1. CivIdle
  2. News

CivIdle News

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

Patch Notes: 0.1.149

[h3]0.1.149[/h3]
Bugfix: Fix a bug where rebirth is only effective after restarting the game

Apologize for the inconvenience. If you run into issues regarding rebirth, please upgrade to this version ASAP.

Patch Notes: 0.1.148

[h3]0.1.148[/h3]
QoL: Add Max Transport Distance in Transport Preference
QoL: Add Save And Exit in Help menu
Bugfix: Fix a bug where buildings that are turned off no longer count in Total Empire Value

Patch Notes: 0.1.145/146/147

[h3]0.1.147[/h3]
Bugfix: Fix Apply All does not work for Building Transport Preference
Content: Added Portuguese BR (@ifeellovevenus), Turkish (@RiftGameDev), and Traditional Chinese (@HarchuN)
[h3]0.1.146[/h3]
Bugfix: Fix erroneous Trial Run flag caused by server crash
[h3]0.1.145[/h3]
QoL: Add Transport Preference to buildings (unlocked by Housing tech) - you can specify how a building transports resources needed for its production. This is also available when constructing/upgrading a building. For Warehouse and Caravansary, you can also override the preference for individual resource
Content: Limit Tribune's chat message to 200 characters, Quaestor or above to 800 characters
Bugfix: Fix a longer player name will break Caravansary UI

Patch Notes: 0.1.144

[h3]0.1.144[/h3]
QoL: Favorite buildings - you can add a building to your favorite and access it in the favorite menu in the resource bar



Also, I am aware that the current mid-late game balance has a lot of room for improvement. I will take a look at this in the next balancing patch. We have a giant thread on Discord about balancing, please feel free to chime in: https://discord.com/channels/631551126377857044/1210338409797787698

I have read through all the 175 posts (as of writing) of the giant Discord thread about balancing. I think I agree with lots of issues pointed out there. I will gradually address them in the coming patches.

This weekend's patch will be focused on new content. And I want to reassure you guys that the current late game "time wall" is not what I intended - I don't ever want to monetize on the game time (like microtransaction games) - I want players to go and explore late game content because I have spent lots of time making them! It pains me that lots of people are stuck on early loops and miss the late-game goodness.