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Weekly newsletter #3

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

Huts

More random responses from the primitive communities: the fixed value of gold, science points or experience points modified to random value:

Visual feedback of the attacks

The result of the attack of a hut, an enemy unit or a city is displayed in a floating bar on the screen:

Performance improvements

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

Planned features on 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.

Transportation

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 the sum of trade points from the tiles worked by the two cities with bonuses and without other trade routes and it is doubled if the cities are from different players.

The number of trade routes per city is unlimited but each trade route is active only 48 hours!


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 0.0.3
Here is the v0.0.3 from 2014-10-13! This is the first Android version! :)
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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