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Patch 1.2: Carthaginian

After taking a two-month break from CivIdle, I am happy to announce that I am back with another content patch! Patch 1.2 has a new civilization, as well as a bunch of QoL updates. And I will also briefly talk about what I've been working on during the break.

[h2]New Civ: Carthaginian[/h2]



CivIdle’s tech tree spans from the Stone Age all the way to the Information Age. This creates a challenge when adding new civilizations: very few cultures existed across that entire timeline. As a result, balancing late‑game progression becomes difficult for civilizations that historically didn’t reach the later eras.

To address this design challenge, I’m introducing a new system called Civilization Ideas. It’s inspired by a mechanic I’ve been developing for my upcoming game Restitutor (more on that later).



Carthage’s unique bonuses now come from its exclusive Civilization Idea Tree, unlocked through its unique wonder, the Cothon of Carthage. Each level of this wonder grants 1 Idea Point, which can be spent to unlock new ideas. These ideas are designed to enhance different aspects of gameplay all the way through the Information Age.

This new system allows me to add more ancient civilizations to the game while giving each a distinct identity without creating late‑game balance issues.

[h3]Cothon of Carthage (Wonder)[/h3]



Unlock Carthaginian civilization ideas

[h3]Atlas Mountains (Natural Wonder)[/h3]



All buildings within 2 tile range get +X Production Multiplier. X = number of different resources produced but not consumed within the range

[h3]Hanno the Navigator (Great People)[/h3]



+1 Transport Capacity Multiplier (Classical Age)

[h3]Hannibal (Great People)[/h3]



+1 Production Multiplier, Storage Multiplier for Siege Workshop, Sword Forge (Classical Age)

[h2]Enhanced Petra[/h2]



After constructing Petra, warp from this run (max. 4h) can be carried over to the next run.

[h2]Easter Bunny: Easter Special Wonder[/h2]



Once constructed, 10% of the extra Great People at Rebirth from this run will carry forward to the next run and are born after building the Easter Bunny in the new run. This wonder can only be constructed during April

[h2]Transport Plan Cache Timeout[/h2]

Transport Plan Cache was introduced a while ago to address late-game performance issues. From the feedback I've got, it does improve performance significantly, but cache can become stable and cause weird transports. I've reviewed the code and tried to improve cache invalidation. And as a failsafe method, I've also added a transport plan cache timeout, which will force invalidating the transport plan cache after a specified timeout.



You can find this setting in Menu -> Options -> Gameplay.

[h2]Electrification in Statistics Office[/h2]

A few patches ago, the electrification system was reworked - it went from meh to very powerful. I've expanded the electrification information in statistics office, which allows you to quickly see a building's electrification level, and its current status (Active, Not Active or Not Enough Power)



[h2]Warehouse Quick UI Mode Improvement[/h2]

Previously, when Quick UI Mode is on, the per cycle and max amount will be redistributed when you select/deselect a resource. When the warehouse capacity changes (after upgrade, or due to dynamic multipliers), the amount is not updated. In this patch, the per cycle and max amount will be redistributed on every transport. So you no longer need to rebalance the amount after selecting the resources - the amount will rebalance automatically.



[h2]Natural Wonders Improvement[/h2]

Previously, all natural wonders are generated 3 tiles away from the edge. This no longer works well when new natural wonders that have a bigger range are introduced. In this patch, the natural wonders are generated X tiles away from the edge and are at least X tiles apart from each other (X = its maximum range). Brazilian natural wonders are generated at least 6 tiles apart from each other.

[h2]Achievements[/h2]

Rise of Punic
Rebirth with at least 1 Extra Great Person when playing Carthaginian (Reach 64M Empire Value when rebirth)

A Full Cothon
Unlock all Carthaginian civilization ideas

Patch Notes Reader
This achievement should also work when you click on any patch note link in Help -> Patch Notes

[h2]Restitutor: Empire Restored[/h2]

Finally, allow me to talk about my upcoming game - Restitutor: Empire Restored. It is a historical incremental grand strategy game focused on statecraft, diplomacy, and calculated warfare. Set in the Roman Empire after the death of Commodus in 192 AD, when the empire fractures into rival provinces. As a governor, lead a province of your choice and restore the empire through statecraft, diplomacy, and conquest.

https://store.steampowered.com/app/4431750/Restitutor_Empire_Restored/
If this game sounds interesting to you, add it to your wishlist! I've also opened the playtest to CivIdle players with Praetor (IV) rank or above. If you want to help playtest the game, see the instructions here: https://store.steampowered.com/news/app/4431750/view/526496349181444789

[h2]A Teaser on the Upcoming Patch[/h2]

While working on Restitutor, I had lots of ideas that didn't quite work out for that game. However, some of them are actually great for CivIdle and I've decided to cherry-pick and backport these ideas to CivIdle. When I have accumulated enough of them, I plan to package them into a new content patch. And here's a teaser on what I've backported.

Now In Beta: Patch 1.2

[h3]This is the draft patch notes for 1.2 - it's a living document and will be updated until Patch 1.2 is released. You can opt for beta now in your Steam Client.[/h3]



[h2]New Civ: Carthaginian[/h2]



CivIdle’s tech tree spans from the Stone Age all the way to the Information Age. This creates a challenge when adding new civilizations: very few cultures existed across that entire timeline. As a result, balancing late‑game progression becomes difficult for civilizations that historically didn’t reach the later eras.

To address this design challenge, I’m introducing a new system called Civilization Ideas. It’s inspired by a mechanic I’ve been developing for my upcoming game Restitutor (more on that later).



Carthage’s unique bonuses now come from its exclusive Civilization Idea Tree, unlocked through its unique wonder, the Cothon of Carthage. Each level of this wonder grants 1 Idea Point, which can be spent to unlock new ideas. These ideas are designed to enhance different aspects of gameplay all the way through the Information Age.

This new system allows me to add more ancient civilizations to the game while giving each a distinct identity without creating late‑game balance issues.

[h3]Cothon of Carthage (Wonder)[/h3]



Unlock Carthaginian civilization ideas

[h3]Atlas Mountains (Natural Wonder)[/h3]



All buildings within 2 tile range get +X Production Multiplier. X = number of different resources produced but not consumed within the range

[h3]Hanno the Navigator (Great People)[/h3]



+1 Transport Capacity Multiplier (Classical Age)

[h3]Hannibal (Great People)[/h3]



+1 Production Multiplier, Storage Multiplier for Siege Workshop, Sword Forge (Classical Age)

[h2]Enhanced Petra[/h2]



After constructing Petra, warp from this run (max. 4h) can be carried over to the next run.

[h2]Transport Plan Cache Timeout[/h2]

Transport Plan Cache was introduced a while ago to address late-game performance issues. From the feedback I've got, it does improve performance significantly, but cache can become stable and cause weird transports. I've reviewed the code and tried to improve cache invalidation. And as a failsafe method, I've also added a transport plan cache timeout, which will force invalidating the transport plan cache after a specified timeout.



You can find this setting in Menu -> Options -> Gameplay.

[h2]Electrification in Statistics Office[/h2]

A few patches ago, the electrification system was reworked - it went from meh to very powerful. I've expanded the electrification information in statistics office, which allows you to quickly see a building's electrification level, and its current status (Active, Not Active or Not Enough Power)



[h2]Warehouse Quick UI Mode Improvement[/h2]

Previously, when Quick UI Mode is on, the per cycle and max amount will be redistributed when you select/deselect a resource. When the warehouse capacity changes (after upgrade, or due to dynamic multipliers), the amount is not updated. In this patch, the per cycle and max amount will be redistributed on every transport. So you no longer need to rebalance the amount after selecting the resources - the amount will rebalance automatically.



[h2]Natural Wonders Improvement[/h2]

Previously, all natural wonders are generated 3 tiles away from the edge. This no longer works well when new natural wonders that have a bigger range are introduced. In this patch, the natural wonders are generated X tiles away from the edge and are at least X tiles apart from each other (X = its maximum range). Brazilian natural wonders are generated at least 6 tiles apart from each other.

[h2]Achievements[/h2]

Rise of Punic
Rebirth with at least 1 Extra Great Person when playing Carthaginian (Reach 64M Empire Value when rebirth)

A Full Cothon
Unlock all Carthaginian civilization ideas

Patch Notes Reader
This achievement should also work when you click on any patch note link in Help -> Patch Notes

[h2]Restitutor: Empire Restored[/h2]

Finally, allow me to talk about my upcoming game - Restitutor: Empire Restored. It is a historical incremental grand strategy game focused on statecraft, diplomacy, and calculated warfare. Set in the Roman Empire after the death of Commodus in 192 AD, when the empire fractures into rival provinces. As a governor, lead a province of your choice and restore the empire through statecraft, diplomacy, and conquest.

https://store.steampowered.com/app/4431750/Restitutor_Empire_Restored/
If this game sounds interesting to you, add it to your wishlist! I've also opened the playtest to CivIdle players with Praetor (IV) rank or above. If you want to help playtest the game, see the instructions here: https://store.steampowered.com/news/app/4431750/view/526496349181444789

Patch Notes: 1.1.1

  • Fix a bug where Lunar New Year wonder is still available after the lunar new year.
  • Fix a bug where racing conditions can cause the loss when claiming pending trades.
  • Fix typos in the description of Mont Saint-Michel

Lunar New Year Special Wonder

First of all, I'd like to wish everyone a happy year of the horse. As a tradition, the lunar new year special wonder is available again!

[h3]Lunar New Year[/h3]

After completed, when entering a new age, instead of getting one great person of each unlocked age, get the same amount of great people in the current age. All buildings within 2-tile range get +1 Production Multiplier. This wonder can be upgraded and each additional upgrade provides +1 Production Multiplier to buildings within 2-tile range. This wonder can only be constructed during the lunar new year period (2.10 ~ 2.24)

As usual, the wonder will stay after the lunar new year until your next rebirth if you've already constructed it.

For my next plan, as I've mentioned that I am taking a break from working on the game and shifting my creative focus to other projects, which I hope I can talk about when I have more concrete stuff to show. For CivIdle, I am slowly collecting ideas so that at some point, I will have enough for a new content update. For now, enjoy the lunar new year special wonder!

Cheers,
FishPond

Patch 1.1: A Tale of Two Civs

First of all, happy new year, everyone! I am happy to present Patch 1.1, our first post-1.0 patch. This patch features two new civilizations, and new content is available at no additional cost. A big thank you to all beta players who have helped with testing and giving feedback.

Also, this year's Lunar New Year (formally known as Year of the Snake) special wonder has been updated (available from 2.10 ~ 2.24).

In the draft patch notes, I've talked about the plans after 1.1 so give that a read if you haven't. Now, enjoy the patch notes for 1.1:

[h2]New Civ: Canadian (50x50)[/h2]


[h3]Unique Buildings[/h3]


AI Lab (Artificial Intelligence): Internet x2 + Supercomputer x4 + Radio x2 => CivGPT x2


Chateau Frontenac (Combustion): This wonder can be upgraded. Each time it levels up, three random buildings from the current age are drawn. Select one of them to receive +1 Building Level Boost (cannot be changed once selected)


Habitat 67 (Artificial Intelligence): This wonder can be upgraded and each level provides +1 Production, Worker Capacity and Storage Multiplier to AI Labs. Provides +1 Production and Storage Multiplier to AI Lab for each level of Information Age Wisdom. Provides +1 Building Level Boost to AI Labs for every 5 happiness (capped)

[h3]Natural Wonders[/h3]


Aurora Borealis: All buildings that do not produce workers within 2-tile range get +X Production Multiplier. X is based on the time since the wonder was discovered


Lake Louise: All trade map neighbors become allies (regardless of civilization). Each ally tile provides +2 Building Level Boost


Dinosaur Provincial Park: This wonder can be activated at a chosen time to gain a one-time Koti equal to %{percent} of the empire value at that time

[h3]Great People[/h3]


Terry Fox (Cold War): +2 Production Multiplier, Storage Multiplier for TV Station


Geoffrey Hinton (Information Age): +1 Level to Habitat 67

[h3]Festival[/h3]
Winter Carnival: Double the range of Aurora Borealis. Double the Building Level Boost from Chateau Frontenac and Habitat 67

[h2]New Civ: Russian (50x50)[/h2]


I’d like to remind everyone that including a Russian civilization in a historically based 4X incremental game is not an endorsement of, nor a commentary on, current-day geopolitical events.

[h3]Unique Buildings[/h3]


Cosmodrome (Space Program): Rocket x4 + Satellite x4 + Airplane x4 => Spacecraft x2


Kizhi Pogost (Alloy): All buildings within 3-tile range get +X Production Multiplier. X = the production multiplier this wonder receives


Hermitage (Journalism): This wonder can be upgraded and each level provides +1 Storage Multiplier to each type of building within 2-tile range


Sputnik 1 (Satellite): This wonder can be upgraded and each level provides +1 level to all Cold War Age great people for this run (excl. Great People that provide level boost) and +1 Production, Storage Multiplier to Cosmodrome. Provides +1 Production and Storage Multiplier to Cosmodrome for each level of Cold War Age Wisdom


Akademik Lomonosov (Genetics): This wonder can be upgraded and each level provides 100KW of power. Provide power to all tiles within 2 tile range. This wonder can be moved

[h3]Natural Wonders[/h3]


Lake Baikal: +X Builder Capacity Multiplier. X = total levels of wonders within 2-tile range

[h3]Great People[/h3]


Tchaikovsky (Industrial): +1 Level to Hermitage


Andrey Kolmogorov (Cold War): +1 Production Multiplier, Storage Multiplier for Satellite Factory, Cosmodrome

[h3]Festival[/h3]
Maslenitsa: Double the range of Kizhi Pogost and Lake Baikal. Double the power output of Akademik Lomonosov

[h2]New Achievements[/h2]
  • Mir: Rebirth with at least 1 Extra Great Person when playing Russian (Reach 64M Empire Value when rebirth)
  • From Sea To Sea: Rebirth with at least 1 Extra Great Person when playing Canadian (Reach 64M Empire Value when rebirth)

[h2]New Wonder: World Trade Organization[/h2]


World Trade Organization (Financial Leverage): This wonder can be upgraded and each level provides +1 Production Multiplier to Trade Tile Bonus buildings. Participate in WTO vote each week that increases the chance for the voted buildings to appear in the next week's Trade Tile Bonus

[h2]Balancing[/h2]
  • Library: 4 Paper -> 140 Science (from 3 Paper -> 105 Science)
  • School: 2 Faith + 2 Poem -> 800 Science (from 1 Faith + 1 Poem -> 400 Science)


[h2]QoL[/h2]

You can now pin a Todo tab to the leftmost position. A Todo tab for unselected adaptive great people boost is also added


The empire value tooltip now includes more details about the current run.


[h2]Bugfix[/h2]
  • Fix a bug where checking in/out save across different platforms will result in loss of Offline Production / Warp