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Weekly newsletter #2

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


You can see primitive communities spread across the world at the beginning of the game. Any land unit can enter a village, making the village disappear and deliver a random response. If the village proves hostile, the unit entering be destroyed or gain a random damage. If they are friendly, the player could receive gold, a science points, an experience points, a military unit or a settlers unit.
Here is the chances of the random response:

Economy effects of morale

The happy workers are producing 50% more resources on the tiles; the unhappy workers are producing half of the resources on the tiles; the angry workers are not working on the tiles. Here is an example of the bonuses:

Planned features on this week


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.


Land units are loading into transport vessels, so that could transportable between islands and continents in ships: Trireme, Caravel, Galleon, Frigate, Transport, Submarine and Carrier. This feature needs to the new land generation method which will be create continents and islands on the map.

Trade routes

Besides working terrain gifted with rare commodities, or with access to waterways and roads, you can increase trade by establishing trade routes between cities. You accomplish this by producing a caravan or freight, sending them to another city at least eight squares away or belonging to a different civilization, and giving them the make trade route command.

The origin civilization of the unit gains immediate revenue in gold and science from selling its trade goods at the destination city. The initial revenue depends on the trade already produced by the two cities involved and their distance apart.

Also, an ongoing trade route is established that benefits both its origin and destination equally by generating trade points for each city every hour. The amount of ongoing trade is based on (but not equal to) the sum of trade points from the tiles worked by the two cities; it is doubled if the cities are on different continents, and doubled again if the cities are from different civilizations.

The number of trade routes per city is limited to four. If you attempt to establish more routes, the trade route with the smallest ongoing revenue is lost if it would be less than the new route.

Feature requests

Turns a city into settlers: Make a disband button that turns a city into settlers, so that the occupied cities could convert into settlers.

Feature requests of the week

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

Time machine

Time machine - version 0.0.2
Here is the v0.0.2 from 2014-08-03! :)
Thanks for reading and I’ll see you all again in one week, please feel free to reply us!

History & reward

History of our developers weekly newsletters:

Bonus of this newsletter:

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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