About the Game
You have many ways to build an obscenely rich and powerful nation. If oppressing your people by furious button smashing is your thing, master the clicker features to your benefit. If faith in your micro-people's good-will and productivity is your style, make use of your workshops and their passive and active abilities. Advancing in technology tree will unlock upgrades, military units, bonuses and new abilities to help you grow and steel yourself for threats to come.
Face hundreds of disasters, wars, diseases, social unrests, invasions and independence declarations that threaten your people. Sometimes you will get beaten, descend into dark ages, famine or ideological mayhem. But have no fear, losing is impossible. In fact, the harder the struggle, the more likely a grand hero emerges from the ashes.
Every crisis you overcome gives you a chance to gain a hero. For your micro-civilization heroes act as inventory items which boost your power. Though you can only have a handful of them equipped at any time, collecting heroes opens endless new effects on your industry, wealth, strength and stability. As you move forward, you will collect higher tiers of heroes, merge them with recipes and form sets to gain absurd powers.
Disasters in this game are no mere random number generator roll. You are in full control of all disaster risks. In fact you know the chance of them happening at any given time so you have chance to mitigate. Uninhabited houses? Chance of fire. Too many people crammed in tight space? Small-pox will probably visit you soon.
Whether by bad luck, or your risk neglection, when a crisis occurs it can be overcome by combat. Fire can be extinguished, disease can be withstood or cured, invasion can be repelled. Regardless of what the problem is, it is always a number of brave micro-people willing to give their lives, who defeat the crisis. In every fight, People are your life, Economy is your strength and Heroes are your weapons. Combine these with workshop abilities and master the combat to become a force to be reckoned with.
History has too many stories to tell in one go. In order to reach the metaphorical stars, you will need to trace back to ancient ages several times, each with a higher purpose. Your Ascension tree contains many challenges organized into Difficulty Tiers each brining new features into the game, more difficult enemies but also access to more powerful heroes, world wonders and ability modifications.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Patch 1.1.9
Hotfixed one issue causing corruption of Homeworld data file while loading an in-progress Chaos World for a small set of players (several conditions to be fulfilled to cause this bug).
Note: If this happened to you and you seem to have lost your homeworld (or rather it being apparently 'replaced' by a chaos world) Follow these steps:
1) try checking your .zip backups and try restoring one which still has your Homeworld data intact
2) if a working backup of your homeworld data is too old and you want to combine with your present save, you can fix this by manually coppying your Homeworld files between saves. Those are the files with 'shelf' in their name. Just make sure you are in a Chaos world while doing this (shelf files are loaded on leaving chaos worlds)
3) If something is still wrong feel free to contact me on [email protected] and please attach your save files (preferrably also any backups you have)
Cheers,
Ondrej
1.1.8.
- Fixed an issue preventing buying some ascensions after Respec
- Fixed various corner case crashes
Hi,
a little patch.
Patch v1.1.7
Bugfixes
Fixed a bug causing Colonist World civilization to disappear after first scenario (later causing crash)
Fixed missing Perks to drop on mid-late game Chaos worlds
Fixed an issue with Imbued heroes being ejected back to inbox after load. This fix should also retrospectivelly hide all your 'ejected' heroes back to their 'hidden imbue slot'.
Fixed description from chaos resource ascensions (Reduced -> Increased)
Ondrej
Hello,
since there were a couple of nasty bugs in BETA I decided to release whatever changes I had pending along with the fixes to the Experimental branch.
Patch v1.1.6
Bugfixes
Difficulty is no longer reset to normal on entering Adventure mode Homeworld
Adventure mode Expansionist world Civilizations will now correctly spawn on your territory if there is no neutral space left.
Perseverance/Permanent traits now correctly gained on Adventure mode (from Diamonds etc.)
Fixed description on Jade lotus ascension
Campaign Balancing/Changes
Pyramids made slightly cheaper
Increased maximum Gold lotus score from Ceremonial wonders to 300 per ascension
Reduced Ceremony bonus from taj mahal to +50%
Increased lotus rewards from high population
Coal and Oil now grant flat Lotus reward instead of a score percentage bonus (7 from Coal, 12 from Oil)
Confusion of Tongues is 2 levels more difficult
Hi,
i've just released a patch for Beta targeting both Adventure and Campaign modes. Version 1.1.5 should be visible in experimental branch.
Patch v1.1.5
New features/changes
Added Adventure mode conversion button for players who completed the Campaign game (finished the final scenario)
You can take all your heroes and gold lotus to your adventure mode. Hero level will be cropped to 25 though. Culture points and non-gold lotuses are lost.
Collect button can now collect all heroes if you hold Shift. It will also now use all Tabs correctly.
Added a handful of tutorial-supporting objectives to Campaign mode granting small rewards
Bug fixes
Changing Perks in Homeworld will correctly recalculate everything on closing the World menu preventing issues like Workers 'disappearing' later when activating/deactivating workshops.
Wonder Ability buttons should no longer disappear once returning from Chaos Worlds.
Separate Islands should generate less often (though they still do sometimes - a more invasive change will be needed at some point)
Colossus and Pyramids Ascension in Tier 4 should no longer show White lotus cost (despite no having any)
Campaign Scenario 2 should now correctly start with initial territory
Tier 4 now allows building quarry from Trading Tech.
Tile under Fog of war should no longer show details of the tile on one of the menu details
Atlases should no longer be constructable via Auto construction service
Fixed a bug causing Restart to lose Perseverance bonuses (correctly) but not resetting Optimization technology counter (thus preventing you from regaining the same Optimization level with the same tech costs)
Pearl tiles can no longer be claimed
Removing map transformation should remove ownership if the result becomes water tile.
Autoexplore now only works after researching Warrior Code (or otherwise unlocking World Map)
Atlas charges should no longer drop from Crises.
Fixed a bug causing new era workshop levels not having some of their primary traits after moving onto a second Chaos world scenario (this included Lumbermill, Quarry, Blacksmith, Library and Marketplace)
Slash and burn/Cut Down should no longer be usable on Enemy territory
Cut down quest should no longer remove strategic resources
Hello,
a first batch of defects has been fixed for beta (experimental branch).
1.1.4
Secret Attack on crises (e.g. Centipedes) should no longer crash game when no secrets owned
Stonehenge worlds now use quicker Stonehenge charging (1m) and have a scaling objectives to make them easier to complete early on. Campaign stonehenge slow charge remains unchanged (3m)
Ascensions can no longer be purchased without revealing them
Map edit actions now correctly check remaining amount preventing going into negative amounts. This doesnt kick in retrospectively so enjoy whatever you managed to exploit for a while :)
Adventure mode has no limit on perseverance traits (like those from Final Tech). Note that adventure mode perseverance traits gained in a Chaos world are wiped on Chaos world collapse. Further testing will be done since I suspect there will be more corner cases that behave wrong.
Holding Shift now allows quick buy of ascension upgrades and previewing cost.
Final technology now reveals the entire map (should work on existing saves as well). This a workaround for scenarios where objectives spawn on isolated islands (which prevent exploration)
Activation of Chaos world spawning ('Into Chaos' dialog) should now trigger correctly also after completing first Atlas wonder.
Fixed a few crash defects caused by various corner case scenarios.
Cheers,
Ondrej
Hello,
i've released a small patch. Main reason was the button hotkey regression fix caused by previous update. But I've added a bunch of other bugfixes next to that.
1.0.12
Hotkeys on units and workshops now working again
Fixed a bug in controls menu which prevented saving of changes when a key conflict dialog was confirmed.
Social crisis now spawns with either Massive or Furious perk instead of always Furious.
Leonidas and Saladin unit icons now represent currently researched units.
Cost efficiency traits now correctly get mutated towards other units when other civilizations are taken. (e.g. -20% Fort cost becomes -20% Archer cost for Crescent civilization)
Smallpox heavy attack now dealing correct damage instead of 1
Oracle magnification cost now same as for other wonders
Collecting Beastly recipe via merge should no longer crash the game.
Fixed wording of the Devotion pledge
Reduced Scenario 2 time trigger delays in the second half
Fixed music start after loading game
Have a nice day,
Ondrej
Hello,
it's time for another patch. This time I made a few invasive changes mostly for balancing purposes (and usual bug fixing). There are a few tiny changes in information flow / tutorials as well but those are only some quick patch changes. A bigger update of tutorial and information system is planned for a future (probably major) update.
1.0.11
Civilization Recovery update
After some discussion on the forum, discord and individual email exchanges (and save analyses) I revisited the recovery flow of decimated civilization and decided to do some changes in fundamental mechanics to remove some unnecessary micromanagement.
The idea was to not add economical advantages to normal gameplay or make actual combat less difficult (lot of nerfing has already happened so let's let that settle for a bit). The following changes aim to simplify some complexity and increase the speed/safety of recovery when a complete or partial collapse of civilization happens.
Note: This but first slightly more invasive step. Another step in the future will be an incentive system for the actual recovery process. I have tried a very simplistic solution for this locally but testing has proven it will need proper user interface integration on several places and reasonable scaling and variation. So I decided to descope it from this patch and build it properly for another targeted update. I'm already playing too much of a cowboy with the changes below.
So here's what changes now:
Losing workers no longer abandons tiles completely. Tiles with insufficient workers will be still yours but shown as inactive (no traits from these) and will automatically reactivate when workers are regained. This eliminates the need for reclaiming territory on each fall or worker drop.
Tile attack from certain crises will now only destroy improvement on that tile and will not unclaim (I will reintroduce actual territory loss as a separate ultimate attack for some boss crises at some later time but will need to make it more interesting).
Auto-explore ability's improve option will now automatically re-improve any owned tile which no longer has improvement created by the player (e.g. destroyed by crisis). The preview button will show the intention on each tile - bear in mind please that existing saves will not automatically pick this information up. You either re-improve the tiles or test it in new ascension.
Nemesis locks are now generated after the milestone lock on each rare technology. These milestone locks are now all population based for a more reasonable population level to withstand the nemesis.
Nemesis lock now includes crisis difficulty estimate for its initial level.
Nemesis warning dialog now appears every time a player attempts to unleash it.
Standard four Rare-tech Nemeses attack sets has been slightly nerfed, plus they no longer deal Disaster attacks.
Unique crises now have a smaller rate of Ultra-attacks
Reduced stone cottage cost and increased its housing capacity
Fall Grace period increased to 7 minutes on normal difficulty and 3 on hard difficulty from original 5 and 2.
Falling now also creates a short 3m boost for double housing construction efficiency and growth rate.
Bugfixes & Changes
IMPORTANT CHANGE: Unit button right-click now selects it for construction instead of a left-click. This now therefore works even during crisis when a Unit would otherwise be used or when it is ready to be used outside crisis.
Unit usage allowed by Rare technologies is now only possible 7 seconds after crisis instead of original 3 seconds (this is to minimize accidental usages). This is a temporary mitigation of the issue. This feature is due for an upgrade eventually in a later update so the User experience will be changed as well.
Unique heroes should now drop more from under-levelled crises. In other words, anti-trash mechanism which automatically replaces low-level heroes to culture drop will not apply if the rolled hero would be unique. This should not only make unique farming easier in late game but also give a more steady income of unique in the normal playthrough.
Hero rewards containing Unique heroes will now display confirmation dialog if Right-clicked to salvage them to prevent accidental dismantle.
Destroying civilization via Siege invalidates all existing dilemmas for that civilization preventing various problems and crashes.
Fixed a bug in unit discharge causing the first discharged unit to be removed immediatelly. This was also leading to units instantly removed after finishing a quest.
Fixed a bug causing a crash when trying to spawn more than 8 civilizations via flag locks.
Unit discharge is now proportional to their number correctly, so it is faster the more units you have above the limit
Tier 2 white lotus pledge Valor now using the same Tech as a limit as in Tie4 - Nanotechnology (instead of Genetic engineering)
Fixed a bug allowing Space elevator to be destroyed by some Crisis attacks.
Autoexpansion service will no longer attack unique critters on map
Increased Tutorial Messages contrast and fixed z levelling on Research screen to prevent unreadable text. Highlighted tutorial messages to be more visible in Message log.
Added hint how to extract idol from an infused hero in the hover detailed text.
Black lotus penalty references now indicate it is an actual penalty, not a benefit.
Reduced Tier 3 enemy civilization initial and max size slightly.
Reduced Tier 3 enemy civilization initial level from 15/25 (normal/hard) to 6/9. This was causing weird situation with Raids slowly decreasing in levels as the tiles downgraded to match your low tech level.
Added Level number to quest buttons with Crisis
Increased Spirit points from salvaging Idols to match Hero yield.
Hard Difficulty now yields double Culture from all sources (except from certain fixed rewards like Ascension locks). Note that this is applied to base reward vale so it doesnt show those extra green 'Bonuse culture' notifications like other culture bonuses do.
Devoted grounds pledge wording changed a bit to indicate Devoted grounds are done on map.
Click heat indicator is now visible when 'Showing details' is on (left Alt) even if below 300 heat.
Correct popup should appear at the end of Final Scenario (seriously how more stupid bug can you make in a 1.0 release?)
Napoleon should correctly boost metal instead of wood.
Cleopatra no longer affects damage perseverance reward trait
Siege quest is now slightly faster
Unique Critters can no longer spawn on Devoted Grounds (and thus should no longer ruin your day)
Autoexplore preview no longer shows preview when the button is invisible (due to autoexplore not being unlocked)
Hello,
another small patch is here. More balancing issues including some of those chunky bits that required more testing... Hopefully this removes all known annoying obstructions to progressing.
Thanks to everyone sharing their saves in relation to shields struggle. As I mentioned in discussions the problems are quite fragmented. While the common issue is that players are hitting unexpected resistance from shields the root-causes vary. Based on the cases I have seen I decided to separate the general experience with shields between Hard an non-hard difficulties - with normal/easy being more tolerant to unit usage diversity (see details below)
As for so called Crises Death Spirals I believe a Horn of Resolve change (mentioned below) will provide a sufficient mechanism to recover from any mistakes player makes in regards to warfare or other risky business. Together with last patch grace card we should have a decent safety net for normal difficulty gameplay.
Still I will be keeping an eye on these in case there are any more corner cases ending in hard to recover state. An adviser system is something I have in mind to assist with situational tips ingame - to complement tutorials in the future...
This patch is relatively invasive (in terms of code changes) so please do not hesitate to report any new defects or weird behaviour.
1.0.10
Bug fixes
Hot-Fixed Tech tree structure and resulting tech cost calculation in Tier 4 Classical era (it was using an obsolete cost model and was badly connected to the correct model resulting in a mish-mash of both). Besides throwing away the old model I've also reduced Tier 4 research costs overall after Classical to soften the current pace and added a Population lock to help steer the player towards minimum expected population count.
Note: The resulting state is not perfect and would deserve a full balancing retest, but because the old values were ridiculously wrong I decided to do a quick-fix for this first and fine tune this later. The Full balancing tests of the correct model are by this time invalidated by population/autonomy-affecting changes in prior patches - so the test has to be redone. I now ran two smaller tests through the Classical using very naive build and the timing seems playable (with 'absolutely naive' build they need to fit under 10 mintues per tech). Obviously using midgame features (magnitude, unique heroes, wonders or Idols) and doing a synergic map layout with strategic resources can turn this into under-a-minute matter easily.
Fixed an issue with older save containing a shield boost crashing the game.
Fixed an issue causing rare crashes when selecting construction projects
Fixed Perk and Hero randomness on Civilizations spawned by Flag locks
Balancing adjustments
On Normal/easy difficulty, Ottomans, Redcoats and Prussians crises will not spawn with cross-resisting Massive/Furious perk. They will always have the perk more advantageous for the player. Other war crises still spawn with random perk. This is done mostly to prevent first encounters with blue and black shield to carry this extra resistance (it can be effectively a 3x-4x powerup for the crisis depending on level). Hard difficulty is unchanged
On Normal/easy difficulty Black shield absorption maximum is lowered by about 1/3. This enables buffed light units to potentially destroy the shields under normal circumstances up to later stages of the game. Hard difficulty is unchanged
On Normal/easy difficulty Blue shield absorption is 90% instead of 95%. As above this allows players to use traditional builds (like light unit spam) early on to somehow beat through the initial bosses. Hard difficulty is unchanged
Unit and ability preferences are now highlighted with additional green/red chevron icons when the relevant crisis perk or shield is on. This should give a quicker indication which unit to use. This also shows up on Damage Hero abilities when Blue shield is on.
Four basic Nemeses (smallpox, inquisition, huns and locusts) levels are now capped to your tech level +10. Other nemeses will still grow beyond without limit. This will kick in retrospectivelly on the next time you face the nemesis but you need to force it to level up at least once (by surviving it). It will cap on the max level.
Horn of resolve will now make peace with red hostile civilizations (besides it existing grace period effect).
Crises now have a chance to drop Horn of Resolve on normal and easy difficulty if you have none.
Added a tutorial for Horn of Resolve in case you are overwhelmed with crises.
Added a visual indicator on the Horn of Resolve button during crisis (to not forget you have it when in trouble)
Other changes
Added a Show details toggle button on main screen (below Use 10/100) which toggles additional UI details which could otherwise cause a screen clutter. Currently it only displays Unit caps and makes all popups appear instantly without delay. Can be hot-keyed with left Alt key. I plan to add more effects to this button eventually and also distribute it to other screens as needed.
Units over capacity now discharge slowly. They also eat less food. Note: There is a plan to actually make over-cap units play a bigger role in a future update - so this is just a 'temporary solution'.
Nemesis locks on tech tree now display correct initial nemesis level, mortal condition and cooldown length. This takes effect after new run since the tech tree needs to fully respawn.
Rare technology ascension was pushed later after Industrial era which should make players more prepared for first encounter with a Nemesis. It was swapped with one of the worker ascensions.
Flipped Rare technology and Strategic resources in Tier 4 tech tree so that Strategic Resorouces are available right after emerging from T3 (i.e. without beating first artist lock). This also helps with research cost problem above (more than it would seem)
Strategic resources II in Tier1 was pushed to right after Medieval era and made cheaper. This should make an important upgrade such as this less likely to miss and be available sooner.
War locks should no longer be opened by Auto research unless the 'Nemeses option' is turned on
Game speed changes now done by 100%s and the indicator is visible while game is paused so that game speed can be easier to change while paused
Cheers,
Ondrej
Hello,
releasing a small patch including small changes to war balancing mainly to reduce the initial spike in difficulty.
1.0.9
Indigo tutorial message no longer pops up infinitely on tier 3
Re-emerging from tier 3 now makes all ascension locks visible correctly.
Party Hard, Party Harder and Utopia achievement now granted correctly
Fixed a frequent Crash during 'Fast forward' Preview on load screen
Added some ui indication to autonomy abilities to hint they can be configured
Autoconstruction, exploration and combat now have basic configurations on (this affects only newly created games).
Removed the one-off food cost from Festivals (as it is quite irrelevant) and changed the desription to make it more clear it requires food per second.
Added a festival cost reduction to Tier 3 to make it affordable (with some food production)
Crescent barracks should use Autonomy as stated
Unique Crises now spawn later in game (after unlocking Renaissance)
Reducing early Hostile crisis difficulty
Hostile crises now only cause 0.5% war risk on distant tiles.
Falling from a War crisis while a Hostile Civilization is known (home revealed) will automatically create a Dilemma offering some additional grace period options.
Electricity technology's Lock is causing normal hostility on normal difficulty (Forever-Hostile on Hard)
Reduced max level limit of tiles on Tier 4 and Hard difficulty (tiles should now be closer to your level)
Levels of War crisis spawned from Risk is now semi-capped by highest Hostile Civilization level (but only down to 10 levels of difference). If no such civ is present, it uses your tech level like before (like other risks).
Reduced tile attacks amount on Ottomans
Slightly Reduced Slave Revolt and Ottomans blue shield amount
Reduced initial hostility chance of civilizations in early game.
Reduced Tier 1 civilization expansion speed (2 tiles per 4 minutes instead of 3 minutes)
Slightly reduced damage resistance of Massive/Furious perks
Hello,
after some consideration I decided to release one more patch before go-live with some hopefully-safe-minor-changes and bugfixes.
1.0.8
Quest hurry cost preview now correctly shows even if not having enough gold
Fixed bug causing first Judgement lock with Michelangelo to be initially hidden (though reappeared after load)
Spawned Civilization will now abort existing quests in its tile preventing various problems.
Reduced diplomacy quest war risk to 5%
Crisis Tile attacks on midgame crises should now affect tiles on the borders instead of random (making them less impactful to your adjacency bonus network)
End of scenario 2 should now eliminate perseverance bonuses and prevent carrying them over to Tier 3.
Decreased initial conquistador level to 4 (from 5) but increased their level gain per appearance to 5 (from 3)
Vultures now have Housing cost reduction trait with their Sustainment trait instead of a Growth bonus.
Chichen itza now reduces festival cost by 50% in addition to its +300 flat Research bonus (which increased from 100)
Chichen itza active ability now freezes Predicaments (stops their countdown) while active (the Cannot fall effect still stays). Its duration was boosted (though it cannot stack - you have to micromanage). Its death rate now DROPS with magnitude instead of rising (which is less fun but more practical). Let's go sacrifice some people today!
Cheers
Ondrej
Hello,
after running more testing through beta and some feedback I am sending out another patch containing minor rebalancing. Well technically it is a major rebalancing but only for a small amount of things - mainly in early game (possibly at the cost of making late game a bit more cheesable/easy). But I really did not like how some abilities were providing much value until mid game.
This is hopefully last change of this type, now I'll see if I can finish all re-testing and get a stable version towards live release.
1.0.7
Increased windmill's flat food bonus
Moved Strategic Resources I ascension right next to classical era and made it cheaper. This should make it affordable from ascension 1 given its impact on difficulty.
Economy skills power and scaling significantly increased to make them usable in early game.
Economy skills now require both autonomy and gold to operate (cost of the 'complementary' resource of the faction is still the higher one - i.e. what this faction doesnt produce via free workes)
Nerfed ability price bonus on theater, increased its cooldown bonus (can bring skills down to 10s cooldowns if magnified)
Fixed Zeal ability time stacking (no longer doubles the duration)
Marketplace resource sell rate now has diminishing return (Gold=0.25 * Resource^0.4). In practice this nerfs the effect in mid/late game - making about 60% less gold on 10k resources sold than before patch - but it significantly boosts it in early game.
Mercenaries now recharges heavy units to makes the skill more useful and heavy units more accessible for mitigating black shields.
Garden ability has returned closer to its former glory with high base value.
Nerfed Hero Ability damage bonuses from generic hero traits (they now provide about half the value which matches 'realistic' bonus values from other sources like festival or strategic resources)
Increased salvage culture rewards
Tier 2 civs now correctly spawn on level 40 instead of 85
Reduced library flat autonomy production to roughly match new marketplace
Fixed premature crisis attack trigger with Barricades only
Current Release
Not available
System Requirements
How to Install
Civ.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
421 MB
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