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Patch 0.4.0: New Map, New Great People and New Steam Achievements

[h3]New Map: Memphis[/h3]
  • Great Sphinx: All Tier II or above buildings within 2 tiles get +N Consumption, Production Multiplier. N = Number of its adjacent buildings of the same type
  • Abu Simbel: Double the effect of Ramesses II. All Adjacent wonders get +1 Happiness
  • Nile River: Double the effect of Hatshepsut. All wheat farms get +1 Production and Storage Multiplier. All adjacent wheat farms get +5 Production and Storage Multiplier
  • Mount Sinai: When discovered, a great person of the current age is born. All buildings that produce faith get +5 Storage Multiplier


[h3]Wonders[/h3]
  • Statistics Office (Censor's Office) generates 1 explorer every minute which can be used to reveal an unexplored tile and its adjacent tiles
  • UI of Statistics Office (Censor's Office) has been redone. An "Empire" tab listing a detailed breakdown of empire value, science production has been added (Vethon)


[h3]New Great People[/h3]
  • Johannes Kepler: +1 Production Multiplier, Storage Multiplier for Shrine, Lens Workshop (Renaissance)
  • Georgius Agricola: +1 Production Multiplier, Storage Multiplier for Siege Workshop, Coal Mine (Renaissance)
  • Galileo Galilei: +1 Science From Idle Workers (Renaissance)
  • J. P. Morgan: +1 Storage Multiplier, Production Multiplier for Bond Market, Rifle Factory (Industrial)
  • Andrew Carnegie: +1 Storage Multiplier, Production Multiplier for Bank, Steel Mill (Industrial)
  • Louis Sullivan: +3 Builder Capacity Multiplier (Industrial)
  • Isambard Kingdom Brunel: +1 Production Multiplier, Storage Multiplier for Frigate Builder, Concrete Plant (Industrial)
  • William Shakespeare now boosts Actor's Guild instead of Printing House


[h3]Achievements[/h3]
  • Pax Romana: Rebirth with at least 1 Extra Great Person in Rome (Reach 64M Empire Value when rebirth)
  • Olympian: Rebirth with at least 1 Extra Great Person in Athens (Reach 64M Empire Value when rebirth)
  • Bronze: Reach Bronze Age in any city (granted when you unlock any technology in that age)
  • Iron: Reach Iron Age in any city (granted when you unlock any technology in that age)
  • Classical: Reach Classical Age in any city (granted when you unlock any technology in that age)
  • Medieval: Reach Middle Age in any city (granted when you unlock any technology in that age)
  • Renaissance: Reach Renaissance in any city (granted when you unlock any technology in that age)
  • Industrial: Reach Industrial in any city (granted when you unlock any technology in that age)
  • Eye of Horus: Rebirth with at least 1 Extra Great Person in Memphis (Reach 64M Empire Value when rebirth)


[h3]Bugfix[/h3]
  • Petra upgrade cost should not be affected by Zenobia
  • Fix broken UI when there are lots of caravansaries
  • Fix sometimes building input resources are turned off even before it is fulfilled
  • Market will not update when a new resource is unlocked
  • Statistics Building should not count Warehouse/Caranvasary


[h3]QoL[/h3]
  • Rework building defaults: now building defaults will carry over when you rebirth and will be applied to your building once you unlock the relevant technology
  • Optimize player trade map performance
  • Allow changing the side panel width in Options -> Theme
  • Warehouse/Caravansary will list all your currently unlocked resources, this is to stop the list from jumping around
  • Upgrade x5 is now Upgrade to Next 5. And "Upgrade to Next 10" will always appear even if the next 5 and next 10 level are the same (and the shortcut will always work)
  • Petra's speed up will be set to 1x once Warp runs out. This is to prevent Petra from immediately running when logging into the game thus being able to upgrade its storage

Patch Notes: 0.3.1

[h3]0.3.1[/h3]
Bugfix: Fix a bug where Warehouse Autopilot does not take production multiplier into account
Bugfix: Fix a bug where player trades fail to find a path even if there's a valid one
QoL: Add an option to use mirror server in case you have trouble connecting to the main server

Patch 0.3.0: Sea Trade, Warehouse + Market Rework, New Content and Balancing

An earlier 0.3.0 build has a visual glitch that sometimes does not reveal fogs and tiles correctly. This has been fixed, please make sure you are on 0.3.0 Build 182

[h3]New Content[/h3]
  • Wonder: Grand Bazaar: Manage all your markets. Adjacent caravansaries get +5 Production and Storage Multiplier. Adjacent markets get different trades (Education)
  • Great Person: Zenobia - +1h Petra Warp Storage (Classical)
  • Building: Concrete Plant - 1 Brick + 2 Sand + 1 Tool -> 1 Concrete (Steam Engine)
  • Gunpowder Mill's visual has been revamped


[h3]Warehouse Enhancement[/h3]
  • Export Below Max Amount: Allow other buildings to transport a resource from this building even when its amount is below the max amount
  • Export to the Same Type: allow other buildings of the same type to transport a resource from this building
  • Autopilot Setting: Require Storage < Cap - autopilot will only transport resources whose amount in storage is below the cap


[h3]Player Trade Rework[/h3]
  • You can fill a trade from multiple caravansaries at once
  • Show tiles with active trades on the world map
  • Sea Trades (unlocked by Geography with 1% Tariff. Optics reduces tariff to 0.5%. Capitalism reduces tariff to 0.1%)
  • Production multipliers will now apply to Caravansary and Warehouse - it will increase the resource transport capacity


[h3]Market Rework[/h3]
  • All markets will have the same trades, different markets still have different price fluctuations
  • Market trade amount will be based on the value of the buy and sell resources
  • Markets will have less price fluctuation, which will be based on the tier difference between the buy and sell resources Selling a low-tier resource and buying a high-tier resource will result in positive price fluctuation and vice versa
  • Market trades will update immediately after a new resource has been unlocked


[h3]Balancing[/h3]
  • Oxford University: Each building upgrade in your empire provides +5 Science per cycle (from +1 Science per cycle)
  • Wonder building time is be more streamlined: wonders from the same era have similar build time, with earlier wonders take significantly less time to build. Read more details
  • Construction and upgrade costs of Tier I, II and III buildings have been adjusted. They now require a small amount of materials other than their input for construction and upgrade


[h3]Wonder Construction Cost Adjustment[/h3]
  • Hagia Sophia: costs Knight instead of Brick
  • Angkor Wat: cost Marble instead of Stone
  • Oxford University: cost Philosophy instead of Marble
  • Saint Basil's Cathedral: cost Gunpowder and Lens instead of Faith and Gold
  • Forbidden City: cost Banknote and Marble instead of Paper and Poem
  • Himeji Castle: fix the cost of Galleon and Frigate (it was incorrect before)
  • Rijksmuseum: cost Newspaper, Culture and Concrete instead of Painting
  • Summer Palace: cost Gatling Gun instead of Brick
  • Neuschwanstein: cost Rifle, Bond and Cannon instead of Dynamite, Brick and Marble
  • Brandenburg Gate: cost Politics and Concrete instead of Brick and Marble


[h3]Gameplay[/h3]
  • Streamline Construction/Upgrade Flow: You can adjust the building upgrade level when a building is being constructed. The building will be upgraded immediately after being constructed. Because of this change, the upgrade priority has been removed - both construction and upgrade will take construction priority instead.
  • Optimize performance when switching between game scenes (City View -> Tech Tree -> Trade World Map)

Patch Notes: 0.2.1

First of all, I apologize for the delay of 0.2.1 - this build had some issues in the beta branch and I kept it in beta a bit longer than usual. If you are on the beta branch and are affected by the issue, please see this thread for details.

This means 0.3.0 will be slightly delayed as well. 0.3.0 will bring a wonder cost balance (more streamline build time / cost), new great people, and a reworked market and warehouse. Several player trade enhancements. You can see the roadmap here

[h3]0.2.1[/h3]
Bugfix: Fix a bug where transport preference / max transport distance are carried over after rebirth before the relevant tech is unlocked
Bugfix: Always show transport preference for Warehouse/Caravansary
Bugfix: Fix a bug where Hagia Sophia, Summer Palace and Mogao Caves causes double counting of happiness from Shrines
Bugfix: Fix a bug where sometimes building have extra resources after construction / upgrade
Bugfix: Fix a bug where Statistics does not include market output
Bugfix: Fix a bug where happiness fractions are not correctly rounded
QoL: Add keyboard shortcut for Toggle Building Production and Toggle Building Production and Apply To All (@sextondb)
QoL: Progress towards the next great person will now starts at 0%
QoL: Rebirth section in Home building now shows the total empire value required for the next 3 extra great people

Patch Notes: 0.2.0 - 10 New Great People, 3 New Wonders and 2 Gameplay Changes

It's been a week since the early access release! Since then, we have had 12 small patches: fixing bugs and improving QoL. In fact, lots of important QoLs like Transport Preference, Max Transport Distance, Favorite Buildings, and Parallel Construction Transports have been shipped in these daily patches.

We have also reached more than 1,000 concurrent players! (SteamDB reports 1,060, and the game server reports 1,221). The server has been under stress but luckily there were only 2 crashes, both happened while I was awake so I was able to minimize the impact. Also, I am happy to see lots of players have reached Quaestor - I know the 48-hour playtime requirement is annoying, but it is the only viable way to keep the server running and keep the base game free.

I am grateful for the support I get from our community: we have volunteer moderators helping with game chat, we have translators helping localize the game (Now CivIdle speaks 11 languages!), and I have received several donations from the players helping cover the server expense. If you want to support the game and keep it running, I will release a "Supporter Pack" on Steam in the future, with some extra perks. If you have donated, feel free to ping me (@FishPond on Discord) and I will give you a supporter pack key when it is available.

We also have 100+ reviews on Steam at 75% positive (as of writing). For those of you who enjoyed this game, I hope you will enjoy this content patch! And for those of you who didn't, I know this game has rough edges here and there but I am trying my best to make it better every day and I hope at some point you will give it another chance.

Speaking of the content patch, here are the patch notes:

[h2]Great People[/h2]

[h3]Bronze Age[/h3]
  • Hatshepsut: +1 Production Multiplier, Storage Multiplier for Aqueduct, Brickworks
  • Sargon Of Akkad: +1 Production Multiplier, Storage Multiplier for Logging Camp, Lumber Mill


[h3]Iron Age[/h3]
  • Zoroaster: +1 Production Multiplier, Storage Multiplier for Cotton Plantation, Cotton Mill
  • Classical Age
  • Aeschylus: +1 Production Multiplier, Storage Multiplier for Flour Mill, Bakery
  • Ashurbanipal: +1 Production Multiplier, Storage Multiplier for Sandpit, Glassworks
  • Confucius: +1 Science from Busy and Idle Workers if more than 50% of workers are busy
  • Aristophanes: +1 Happiness


[h3]Middle Age[/h3]
  • Isidore of Miletus: +2 Builder Capacity Multiplier
  • Fibonacci: +0.5 Science from Idle Workers. +1 Science from Busy Workers. Permanent upgrade cost follows Fibonacci sequence


[h3]Renaissance[/h3]
  • Isaac Newton: +2 Science from Busy and Idle Workers if more than 50% of workers are busy




[h2]Wonders[/h2]
  • Saint Basil's Cathedral: Allow resource extraction buildings to work adjacent to a deposit. All adjacent tier I buildings get +1 Production Multiplier, Worker Capacity Multiplier, and Storage Multiplier (Firearm)
  • Great Mosque of Samarra: +1 building vision range. Reveal 5 random unexplored deposit tiles and build a level 10 resource extraction building on each (Road & Wheel)
  • Mogao Caves: +1 happiness for every 10% of busy workers. All adjacent shrines are exempt from -1 happiness (Theocracy)




[h2]Gameplay[/h2]
  • Entering a new age will allow picking a new great person of each unlocked age (e.g. Entering the Classical Age will allow picking 1 Classical Age + 1 Iron Age + 1 Bronze Age great person). If you pick the same great person more than once, each additional great person will have a diminishing effect during this run. However, all of them will become permanent Great Person when you rebirth (e.g. If you have 3 Confucius from this run, pick the fourth Confucius will have 1/4 of the effect. When you rebirth, you will get 4 Confucius for permanent upgrade)
  • Extra Great Person from Total Empire Value will be chosen from Great People up to Current Age + 1


[h2]Misc[/h2]
  • Version number format has been changed. The new format is 'X.Y.Z Build W'. Y will increase for the weekly content update. Z will increase for the daily QoL/hotfix update. W is a unique number that is produced by the build system. Patch notes will be written against X.Y.Z. If you want to report a bug, please include build number
  • Add Czech (@MikeCZ) and Dutch (@Thomasthegama) translation