New patch released, introducing the framework for Strange Sightings and a lot of fixes. - Explorations can now sometimes generate Strange Sightings that you can choose to investigate or ignore - The Blood of Komun can now be obtained through one of the strange sightings - Buffs have been revamped and now have descriptions. You can click on the lightning symbol on screen to see a description of all your buffs - You can now manually set the population threshold where drafting will stop (default is still 50) - Researches now have an indicator in the tooltip that shows how long until you can afford the research based on your production (like buildings) - Chrysantema's Rebirth no longer displays the post 10-stack message when you have less than 10 stacks - Your population will no longer vanish while exploring if you click out of the Exploration tab and back into it while an expedition is on-going - Various typos have been fixed - More negative army bugs have been fixed - Offerings to Markeeth will no longer affect production if you don't have wages set or researched - Resources should never go below 0 anymore - Food requirement calculations should not lag up your game anymore when you have very high population - Reaching very high numbers of population and going over the food requirement maximum should no longer break your game - When you lose population or send then on an adventure or draft them, the population will be drafted rather equally from all jobs and not only in order from top to bottom - Population that returns from exploration will automatically go back to their previous jobs (one or two stragglers might remain once in a while) - You can now auto-allocate peasants to any number of roles, not just one. Consequently the evenly option and the nothing option in the allocation menu have been removed - Switching to the military tab while the UI is minimized will no longer pop up the 1k and 10k modifiers - Academies now properly grant the bonuses they were supposed to grant and they should make an impact on your production as intended - Being raided by an enemy kingdom will now return your dead troops as drafted soldiers as per usual - When mass-buying buildings, the amount of buildings created is now properly tracked once more, resulting in better civ score gains and stats tracking - The Ruins info box is a bit more consistent throughout fights now - A bug that made your hero both get an item from an adventure while near max capacity and tell you that the item was lost has been fixed - Glory is now properly granted everytime you have Kaamos' double glory buff - The Advisor tab has been renamed Town Hall and will be seeing expansion in the near future. The Advisor tab is now always enabled - The Advisor research has been replaced with Colonies. While the Advisor tab is always enabled, you will need this research the first time around in order to start a new colony - The tutorial has been updated to reflect the advisor changes - Academies and stalls now grant civilization points
[ 2016-01-04 00:47:39 CET ] [ Original post ]
New patch released, introducing the framework for Strange Sightings and a lot of fixes. - Explorations can now sometimes generate Strange Sightings that you can choose to investigate or ignore - The Blood of Komun can now be obtained through one of the strange sightings - Buffs have been revamped and now have descriptions. You can click on the lightning symbol on screen to see a description of all your buffs - You can now manually set the population threshold where drafting will stop (default is still 50) - Researches now have an indicator in the tooltip that shows how long until you can afford the research based on your production (like buildings) - Chrysantema's Rebirth no longer displays the post 10-stack message when you have less than 10 stacks - Your population will no longer vanish while exploring if you click out of the Exploration tab and back into it while an expedition is on-going - Various typos have been fixed - More negative army bugs have been fixed - Offerings to Markeeth will no longer affect production if you don't have wages set or researched - Resources should never go below 0 anymore - Food requirement calculations should not lag up your game anymore when you have very high population - Reaching very high numbers of population and going over the food requirement maximum should no longer break your game - When you lose population or send then on an adventure or draft them, the population will be drafted rather equally from all jobs and not only in order from top to bottom - Population that returns from exploration will automatically go back to their previous jobs (one or two stragglers might remain once in a while) - You can now auto-allocate peasants to any number of roles, not just one. Consequently the evenly option and the nothing option in the allocation menu have been removed - Switching to the military tab while the UI is minimized will no longer pop up the 1k and 10k modifiers - Academies now properly grant the bonuses they were supposed to grant and they should make an impact on your production as intended - Being raided by an enemy kingdom will now return your dead troops as drafted soldiers as per usual - When mass-buying buildings, the amount of buildings created is now properly tracked once more, resulting in better civ score gains and stats tracking - The Ruins info box is a bit more consistent throughout fights now - A bug that made your hero both get an item from an adventure while near max capacity and tell you that the item was lost has been fixed - Glory is now properly granted everytime you have Kaamos' double glory buff - The Advisor tab has been renamed Town Hall and will be seeing expansion in the near future. The Advisor tab is now always enabled - The Advisor research has been replaced with Colonies. While the Advisor tab is always enabled, you will need this research the first time around in order to start a new colony - The tutorial has been updated to reflect the advisor changes - Academies and stalls now grant civilization points
[ 2016-01-04 00:47:39 CET ] [ Original post ]
- Idle Civilization Depot Linux [273.42 M]
So what is this?
Much like the title says, the game has its roots in the "idle" genre and indeed it was such when it first started out. But it has evolved into so much more that, in the current incarnation, I can proudly say it's a full-fledged civilization builder.
Idle Civilization offers depth and complexity that most idle games do not. Yes, you will see big numbers, yes, you will only go upwards and rarely downward, yes you will have a prestige system and other classic elements, but you will have so much more to manage and entertain yourself with than in your average game in the genre.
Alright, so what should we look forward to?
- over 30 buildings
- over 60 researches
- 6 deities to worship with unique powers
- a randomized map full of towns and villages to conquer on each colony
- ruins to explore in search of ancient magical fragments
- mighty heroes to send on epic adventures to gain loot and glory
- unique wonders of the world
- diplomacy and cultural events
- random events
- lots of achievements
- a compelling colony system
- offline progress
- and more... (there's always more and more)
So what this game isn't
This game isn't something like Sid Meier's Civilization. This is a management game where you oversee your civilization from various panels and buttons and sliders and commands. Well I guess you can see that from the screenshots and videos but it doesn't hurt to state it again.
And who are you?
I'm a fledgling developer from Romania, working on this project mostly alone (with help from a dear writer friend for the lore, game newspaper and quest texts/direction) and hoping to bring you something that you will enjoy for hours upon hours. Others have!
Wait, others have already enjoyed this?
Yes, I've been working on this game since early 2015 and the game started out as a browser game and it's currently enjoyed over 500,000 plays. You can still play it on Kongregate but the Steam version will have features, wonders, areas and generally content that the web version will not have going forward. I feel the game has matured enough so that it can be considered a full (albeit small) indie game that deserves a PC release. If you feel the same way, please vote for it. If you don't like it, please let me know what exactly you would like to see or what bothers you.
I'm always available for inquiries through the discussion thread or through email at support@verysimpleideastudios.com
[ 6138 ]
[ 3458 ]