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Conquest, Death, Famine and Man-Flu

Hello everyone,

after another month comes another update. This time I won't be able to talk much about what was done in these four weeks, but will instead look at what's going to happen shortly and view some of the fundamental features of version 0.11.

The main reason is I came down with annoyingly persistent flu for over 3 weeks (exchanging it with my son and wife) so this month progress was bad.

[h2]Beta Test drawing near[/h2]

Regardless of this delay I am now in the finalization phase for 0.11. That includes final graphical polishing, testing and re-balancing. There are some small features missing and there's massive amount of work on music and the Demo (both of which are somewhat non-critical though).

My original estimate (about a month back) was to do Beta in the second half of May, but for the reasons mentioned above I will have to reserve extra two weeks at least (which is about the time lost to the illness).

[h3]Current plan is to start beta in the week of June 2nd-8th (for at least 3 weeks before releasing 0.11 live)[/h3]

I will share my finalized plan on my next update in four weeks. As soon as we draw closer to this I'll also be able to provide actual release date. But this time I do not think I want to have too long beta. Instead I want to do more internal testing before. So optimally 0.11 would be out after 3 weeks of beta testing. According to my January Roadmap this still fits the Q2 release slot.



[h2]Rogue-lite Tier 3[/h2]

As soon as you finish the second Scenario of the game (will be added as part of 0.11 release) you will be thrown to the Tier 3 immediately. Lots of things will change for the time you're in it. To get out you need to do the usual things - gain Lotuses and buy out all the main Ascensions on the ascension tree.

Tier 3 is a fall-from-grace chapter of the game. Your civilization is fighting to retain its position among the living. This is not about culture or prosperity. This is about survival against the most merciless of opponents.

[h3]YOU are now a Tribal Village and THEY are now you.[/h3]

For this reason Tier 3 is going to be played in a slightly different style than Tier 1 and 2. This not to say the mechanisms will drastically change. No, 99% of the core concepts will be the same. The difference comes with some features temporarily disabled or weakened while some enhanced or made into primary gameplay.

[h3]New Map Resources[/h3]
Most of your early activities will be restricted to finite resource on the map. There will be new actions (Quests) you can do on the tiles. New Resources like Ancient Ruins or Foragable Berries will be your initial source of economy and progress. As you move to the end of the Tier you will slowly transition to your old play-style economy.



[h3]No Population-based research[/h3]
This is the first difference you will spot in Tier3. Your population is stuck with something called 'tyranny of custom' and you gain no free Research points. You will need to actively search for Ancient Ruins on the map to gain temporary Research bonuses.

Ancient Ruins will be the primary source of progress in general. However you will have to choose between Technological progress and Meta-game progress (Lotus and Secrets). You will also frequently have to fight your way to these ruins over Cannibal clans and Barbarians.

So getting Research will not be easy. But after all that effort you will ultimately unlock an ascension returning population and autonomy based research back.

Reflection Dilemma is the reward for exploiting Ancient Ruins on the world map. Each will offer you options to progress your civilization. This is also initially the primary source of Lotus at the cost of some of your heroes (future or present depending on the dilemma card).

[h3]No Workshops & Heroes[/h3]

With no permanent settlements there are no workshops. Discovering Permanent settlements is one of the last Technologies in the Tier 3 tree so it will take significant effort to reach it. For the majority of your time in Tier 3 you will not have to worry about workshops.

As mentioned previously - on Tier 3 you do not have sophisticated benefits as mythology and history. So your Heroes will not work. Or in other words you wont be able to equip them. Instead you will be using a new type of Idol heroes, which must be collected from scratch.

While both of these problems make your life significantly harder, they also make it far less complex.

[h3]Conquistadores [/h3]
These guys will be your ever-present Nemesis here. Conquistadores start on Level 1 like everything else here. That is about the only good news though. They will be re-spawning very quickly and gaining new powers mercilessly. Initially you won't likely survive further than their third raid.

As you unlock more meta-game features, Idols, technologies, you will be able to deflect them more easily.

Conquistadores never become Mortal here. You will have to crawl through the Ascension tree up to the special 'Nemesis Eradication Scenario' where you will finally be able to defeat them. This scenario -if won - will also permanently remove them from the Game.

Later in tier 4 EVERY Nemesis type in the game (smallpox, inquisition etc. ) will have their Eradication Scenario to remove them from the game.

An overview of some of the unpleasant challenges of Tier 3 including the 'four conquistadors of apocalypse'.

[h3]Expanding Civilization[/h3]
Conquistadores are tied to their home civilization. In Tier 3 this civilization will always spawn hostile and with a large territory in its control. It will also expand this territory every couple of minutes limiting the free roaming space for your civilization's migratory economy.

You will not be able to defeat this civilization entirely nor be able to wage diplomacy with them. The only Quests available to you will be Raiding their territory which makes a single tile abandoned.


[h2]Swimming up to the surface[/h2]

All the Tier 3 challenges eventually get resolved permanently. Before you are out of this purgatory most of your lost old abilities will be back and the game mechanisms will return very closely to where they were at the beginning of the game.

The Tier 3 Ascension tree is currently pre-balanced to about 10-15 ascension cycles with a 'moderate playstyle' to complete it. With single ascension run beginning from 5 minutes slowly increasing to about 30 minutes (depending how long you can survive) we are talking about 3 to 5 hours play time to complete. If rushing it will likely be possible to reach Tier 4 in half this time.

As I said back in one of the other updates, Tier 3's purpose is to introduce a sudden change in the pace of the game and add all remaining pieces of the puzzle to it. At the same time it is meant to provide a relief from strategic complexity. It is an 'intermission' with different play style compared to the rest of the game and which serves as a contrast to the advanced future era civilization you achieved just before.

This means that once you are out of the Tier 3 you do not need to ever go through the same ordeal again. Tier 4 will resume back to the original play style, except combined with some of the newly discovered features.

Ok, that's all I have to share today. Next month I'll wrap these Tier 3 updates with the last one - about Judgements and what role high-tiered lotuses will play in this new meta-mini-game. Also I might share some stuff about the Tier 2 scenario (but I don't want to spoil much from that). That will cover pretty much all there is about 0.11. So let's hope all works out well in the finalization phase and Beta-test and that we can all get The Biggest Version Update live.

See you next time,

Ondrej



The Good, the Bad and the Ugly

Hello. In this update I would like to show one of the two meaty parts of upcoming verion 0.12: The new Lotus types and Idols.


[h2] The Ugly [/h2]

This is Red lotus. Red lotus will be your new best friend in Tier 3. (If you are not sure what happens in Tier 3 be sure to check january update )
In Tier 3 you can say goodbye to all the Gold Lotus mechanisms - No more rewards for population, workshops or anything of the sort. So in fact Red Lotus will be your ONLY friend.

Red Lotus represents Sacrifice. To gain a Red lotus, you will have to give up some bit of your progress (or progression speed). There will be several methods of doing that and you will unlock one by one as you go through the Tier 3 Tree.

Red lotus are special in that they can technically be produced infinitely as long as your civilization can withstand another sacrifice (there is an increasing cost).
They will also always be the first ones to clash with Black lotus making them a reasonable method of protecting more valuable Lotus types later.



[h2] The Good [/h2]

Meet the White Lotus. Unlike Gold lotuses, white lotus will be gained only from a new Pledges mechanism - something like optional objectives. The pledges will work similar to the old Bonus Star system (which has been removed last year).

At the start of each game, you will have the option to pick any number of Pledges (from among your Civilization Perks). Each Pledge has different condition which must be met but more importantly kept for the rest of the game. It works like a difficulty handicap.

If you complete the Pledge successfully each will grant 1 White lotus on your ascension.
The Pledges will be unlocked one by one as you progress through Ascensions. As a matter of fact I plan to introduce White lotuses back in Tier 2 so that Players have access to them earlier.

Also White lotuses will have a new feature - they will be 'Transient'. Meaning you cannot hold onto them in between ascensions. All White lotus you earned, you must either spend, or lose them.
Because gaining multiple White lotuses at the same time will be difficult (by having to complete multiple Pledges in a single run) - White lotus will lead to slightly different economy than grinding Gold Lotuses.

Note: Most ascensions will not require White lotus. It's role is mostly reserved for rare upgrades and important milestones in the Ascension tree.


[h2] The Bad [/h2]

Finally the mighty Black Lotus that we all know already. As you probably noticed in the current system each Black Lotus destroys one non-black Lotus during ascension. Thus it works like a generic punishment for playing 'badly'. This mechanism stays, but there is a little twist. Tier 3 will actually need you to play a bit more 'naughty'.

With Tier 3 there are two main additions to the Black Lotus mechanism:

  1. From Tier 3 There will be new powerful abilities which will generate Black lotus as a cost. Black lotus thus will also act as 'currency' (in a sense that for a special bonus also receive black lotuses)
  2. Black lotuses can actually be 'Captured' and used to purchase some very powerful ascensions deep down Tier 3.
  3. Black lotuses (along with other colors) will be used to purchase special abilities (or 'Instruments') used to combat Meta-Nemeses (codename 'Judgements') in meta-physical world (i.e. in the Ascension Tree itself as mentioned in the same january update mentioned earlier )


I'll share more details about points 2 and 3 next time hopefully. So for today let's look at point 1.

Idols


Idols are a new type of hero introduced in the dark times of Tier 3. They represent primitive cultural 'Spirits' and are interpreted as Animal idols. These spirits are the only culture your Micropeople have before inventing arts, religion, science, mythology, or comic books. You will need these powers to win the Tier 3.

Bull Idol will be one of the earliest available 'factions'. Besides having a random economical trait (from different pool than heroes) it will have a unique ability permanently increasing your unit damage.
Rat Idol will be available on later stage. Its special power will allow you to dispel Predicaments (finally). The exact mechanism is still being proven against the rest of the game.

There will initially be 6 Idol 'factions': Bull, Raven, Vulture, Hawk, Rat and Hog. Idols only have one economical trait (compared to up to 3 on Heroes) but each has a very powerful single-use ability (usable once per run).
This ability will grant you a permanent trait for the rest of the run but at the cost of generating Black Lotus over time. You won't be able to cancel that ability once used so make the decision wisely.


Ascension Tree Tier 3 work in progress. In here you can see main path through it beginning from its center. A number of secondary ascensions will be added too.

Using idols in all your four slots will grant you a lot of power. You will most likely be able to defeat any opponent and succeed in goals otherwise impossible. The downside is that you will also generate a plenty of Black Lotuses during this time, plenty of dead and thus jeopardize your ascension progress.
So the choice will be up to you how much of this dark power you will use.

Idols are simpler than old-school Heroes. They can only reach level 10 (though more expensively so) and only exist in one rarity (possibly a handful of Unique idols will be added in the future). They will be the only type of hero you can equip during Tier 3.

So you may be asking what happens with your Idols when you reach Tier 4?

[h2]Socketing[/h2]

Upon reaching tier 4 you can again equip you old heroes (and to gain new 80+ level ones). From this point Rare/Unique Heroes can be infused with your Idols (one per each). This will technically insert the idol to the Hero - creating a different frame around them. They will share the same space and can be equipped at once. You will also be able to 'unsocket' the idol freely via Salvaging.

Tier 4 will therefore again allow you to combine both your traditional Hero build with the new Idol-powered super-abilities. This will be necessary to confront the Tier 4 challenges and final boss.

More about that another time.


Have a nice day,

Ondrej



Small Patch 0.10.12

Hi,

i've just released a little hotfix. Mainly for a couple of regression issues caused by the big patch 0.10.11
[h3]0.10.12[/h3]
  • 'Obsoletion lock' of Taj Mahal Should no longer crash the game when displaying first warning dialog and has a correct icon
  • Babel tower should no longer generate Locks in the tech tree after loading a game
  • Game should no longer crash when multiple ascension boosts are active (defeating multiple era bosses in short time)
  • Game should no longer crash in some corner-cases with Storm debuff
  • Game should no longer crash when having Autonomy higher than max 32-bit number.

Ancient History

Hello,

this update I want to reveal a bit about Tier 3's ancestral era Map. Also since this goes back to 'ancient history' I thought it would be fun visiting the history of Microcivilization as well.

So let me show how our present Quest system evolved since the game's beginning and in the end I'll show you how it will evolve further in Tier 3 and beyond.

[h2]First Idea[/h2]

In one of the older updates I've shown you how the project started. But it doesnt show the actual first concept. That first concept was this:

This is the Microcivilization's first idea, picture in mspaint created September 8th 2021 8pm. Simple clicker, research tree and a miniature civilization glass ball with little people running around and autonomously building a little city inside. Nothing else, there were no Quests or Map. Simplicity itself. Four-months project maybe?

But we know now that this concept was not what happened. I quickly realized that there's a plenty of ways to make this into a more complex game that nobody has made before (I don't know if that was true, but to my past self's ignorance wisdom it was). So features started appearing very fast.

[h2]Quests 1.0[/h2]

Quests were the first 'extra' feature I've added (i.e. besides research and construction/growth). Their role was to provide source of chaos to the game. Quests were meant to be a choice to speed up progress in your game at the cost of problems. But I didn't yet know what the problems would be. There were no Crises there at that time.

Version as at early October 2021 about 98 hours of total development time. Quests were just timed resource buffs. Notice that quests 'reserve' population. This was meant to be the limiting mechanism way before units and workers were added.

The idea about quests mechanics was quite simple .... you either send your population to quests, or you keep them in your workshops. How you distribute this would define your 'strategy build'. Quests would be flexible - so you had a slider that allowed you to send whoever was 'idle' to the mines or wherever. Neat....

[h3]Crises[/h3]

It soon became clear that in order to justify any 'strategy' the game needs to have some dynamic combat. Otherwise players would have no real problems to solve. My inspiration here was the Clicker Heroes and I always imagined that the level of complexity would never go beyond that game.

December 2021 about 300 hours in the making of Microcivilization (that name did not exist back then). First Crisis was added around this time. Notice that the combat was done via Clicking Sword and Shield and by constructing a Fire brigade. Units did not exist at this time. Crisis also did not have any 'attacks'. Instead it was reducing your population over time. You can also see a new background style - I was learning pixel art here while re-doing the first conceptual graphics.

Crises added the core concept of combat. With that it quickly became apparent that Risk management needs to be added as a bridge between Quests and Crises.

[h2]Quests 2.0[/h2]

Existence of Crises implied how to structure quests. I had to split between high-risk and low-risk quests. Those that required strong military and those that would be used after exhausting combat to replenish the economy.

Also I realized that using individual population slider for quest did not scale very well. While workshops have consumed percentages of population, quests used actual people - that didnt really work. Player had to do a lot of math and when numbers didnt add up, it felt really stupid and frustrating.

So I ditched the individual population constraint on Quests and decided to keep using Percentages of population as a kind of single resource. At this point I realized this will need some specific 'new resource' but decided to postpone such decision.

This is pretty much how the next version of Quest system looked like:

Bunch of starter quests. You can see there is a concept of 'limited' quests (which you could simply exhaust) and infinite quests. Also you can still control how many people you send. But only in 5 percentage options.

[h3]2022 stasis[/h3]

Believe it or not, this quest system felt more than sufficient. At that moment I knew I would like the quests to be represented with some kind of 'map-like' background. I also knew I will need to add more dynamics to how quests change over technological progress. But virtually all parts of the game needed more attention and prettification of quest system would not move me any closer to a playable version.

To put this into more context, during this stage I had maybe a 30-60 minutes of gameplay (semi-idle clicker). There was no Hero system, no Ascensions, no presentable visuals.

Early 2022 was about adding actual content. Crisis types, Inventory screen, UI graphics, workshop animations and more variation of the buildings.

This phase had one objective: The gameplay must be good enough end-to-end to turn it into a Trailer. No more 'fake' graphics or missing core features. 30 seconds of video must be able to tell the whole story what this game is about (and why it should be worth any real-world money).

So quest system stayed intact for maybe 8 months, with minimal changes.

Screenshot from June 2022 version. You can still see the old combat system except we now have fists on Yin Yang button. The idea here was that Food automatically converted into Damage during crisis. So the Wheat icon just turned into Fist. Completing the Growth bar dealt damage. We still had percent Idle people instead of workers. We still didnt have military units. But we had Mammoths alright.

[h2]Quests 3.0[/h2]

In November 2022 first Teaser video was made and I started marketing the game publicly. Which meant I was done making the game look pretty and had to make it play well.

Geek Note: In November 2022, after about 840 hours spent on the game almost all my backend code was a single class. That class was holding all the game logic as well as save data and was about 3300 lines of code (separated to 10 files). It wasnt until november 2022 that I split it into a more structured architecture. It was really fun to work with in this first stage. I definitely recommend YAGNI approach in case you are building something very volatile and you're not at all sure what it will become.

This upgrade of the quest system added visual map. And because I didn't want to be a cliche and have a hex grid, I used this yin/yang approach with tiles being linked to two individual quests. The map was technically still a hex grid, but didn't betray that fact so obviously.

First 'Playtest' version of Microcivilization in April 23 used the top-right map. This was the first quest system players could actually see. Full-size map came later for the Demo.

Along this version, Worker mechanism and Military Units were added and the whole Idle % reservation system removed.

With this third system I went live in November 2023. And I thought it would be all. I'd do a bunch of major updates during Early Access, finish up the ascension tree tiers, and in a year or so call it a 1.0. End of story....

[h2]Quests 4.0[/h2]

But thanks to the success on Early Access launch day I realized I have to change plans. Players really like the game. So what the hell. Let's finish this the best way I can...

You can pretty much see what followed. After Purple Faction major update and Research/Autonomy update the new World Map was added into the game. So in the end I decided to go with the cliche and added a hex grid.

The map as it was done in version 0.9.

This fundamentally changed not only quests but also the entire economy of the game. I consider this change to be the most invasive in terms of game design and has catapulted the difficulty of game design to a new level. Not only do we have tile improvements generating resource, there's also tile adjacency mechanism, fixed critters on the map, other civilizations and diplomacy.

So where do we go from here.

[h2]Tier 3 - hunter-gatherer's struggle[/h2]

As mentioned previously, Tier 3 will be a dark place. After finishing Tier2 the player's civilization will be thrown down to literal abyss of history. They will lose all they had until now until they can prove worthy to regain it.

Current Tier 3 map with some of the new features explained. With endless mode and expanding hostile civilization it will effectively be a rogue-lite battle-royale

  • You will be fighting an enemy far more advanced than you. You will have no diplomacy, no culture, no city.
  • The enemy will be actively hunting you. A 'Conquistadors' Nemesis will be unleashed right from the beginning and the Hostile Civilization that controls it will be expanding its territory over time until it takes up the entire continent. You will be able to move your 'camp' on the map to pospone your inevitable fall.
  • You'll also be missing your Neolithic technology tree. Basic technolgies will have to be re-discovered in a similar manner as Tier 2 future era - navigating around dangerous dead-end paths. So your tech tree will be 'endless' right from the beginning.
  • Your ability of doing Research from population will be gone. You will need to actively explore Ancestral ruins to gain research production.
  • You will have no heroes. All heroes you had will be un-equippable for the length of Tier 3. (more on this topic in a future update)
  • You will have no workshops. Most of the time you won't even have any territory.
  • You will end the run if your civilization dies (same as during Future era).


[h2]Light at the bottom of the abyss[/h2]

But not all is bad. For all your suffering there's a couple of new features that will uplift your poor civilization.

[h3]Farming Secrets[/h3]
In Tier 3 there will be a few new mechanisms that will allow acquiring more Secrets. The price will not be small. But it will be there.

[h3]Adopting Technologies[/h3]
You will be able to adopt any technology you find in the 'endless' tree. That means you can pay a certain price and you will permanently gain that technology for the future runs. In this manner by exploring the 'endless' tech tree you will be slowly 'rebuilding' the Neolithic tree. When you reach Future era again (in Tier4) you will be able to apply this on Future era technologies too.

[h3]Remove Nemeses from the game[/h3]
I know, you are asking 'like how permanently'. Like really permanently. Every Nemesis will have a specific scenario which can be played (like babel tower, but shorter and simpler). After winning it, the nemesis will be completely defeated and will never-ever appear in any game.

[h3]Doing 'bad stuff' and utilizing Black Lotus[/h3]
Critical features for your survival and ultimate victory in Tier 3. More on this another time.

[h3]Taming Mammoths[/h3]
Yes. Finally.

But leaving the 'lore' behind, Tier 3 is meant to be a little refreshment. Unlike jump from Tier 1 to Tier 2 it is not intended to step up in difficulty or make things more complex. It should instead provide some brand new mechanisms and a simpler flow taking you again back to brute-force start.

It shouldn't also be very long. I expect Tier 3 to take maybe 50-75% of Tier 2 playtime length (depending on how many ascensions you buy). New Hero type and different Lotus mechanisms will change the pace of the game as well until the player re-emerges on Tier 4.

This is all for today. I'll see you in four weeks.

Ondrej

Minor Difficulty Update

Hi,

after a a longer time than I intended I managed to scramble the promised small patch addressing some of the difficulty issues.

Because some of these changes were quite invasive I had to properly consider what to do as part of next major version (which will take a bit of time, being the biggest update so far) and what can be done as a patch.

The main reasoning here is risk management - invasive changes done badly and released in a patch without a proper beta-test can lead to many side effects or eventually a complete rollback of these changes. Also some of the changes can be in conflict with the next major update. A lot can go wrong.

At the same time I did not want to trigger another beta test stage merely for the sake of balancing so I decided to split the work. So what you are getting today is the bit which I considered either safe or worth the risk.

Leaving aside small bugfixes, this patch contains three main 'feature changes':

  1. Babel tower now runs on Level 40+ - effectively babel Tower is a Tier 2. The objective is to make this scenario act as a proving grounds before entering Tier 2 for real. A gateway of sorts. For players enjoying rushing strategy this should act as a check before irreversibly jumping to higher difficulty where progress can be a lot more pain. Small changes to the Babel tower were also made, but nothing big - only to make this a bit more playable. A lot of bigger changes are planned for later Major Updates.
  2. Ascension rules have been redesigned. This is a bit of an overstatement as the rules aren't really that complex. But from now on you do not need Taj mahal to ascend mid-game. Instead you will have an opportunity to ascend after defeating Era boss starting from Tier1 Medieval era (I intended to keep this close to where Taj Mahal was available previously). From Tier2 this is available right at the Neolithic. So in case you DO overexpand to Tier 2 with weak ascension build, you have easier way out through lotus grind.
  3. You can Respec your ascension tree. Because I believe the above two changes address the Tier 2 overexpansion sufficiently I decided I can also add respec to the mix. My reasoning here (as per some community discussion) is that I don't want respec to be a method to commonly use in ascension rushing strategy. The feature should serve in case you make a mistake, or when you get irreversibly affected by a bug or a design problem (as is the case for a few players on version 0.10). The respecs for now are limited to two per game and I did not add any method of 'farming' respec points yet (will probably do at some point). First point is gained with Medieval Era unlock, the second point is gained on Tier 2.


That is the main stuff which deserves a bit of explanation. Below is the full list of changes inclusing small tweaks and bugfixes.

As usual please report any bugs of problems to the community or discord. I hope there's not many more issues to solve before we can consider 0.10 to be fully stable.

Thanks,

Ondrej

0.10.11 Patch


    You can now Ascend after defeating any Era boss crisis. This is enabled for 1 minute after the crisis destruction.
    Taj Mahal no longer allows players to ascend at any time. Instead it has become a Ceremonial wonder similar to Pyramids and Stonehenge.
    Once per Tier you can Respec your ascensions via a new button on the ascension screen.
    You can now quick-buy ascensions with shift-click
    Babel tower scenario now works as if a Tier 2 round - has a +40 levels penalty and other difficulty challenges. This is mainly to prevent players from rushing their way to tier 2.
    Babel tower Scenario events now kick off 2 minutes later due to a more difficult start
    Babel tower heroes are now level 70 instead of 50
    Population milestone locks on technologies tweaked to better match reasonable population levels (with respect to difficulty on that level)

    Auto research now has a Predicament triggering option.
    Auto research no longer triggers Wonder obsoletion locks
    Added a few tutorials and warning messages to important moments in the game. This was based on recent feedback where some elements were missed by accident.
    Truce dilemma on Tier 2 requires slightly less units.
    Early research costs in neolithic era where slightly reduced.
    World war 'Era Boss' now correctly spawning before Internet when Future era unlocked.
    Theater can now give both a Corruption and a Hero. Also the displayed percentages should now be accurate and make more sense with respect to Magnitude increments.
    Messages on screen can now be dismissed in bulk by clicking while holding left shift (useful in late-game or when hero farming)
    Should no longer be able to start the game in Sea by selecting a tile and subsequently regenerating the map.
    Crisis attack buttons should now have a smaller bounding area allowing correct hover details to pop out when they overlap.
    Collecting hero should now use the Currently selected tab if possible.
    Inquisition Autonomy mortality condition has been reduced to 40.
    Removed some obsolete Locks from the tech tree.
    Map tiles can no longer increase their level past your current technology level +5.
    Unit damage no longer adjusted by technology level it is unlocked on. Unit damage is now always the same.
    Fixed babel tower event messages
    Chichen itza is now unlocked by Warrior code instead of agriculture