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Biweekly newsletter #6

With these newsletters we want to bring you all a bit closer to the game’s development. We hope you’ll enjoy this closer view of what we’re doing.

Table of contents

Finished new features

Placement of players

We've modified the initial placement of the players — again... :)

Every white tile is a 16x16 map area which is mostly covered by sea and some small islands; every gray tile is a 16x16 map area which is mostly covered by land and some sea. The white numbers are the sequence of the registration time of the players, the gray numbers are the sequence of the islands.

Before:

Now, tighter sea channels between islands and nine players per islands instead of four players:

We will evaulate the experience about the new map generation and the placement of players.

Redesigned food, production and trade

We've redesigned the Details bar of the city overview, it contains all values about food and production. Added progress bar of granary level and time of next change.

We've redesigned the Economy bar of the city overview too, it contains all values about corruption, trade, science, tax and luxury:


Replaced slider widget to spinner

We've replaced the luxury, science and tax ratio sliders to spinner. It will be comfortable on touch devices! Also we've modified the step from 1% to 0.25%!


Science and gold theft

You can steal science and gold by capturing enemy cities. During the occupation the game engine calculates the proportional share of the science and gold of the enemy player — based on the population of the captured city — and half of this calculated science and gold will be transferred from the enemy player to you when the population of the enemy player is greater than four.


Balance of the game

We've reviewed the costs and benefits of all units, buildings, wonders, city settings and calculations:

You can suggest any ideas about the balance of the game!


Fixed "Palace" bug

The capital city of your empire will be relocated to the city which has the most recent Palace built.


Move cost reduced

We've reviewed the move costs of all units and decided to reduce it to 50%.


Performance improvements

We've made some performance improvements based on the value of response times.

Planned features this week

Government

There are several forms of government with which you can rule your civilization, but none offers complete control. The standard forms of government are: Despotism, Monarchy, Communism, Republic and Democracy.

Under autocratic regimes (Despotism, Monarchy and Communism) your citizens readily support the military, as military units stationed in a city can prevent unhappiness by enforcing order, but reduce your trade income through corruption. When granted representative government (Republic and Democracy) they are efficient and productive, but demonstrate against the use of military force by becoming unhappy, the only effect is negative — citizens become unhappy when their city is supporting military units which have been deployed into an aggressive stance.


Player profile

We will create a rudimentary profile of the players, so that you can upload an avatar and specify a tagline as a description. Later this profile will remain permanent, with achievements and private messages.


Goto command

You can command the movement of your units by touching the tile in the desired direction. You will use the Goto command to order a unit to move to a destination tile.

To do so, select the unit, touch the new (Goto) icon and touch the target tile. The unit will go there automatically if it is possible.


Automated Workers and Engineers unit

You can command various works (building roads or railroads, irrigating, etc.) of your Workers or Engineers units. You will use the Auto command to order a unit to make the specified commands on the tiles in the home city's environment.

Select the Workers or Engineers unit, touch the icon of the specified work and touch the new (Auto) icon. This tells the game engine to automate the selected Workers or Engineers unit. Thereafter it will do the selected works (building roads or railroads, irrigating, etc.) for the purpose of improving the area around the unit's city.


Performance improvements

We will make some performance improvements based on the value of response times.

Feature requests of the week

You can find more feature requests on our portal, please submit your feature requests and vote on the existing requests!

History & reward

Thanks for reading and I’ll see you all again in two weeks, please feel free to reply us!

History of our developers' weekly newsletters:

Bonus offers of this newsletter (be wise, you can take one offer every 24 hours):

You can share this newsletter with your friends! We need to spread through the universe like your soldiers explore the whole world! :)
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