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

CivIdle

CivIdle is an idle/incremental game that allows you to lead your own civilization through thousands of years from ancient times to the modern era. Expand your territory, explore a vast tech tree, build various wonders, and trade with global players: empire must grow and numbers must go up!

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 [b]0.3.0 Build 182[/b] [h3]New Content[/h3] [list] [*] 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 [/list] [img]{STEAM_CLAN_IMAGE}/43106564/530104378ba080cb075d5a1fd2ba8e1fd707aa60.png[/img] [h3]Warehouse Enhancement[/h3] [list] [*] 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 [/list] [img]{STEAM_CLAN_IMAGE}/43106564/048b3b385686cacb0b1b77068fb3ea8934931334.png[/img] [h3]Player Trade Rework[/h3] [list] [*] 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 [/list] [img]{STEAM_CLAN_IMAGE}/43106564/a98416145d4d1fdeb98413f3b9616724c78e919b.png[/img] [h3]Market Rework[/h3] [list] [*] 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 [/list] [h3]Balancing[/h3] [list] [*] 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. [url=https://discord.com/channels/631551126377857044/1212888555395743755]Read more details[/url] [*] 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 [/list] [h3]Wonder Construction Cost Adjustment[/h3] [list] [*] 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 [/list] [h3]Gameplay[/h3] [list] [*] 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) [/list] [img]{STEAM_CLAN_IMAGE}/43106564/0e0f70913d2a3b3746fc498af47c913bbfdd2725.png[/img]