but causes weird corner cases now so I disabled it at least for now)
  • Disasters like Storm should no longer cause crash while processing idle time before game load.
  • Corrupted heroes should no longer be usable in Merge recipes
  • Game no longer crashes when showing cost for some recipes on a Corrupted hero (some recipes were missed in previous patch)
  • When temporarily running out of Autonomy, active Automation Toggles go on a short 'cooldown' (indicated with red clock indicator) before they kick back in. This is to prevent flickering oscilation between 1 and 0.
  • Social crisis risk caused by corruption is now showing correct description in Risk Breakdown popup
  • Wheat disease risk now showing correct description in Risk Breakdown popup
  • Nemesis lock can no longer be clicked after opening via Secret
  • Nemesis countdown is temporarily frozen if you have fallen (for the duration of the 'dark' phase after fall when you cannot do anything).



0.8.10 Patch
  • Game no longer crashes on some corner cases for tutorial messages
  • Game no longer crashes when showing cost for some recipes on a Corrupted hero
  • Game no longer crashes on some corner cases in Ascension Score screen (there are still some visual glitches reported regarding Lotus Score to be addressed with a future broader upgrade)
  • Risk caused by Monotheism should now have correct name in Crisis Risk breakdown popup
  • Technology buttons are now displaying details when hovered
  • Popups on Map screen should no longer overflow outside the screen
  • Toggle Abilities can again be toggled from Autonomy and Trade screens


0.8 Major Update

[h2] Research [/h2]
  • Technology tree has become slightly randomized and contains non-mandatory branches
  • Technologies are categorized into Central (mandatory), Minor (randomized with small bonuses) and Major (main techs with multiple traits).
  • Tree has become more compact visually to accomodate more technologies and more dynamic elements
  • You can now skip certain units and workshop levels in tech tree and aim directly for the higher levels.
  • Tech tree now contains Locks for optional major technology branches. A lock has to be first open in order to access the techs beyond it.
  • There are multiple types of locks - some require a condition to be fulfilled, some more difficult will require defeating a boss.
  • Tech tree now evolves with unlocking Eras. Locks become gradually more difficult.
  • As consequence of adding locks, Bonus stars mechanism has been removed altogether.
  • Instead from Bonuses, you now receive Heroes for every Major technology in your last two Eras.
  • Research speed has been slightly increased to compensate missing Research speed bonuses from Stars.
  • New Research Resource 'Secret' can be now gained in various ways and used to overcome technology locks faster.
  • You can discover random Rare Technologies not previously part of your tech tree after unlocking appropriate Ascension.
  • Era Boss Crises (Neolithic revolution etc.) have been converted to Locks (but other than that they work pretty much as before)


[h2] Autonomy [/h2]
  • Autonomy resource (the black-green beetle token) is now capped at your current population size (you can't have more autonomy than people). There's no way to exceed this and no penalty to be on the maximum.
  • Autonomy's passive effects to boost Research remains as before. However more instances of similar 'provision' traits have been added (not just for Research).
  • Except for passive effects Autonomy can now also be used as a 'mana' to use Autonomy-specific skills. This is similar to how Gold is used.
  • Autonomy is now hard to keep. Each Population dying causes a loss of two points of Autonomy (you can mitigate this to some degree).
  • Library is now the main source of Autonomy and it's traits have been completely reworked.
  • Theater percentages have been nerfed. Theater now also requires Gold and Autonomy to charge up (providing no passive bonus). Theater now however uses all Drop Rate bonuses and can drop Unique heroes.
  • Theater can cause one of two new types of Corruption. These contain both debuffs as well as unique boosts which can be utilized for specific gameplay style.
  • Existing Autonomy skills (auto-combat, auto-construction, auto-research) have been moved to Ascension tree (so you don't need blue heroes to use them.
  • Autoclick is still a blue trait available on heroes.
  • Autonomy skills now generally drain Autonomy per second (and all should be visible in the calculations)
  • Can select multiple technologies in a queue by selecting a Tech further down the tree.
  • Festival has been redesigned to use Autonomy as its cost and provide it's bonus in scalable way with increasing cost (based on active Festivals).
  • Festival now has a counter-part ability called Garden which costs gold and instead of mitigating excess food, it can convert excess free housing.
  • Both Festival and Garden behaviour can be improved by a number of rare traits (mostly from Unique heroes).
  • There is now also an Auto Quest skill which will automatically send quests to all tiles. This is a simplified version, which will be updated with the new Map update in next version.


[h2] Away-Playing [/h2]
  • Before loading a game, player can choose to preview what their civilization would look like if playing for the time they were away.
  • If the player likes how far the civilization survived, they can choose to continue, or instead load the game as it was when they left.
  • Away-time can be calculated up to 24 hours. It currently takes about 30s to calculate the preview for entire 24h (depending on your device specs ofc)
  • Accepting away time will grant a reward for each Hour that the civilization managed to thrive.
  • Away-time is a highly beta-feature at this moment.
  • To survive in away time it is recommended to utilize Autonomy skills and eventually combine with Blue heroes who can further boost the stability of your civilization.


[h2] Combat [/h2]
  • There are now new debuffs which can modify Crisis strength (similar to Storm from older versions).
  • Debuffs can be now gained through a new 'Predicament' mechanism which delivers a Debuff in a some randomly picked time (something like a time-bomb).
  • Surviving a debuff will grant you a new perseverance trait buff which lasts until the next ascension.
  • Later in game you will encounter new type of unique crisis with new challenges.
  • Stun has been slightly updated to only affect either Light or Heavy units (there are now two separate Stun traits)
  • Militia now upgrades with Technologies.
  • There are now new ways to increase your Militia charge cap and recharge speed.
  • Auto Combat skill now is configurable to support each unit type.
  • Era Boss Crises (Neolithic revolution etc.) have been converted to Locks (but other than that they work pretty much as before)
  • There is a new Click supercharging skill that especially auto-clicker players may like.
  • Festival is now a method to reduce Click Heat.
  • Workshops no longer scale charges capacity with level. Instead charges cap has to be increased by other (more uncommon) means.


[h2] Other [/h2]
  • Black lotus now works differently. Instead of being used as currency, it will negate any gold lotus gained during ascension.
  • Ascension tree has been expanded and restructured. As a result your old save game might end up having Ascensions which are dislocated.
  • Can select multiple technologies in a queue by selecting a Tech further down the tree.
  • More damage number details in Hero screen
  • Adde Damaged from Bolster or Barracks is now indicated on the unit ability popup
  • Unit charging traits are now showing in the same way for Workshops and Units as % per second.
  • There are now new tutorials appearing in various secondary game screens (heroes, research, quests)
  • Corruptions no longer can be avoided by equipping a trash hero. The priority to which hero it will assigned to is calculated from a more complex score system.

Roadmap review & some FAQ

Hi,

with the past few updates being quite chunky this time I'll be a little more brief. As you may know, we have a Beta of v0.8 running for two weeks already. There are no big new features being built and the focus was on getting 0.8 stable (and also taking some time off). So instead of specific features, in this update I'd like to take a closer look at the Roadmap and answer some questions I see from time to time regarding future updates:

[h2]Where is the roadmap?[/h2]

The roadmap can be found here. I regularly update the document by adding new versions of the sheet while keeping the old roadmaps for fun and also as a monument to the saying 'man plans, God laughs'.

[h2]Whats coming next?[/h2]

That's easy - we're nearing the end of Q2 of 2024 and the v0.8 will hopefully see the light of the world by the end of June. Beta is all in progress. We're getting a new research and autonomy updates with a lot of minor features (that will take us ages to fine-tune). Yay!

[h2]Ok so what's coming in later after Summer (Q3) [/h2]
Lots I already I mentioned elsewhere but to summarize, the next version (0.9) will focus on Map update. That means a bigger map, tweaked Quests, selectable starting position and some civilization traits to select each run. Also expanding the Dilemma card system to other areas like diplomacy and expanding the already present mechanism of Strategic resources.

All this to balance quests with the added complexity in research and trade in recent versions. The quest system is really old now and even with some minor updates the Map is too small and too inflexible to support the rest of the game properly. So this is basically to 'catch up' the pace of the game.

Even though it looks quite sizeable in the roadmap, Map update is not planned to be as large (in terms of work done) as the two previous ones. But considering the content might actually have higher impact on gameplay.

[h2]Will there be more levels of heroes?[/h2]
Yes the summer's 0.9 version is also going to push forward in the ascension tree (finally) and go to higher levels and difficulty. You will reach higher level heroes, crises and new technologies. But mainly, the tier 2 will bring in new mechanics in the Ascension tree itself.

[h2]What about the two locked Hero Slots?[/h2]
These will become unlocked in Tier 2 of the acension tree (most likely also in 0.9). But I won't share what their mechanics will be. Because I don't know (or to be more precise I have not decided between 3 options)

[h2]More eras beyond Modern?[/h2]
I am still not 100% decided but there's a plan to introduce a 'future theme' although not quite like the other 6 eras which are strictly defined. Rather I'd like to mix this with the 'endless' concept and a few other minor features to be introduced in Tier 2.

I also plan to expand to the other side of the tech tree, before the fire. But that's still very vague in my drawings.

[h2]Will there be more Hero colours?[/h2]
Yes and no. The current four base colours represent all factions designed for the game. There will however be a number of mechanics to change behaviour of these base factions. Some improvements planned for recipe system to make factions more flexible. And also changes to the corruption system - we ought to consider the 'temporary' Black colour (a corrupted hero) to play a bigger role in the future. Similarly an opposite 'white' temporary colour is something to be added in future.

[h2]How about the rest of Ascension tree[/h2]
Provided all goes as planned in summer, what follows in Fall will be Tier 3 & 4. As with Tier 2 there is going to be a little evolution going on with the Ascension mechanics from Tier 3 and 4. As I hinted before this is going to revolve mainly around the Black lotus mechanism. I'd like to introduce a conceptual change with every new Tier. The player should be aware that something has 'tiered-up' not just grown in level number.

[h2]What kind of scenarios besides Babel Tower are there going to be?[/h2]
This is one of the bigger question marks. I have a few samples in mind, but I have not parked them to each respective Tier yet. What I know for sure:

1) Each Tier will have at least one Scenario, some possibly more.
2) There will be a mechanics to make sense replaying the scenario (to maximize/farm a certain score)
3) Scenarios will have separate rewards (unlike the current state where they simply give you gold lotuses)

[h2]How many Unique heroes will there be[/h2]
I do not wish to leave early access with less than one hundred. Something close to two hundred would be preferable.

[h2]Will the game get translated?[/h2]
Yes but because of my decision to treat Ascension tiers as more content-heavy I will not initiate localization support until all four ascension tiers are done and tested. So most likely translation will start appearing AFTER game is functionally ready to leave early access. Which is why Localization support is parked at Q1 of 2025.

[h2]How about those cloud saves you promised ages ago?[/h2]
Cloud saves will come as a separate update for 0.8. The only issue there is they cannot be tested within a beta branch so the plan is to test them only with dev accounts and release that as a separate update to avoid a big bang failure (which could easily happen if there was a bug in 0.8 as well as bug causing your save get badly synced)

[h2]How about resolution support[/h2]
There's a tiny patch to fix letter/pillar boxing for different devices coming soon. I have done some testing on a Steam Deck and it 'seems to work for me locally'. The same patch should also make wide monitors playable in fullscreen. This is still far from resolution support I want but it's a first step in that direction and it will come out as part of 0.8 this month.

[h2]How about Deck support[/h2]
At the moment the formal state is unsupported but the game can actually run on it. It is obviously missing some key aspects like automatic action mapping and Cloud saves. There's no reasonable support for the controller actions (so you have to use the native touch-pad-mouse) and it also has quite bad readability of texts. (though this might slightly improve with resolution patch). There's no support for save sync on deck's unsuspend and a few other smaller issues. It is planned to fix all these in time, but I have not yet made any specific plans besides the Cloud saves (as it doesnt make much sense without those).

Thas will be all for this update. Have fun and keep an eye here in the Community for the upcoming 0.8 release announcement!

See you next time,

Ondrej


Come & Join v0.8 Beta

Hi all,

please let me invite you to the beta-test of the version 0.8 containing Research&Autonomy upgrades!

To access the beta, use the experimental branch via pass-key:

[h3]WelshCorgiPembroke[/h3]

Just go to the Steam, find Microcivilization in your library, go to its Properties, Betas and insert your key to the text box.


The branch is already activated and should contain game version 0.8.8
This Beta will run for a minimum of two weeks. Please if you have any feedback, check out the community forum or visit us on discord.

Detailed updated about what you can expect in 0.8 are here:
May update April Update March Update February Update

A more brief change-log of the version update follows...



0.8 Major Update

[h2] Research [/h2]
  • Technology tree has become slightly randomized and contains non-mandatory branches
  • Technologies are categorized into Central (mandatory), Minor (randomized with small bonuses) and Major (main techs with multiple traits).
  • Tree has become more compact visually to accomodate more technologies and more dynamic elements
  • You can now skip certain units and workshop levels in tech tree and aim directly for the higher levels.
  • Tech tree now contains Locks for optional major technology branches. A lock has to be first open in order to access the techs beyond it.
  • There are multiple types of locks - some require a condition to be fulfilled, some more difficult will require defeating a boss.
  • Tech tree now evolves with unlocking Eras. Locks become gradually more difficult.
  • As consequence of adding locks, Bonus stars mechanism has been removed altogether.
  • Instead from Bonuses, you now receive Heroes for every Major technology in your last two Eras.
  • Research speed has been slightly increased to compensate missing Research speed bonuses from Stars.
  • New Research Resource 'Secret' can be now gained in various ways and used to overcome technology locks faster.
  • You can discover random Rare Technologies not previously part of your tech tree after unlocking appropriate Ascension.
  • Era Boss Crises (Neolithic revolution etc.) have been converted to Locks (but other than that they work pretty much as before)


[h2] Autonomy [/h2]
  • Autonomy resource (the black-green beetle token) is now capped at your current population size (you can't have more autonomy than people). There's no way to exceed this and no penalty to be on the maximum.
  • Autonomy's passive effects to boost Research remains as before. However more instances of similar 'provision' traits have been added (not just for Research).
  • Except for passive effects Autonomy can now also be used as a 'mana' to use Autonomy-specific skills. This is similar to how Gold is used.
  • Autonomy is now hard to keep. Each Population dying causes a loss of two points of Autonomy (you can mitigate this to some degree).
  • Library is now the main source of Autonomy and it's traits have been completely reworked.
  • Theater percentages have been nerfed. Theater now also requires Gold and Autonomy to charge up (providing no passive bonus). Theater now however uses all Drop Rate bonuses and can drop Unique heroes.
  • Theater can cause one of two new types of Corruption. These contain both debuffs as well as unique boosts which can be utilized for specific gameplay style.
  • Existing Autonomy skills (auto-combat, auto-construction, auto-research) have been moved to Ascension tree (so you don't need blue heroes to use them.
  • Autoclick is still a blue trait available on heroes.
  • Autonomy skills now generally drain Autonomy per second (and all should be visible in the calculations)
  • Can select multiple technologies in a queue by selecting a Tech further down the tree.
  • Festival has been redesigned to use Autonomy as its cost and provide it's bonus in scalable way with increasing cost (based on active Festivals).
  • Festival now has a counter-part ability called Garden which costs gold and instead of mitigating excess food, it can convert excess free housing.
  • Both Festival and Garden behaviour can be improved by a number of rare traits (mostly from Unique heroes).
  • There is now also an Auto Quest skill which will automatically send quests to all tiles. This is a simplified version, which will be updated with the new Map update in next version.


[h2] Away-Playing [/h2]
  • Before loading a game, player can choose to preview what their civilization would look like if playing for the time they were away.
  • If the player likes how far the civilization survived, they can choose to continue, or instead load the game as it was when they left.
  • Away-time can be calculated up to 24 hours. It currently takes about 30s to calculate the preview for entire 24h (depending on your device specs ofc)
  • Accepting away time will grant a reward for each Hour that the civilization managed to thrive.
  • Away-time is a highly beta-feature at this moment.
  • To survive in away time it is recommended to utilize Autonomy skills and eventually combine with Blue heroes who can further boost the stability of your civilization.


[h2] Combat [/h2]
  • There are now new debuffs which can modify Crisis strength (similar to Storm from older versions).
  • Debuffs can be now gained through a new 'Predicament' mechanism which delivers a Debuff in a some randomly picked time (something like a time-bomb).
  • Surviving a debuff will grant you a new perseverance trait buff which lasts until the next ascension.
  • Later in game you will encounter new type of unique crisis with new challenges.
  • Stun has been slightly updated to only affect either Light or Heavy units (there are now two separate Stun traits)
  • Militia now upgrades with Technologies.
  • There are now new ways to increase your Militia charge cap and recharge speed.
  • Auto Combat skill now is configurable to support each unit type.
  • Era Boss Crises (Neolithic revolution etc.) have been converted to Locks (but other than that they work pretty much as before)
  • There is a new Click supercharging skill that especially auto-clicker players may like.
  • Festival is now a method to reduce Click Heat.
  • Workshops no longer scale charges capacity with level. Instead charges cap has to be increased by other (more uncommon) means.


[h2] Other [/h2]
  • Black lotus now works differently. Instead of being used as currency, it will negate any gold lotus gained during ascension.
  • Ascension tree has been expanded and restructured. As a result your old save game might end up having Ascensions which are dislocated.
  • Can select multiple technologies in a queue by selecting a Tech further down the tree.
  • More damage number details in Hero screen
  • Adde Damaged from Bolster or Barracks is now indicated on the unit ability popup
  • Unit charging traits are now showing in the same way for Workshops and Units as % per second.
  • There are now new tutorials appearing in various secondary game screens (heroes, research, quests)
  • Corruptions no longer can be avoided by equipping a trash hero. The priority to which hero it will assigned to is calculated from a more complex score system.

Nemeses & Predicaments

Hello,

it feels as if the last update was just a few days back. Spring days are flying by with incredible speed. There's plenty of new things added to 0.8 but mainly we're going to take a look at the new update to the Adversary system (formerly Crisis system, but there are now more entities to this than Crises, hence a new buzz-word is needed). Also I'll share some quick info about the upcoming v0.8 beta.

Nemeses


As you may already know, the existing Crisis system is somewhat 'temporary'. Not that it would be completely changed, but a lot of features are a bit forcibly simplified. A lot of feedback mentioned a wish for more variability in combat and additional/better progression in difficulty.

Nemeses system is a new feature which should eventually address both. What is a Nemesis? Nemesis is a unique type of crisis similar to existing 'Era' Crises that you combat every 7 technological levels but with a few differences.

The first difference is that each Nemesis crisis is repeatable. As soon as you Unleash the nemesis (more on this later) it will repeatedly be triggered every 5 minutes or so, depending on the outcome of the battle.

Second difference is, that each Nemesis is Invincible. Invincible crises cannot be reduced below 50% HP until a specific condition is satisfied (that differs per each Nemesis, and may eventually differ per each Civilisation run). For instance, when you Unleash the Smallpox Nemesis, you may need to reach a specific amount of Research per second in order to dispel its invulnerability.

Third difference is that Nemeses will only be available on Rare technologies. Rare technologies are a new Feature unlocked in Ascension tree. Each run there is only one Rare technology appearing somewhere in your technology tree, offering massive benefits but also some drawback. A Nemesis Lock will precede each Rare technology, Unleashing that Nemesis as soon as the Lock is Open.

Tech tree now conceals which technologies are behind Locks (and you will have the ability to circumvent that - though not for free). As tech tree progresses, this will open new mechanics to plan your way through if you are looking for speed or safety.

[h2]How do I fight invincible Crisis?[/h2]

For a good part of every run, player will have no means to destroy a Nemesis. The only option is to 'survive'. That can be achieved by usual Fort-everything strategy. Alternatively players will also be able to scare-away the crisis with use of Units. The mechanics here works a bit different than with normal 'mortal' crises.

When you reduce an Invincible Crisis to it's 50% HP, each successive attack will (instead of reducing HP) exhaust one Crisis' attack. When all are exhausted, the crisis disappears (as if waited out).

Only after the Nemesis' Invincibility Condition is satisfied, can you reduce the Nemesis HP to zero, thus removing it from the current Civilization run.

Fun fact: Although there are several hypotheses Smallpox may have co-developed into the severe form between rodents and their best friends - the farming humans about 3000 - 4000 years ago. Luckily in 1977 after a 19-year process, a vaccination campaign eliminated the disease from the whole planet. The cost estimates ~1.3 Billion USD in today's dollars (so about the cost of the GPT5 training) for the eradication of Smallpox, saving ~15 Million people from death every year since.

[h2]How many Nemeses are there[/h2]

The v0.8 will only contain three Nemeses: The Huns, The Smallpox and The Inquisition. Each randomly spawning in your Tech tree after unlocking Rare Technologies ascension. Both the Nemesis system and Rare technologies concept are still 'much beta' and it depends on future beta testing, where the whole complex of features is going to move.

New Technology tree is overall progressing in difficulty with new Eras unlocked. Rare technologies will introduce Nemeses after Renaissance era. Other ascensions were also re-grouped to make more sense progression-wise. For instance Auto-skills are accessed in an early branch right behind Stonehenge while Hero recipes can be unlocked from a shared cluster rather than being spread across the tree.

Disasters


It would be pity if this was all the new trouble coming our way in Microcivilization in v0.8. The next feature is something that would best be described as 'abstraction' of the existing Storm debuff.

As you may have experienced yourself, the Storm debuff (currently available on Babel tower scenario or via Hanging Gardens trait) is a bit of a lonely feature, having little alternative debuffs or any deeper integration with the rest of the game. Have no fear. In v0.8 anyone can have their own storm free of charge. And also Rats, Drought and Industrial Pollution.

[h2]Debuffs to ruin your day[/h2]
This is exactly what this is about. A set of debuffs (for the moment let's call them Disasters) which will amplify any Crisis you face while they're active.

Storm used to add unblockable attacks. It still does. But it also amplifies any Crisis risk in the meantime between Crises.

Rats will add Damage-per-second attacks to new Crises and create a flat Disease Risk.

Drought will ruin your food production and will make all Crises HP bigger.

Industrial pollution will be your best friend however. It increases fire risk and prevents you from constructing anything during a crisis.

Combining multiple Disasters at the same time is possible, though not recommended.

[h2]Predicaments turning into Disasters[/h2]
How does one get a Disaster? Randomly? No. In Microcivilization I believe that the player's action should be the ultimate root cause of everything that happens. No flat % chance of tornadoes here.

Instead, we now have a feature called Predicament. It is a sibling to the 'crisis risk' feature we already know. The major difference is that a Predicament is a certainty that a problem will happen. You just don't know when or what that problem will be. How does that work?

All this leads back to our new Technology tree again. Same way you can unleash Nemesis before starting a research, you can unleash a Predicament debuff. So yay, all of your misery will be effectively self-inflicted.

Predicaments are illustrated as a time-bomb triggered by new technology and they're exactly that. Who knew that leeching gold ore with cyanide atop the hill might eliminate all fish in the rivers in 2 years.

Instead of having a % change of triggering a Disaster, each predicament debuff has a specific Time when that predicament 'explodes' and 'turns into' a Disaster. The time is between 1 minute and 1 hour. (There are going to be ways to find out what the predicament time is).

Of course, there will be other ways to receive a specific disaster (A Nemesis may for instance grant a Disaster debuff directly as one of it's Ultra-Attacks)

[h2]How does this work together with Crises?[/h2]

The long 'time-bomb' period of Predicament means you cannot easily wait them out. You will be forced to move on with the Damocles bombs ticking above your head, risking to end up with a swarm of would-be-easy Crises becoming insane unblockable aggressive ninja Crises with piranhas and locusts swarms. If that isn't fun, I don't know what is...

But don't worry, predicaments don't start appearing until Medieval era. The initial variants should be relatively soft and scarce. Only as you progress further down the ascension tree should the amount of bombs grow and turn into a problem worth considering.

As with Nemeses, this is just a first version. We'll see what direction to evolve the Disaster/Predicament feature.

[h2]Secrets[/h2]

All the above features are revolving around the new 'Lock' system that precedes technologies in your tech tree. This lock system is currently very generic and may change significantly in the future. However one trick was added to help players overcome some of the more challenging Locks, like the mentioned nemeses or predicaments.

Secrets are a new resource, which you can gain by some updated Tribal-Village Dilemma cards or simply from a few selected technologies in the tech tree. Secrets can be used from within the tech tree to force unlock any Lock, without triggering it's effect of having to satisfy the locks' condition (in case of locks like 'complete 3 quests')

With secrets you have some way to strategize your path through the Tech Tree. With Locks and Tribal villages being randomized each Civilization, you may need to change approach each time to get to the later era faster.

In case you're looking for a precise and less stressful play style, stocking on Secrets and using them up to work around Nemeses and Predicaments is the strategy you may want to apply.


When is Beta going to open


Majority of the work in the past month was testing and balancing. There's still a number of bugs to be solved, playtesting to do (especially late-game and AFK play) and some artwork to be made.

However it feels that the code stability and feature coverage is where I expected it to be back in my last update, so I can safely say that the Beta will be opened before the end of May. I'll issue an announcement as soon as that happens.

Away time calculation is starting to look more stable. This is example of the loading screen indicating which rewards your civilization would get, if you accept 20 hours of away time. In the beginning it seems my Civ managed to repel all crises, winning over 80% of fights. But then probably succumbed to some rare fore. So now I can now chose to Accept that to get 21 heroes, along with a beefy 400% drop-rate bonus and 2 Gold Lotuses for the price of having to rebuild the civilization from scratch. Or I can instead load the game as it was when I left the pc yesterday...

Roadmap changes


I have made a few adjustments to the Roadmap to reflect the existing situation a bit better. Overall there are no major delays regarding 0.8 (should get released early June if beta goes OK) or 0.9 (likely by the end of Q3)

I am however starting to suspect that formal 1.0 release date will be affected by Soundtrack work (I have made a different - bigger - plan for Soundtrack) and eventually some artwork features required for Tiers 2,3 and 4. I have been considering doing most of these as Content Updates past 1.0 but for some features i begin to find it make less and less sense. To be transparent about this uncertainty I have stretched the possible 1.0 across Q1 and Q2 2025.

For various reasons I am postponing work on soundtrack to not affect the critical versions 0.8 and 0.9. But like I said in one of previous updates - music is a difficult piece of work to estimate for me and it's quite likely I won't resist the urge to spend more time on this than absolutely necessary :)


This is all I wanted to share for now. Have a nice day.

Ondrej