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CivIdle - Supporter PackEventsPatch 1.5: End Game Wonder, Revamped Civs And Celebrate Restitutor Release!
Major update

Patch 1.5: End Game Wonder, Revamped Civs And Celebrate Restitutor Release!

CivIdle - Supporter Pack · published 8 Sep 2026, 10:49 UTC · build 25185130

All eventsPlayers around this dateRead on Steam

Greetings, CivIdlers,

To celebrate the early access release of Restitutor, I have prepared a content patch for CivIdle. This patch introduces a new end game wonder, updates some of the older Civs, and ships lots of QoLs and performance improvement. Coincidentally, this patch has the build number 1000 - It's our 1000th public build!

As a celebration of Restitutor: Empire Restored, all buildings get +1 Production Multiplier and +1 Building Level Boost for two weeks from Sep 8.

I will also drop by to the in-game chat to give away some Steam keys (for Restitutor and CivIdle) so keep an eye on the chat!

https://store.steampowered.com/app/4431750/Restitutor_Empire_Restored/

Keepers Of Our Server Special Day

The “Keep Our Server On” Pack helps keep our servers afloat amid ever-increasing costs. As a thank-you, I want to add a reward for Keepers Of Our Server without adding unfair advantage and breaking the game’s balance. Keepers Of Our Server can set a special day (such as a birthday or anniversary) which will appear on the game’s calendar (also added in this patch). On that day, every player receives +1 Production Multiplier and Building Level Boost for all buildings.

The special day can be changed once every 360 days. To help with beta testing, I will reset the cooldown once for everyone when this patch lands on stable.

The game’s calendar also shows the birthdays of Great People.

New End Game Wonder: Superintelligence

After constructing this wonder, Superintelligence can be researched, which costs 2X science and carries over X science to your next run. X = total science to unlock the whole tech tree

Revamp of Older Civilizations

CivIdle has received constant updates over the past two years, introducing many new features and mechanics. Some of our older civilizations, which predate these updates, feel a bit out of date. In this update, I am revamping four of our oldest civilizations: Roman, Greek, Egyptian, and Chinese to bring some of these newer mechanics to them in a backward compatible way and put them on the same-ish level as the newer civilizations.

Circus Maximus

Old: +5 Happiness. All Musician's Guilds, Writer's Guilds and Painter's Guilds get +1 Production and Storage Multiplier
New: +5X Happiness. All Musician's Guilds, Writer's Guilds, and Painter's Guilds gain +X Production and Storage Multipliers. X = this wonder's level
Change: Circus Maximus can now be upgraded, and its bonuses scale with its level.

Colosseum

Old: Chariot Workshops are exempt from -1 happiness. Consumes 10 chariots to produce 10 happiness. Each unlocked age gives 2 extra happiness
New: Chariot Workshops are exempt from the -1 Happiness penalty. Consumes 10X Chariots to produce +5X Happiness. Each unlocked age provides an additional +X Happiness. X = this wonder's level
Change: Colosseum can now be upgraded. Its Chariot consumption and Happiness bonuses scale with its level.

Statue of Zeus

Old: Spawn random deposits, from among those that have been unlocked, on adjacent empty tiles. All Tier I buildings adjacent to Statue of Zeus get +5 Production and Storage Multiplier
New: Spawns random unlocked deposits on adjacent empty tiles. All buildings within X tiles gain +5 Production and Storage Multipliers. X = this wonder's level
Change: Statue of Zeus can now be upgraded. Its range scales with its level, and the Tier I restriction has been removed.

Parthenon

Old: Two great people of Classical Age are born and you get 4 choices for each. Musician's Guilds and Painter's Guilds get +1 Production, Worker Capacity and Storage Multiplier and are exempt from -1 Happiness
New: Each level provides 2 Classical Age Great People, with 4 choices for each. Musician's Guilds and Painter's Guilds gain +1 Production, Worker Capacity, and Storage Multipliers and are exempt from the -1 Happiness penalty
Change: Parthenon can now be upgraded, granting its Great People reward at every level.

Abu Simbel

Old: Double the effect of Ramesses II. All wonders Adjacent to Abu Simbel get +1 Happiness
New: Each level provides +100% Ramesses II's (Great Person) effect. All wonders within X tiles gain +1 Happiness. X = this wonder's level
Change: Abu Simbel can now be upgraded. Its Ramesses II bonus and Happiness range scale with its level.

Great Sphinx

Old: All Tier II or above buildings within 2 tiles get +N Production Multiplier. N = Number of its adjacent buildings of the same type
New: All buildings within X tiles gain +N Production Multiplier. For each affected building, N is the number of adjacent buildings of the same type. X = this wonder's level
Change: Great Sphinx can now be upgraded. Its range scales with its level, and the Tier II restriction has been removed.

Opet (Egyptian Festival)

Old: Opet: Great Sphinx provides +N Building Level Boost to all Tier II or above buildings within 2 tiles of the Sphinx. N = Number of its adjacent buildings of the same type
New: Opet: Great Sphinx also grants each affected building a Building Level Boost equal to the Production Multiplier it provides
Change: Opet now follows Great Sphinx's level-scaled range and expanded set of affected buildings.

Great Wall

Old: All buildings within 1 tile range get +N Production, Worker Capacity and Storage Multiplier. N = the number of the different ages between the current age and the age where the building is first unlocked. When constructed next to Forbidden City, the range increases to 2 tiles
New: All buildings within X tiles gain +N Production, Worker Capacity, and Storage Multipliers. N is the difference between the current age and the age in which the building is unlocked. X = this wonder's level. Building it next to Forbidden City increases its range by 1 tile
Change: Great Wall can now be upgraded. Its base range scales with its level, while Forbidden City adds 1 tile to that range.

Yellow Crane Tower

Old: +1 choice when choosing great people. All buildings within 1 tile range of the Tower get +1 Production, Worker Capacity and Storage Multiplier. When constructed next to Yangtze River, the range increases to 2 tiles
New: Provides +1 choice when selecting Great People. All buildings within 2 tiles gain +X Production, Worker Capacity, and Storage Multipliers. X = this wonder's level. Building it next to Yangtze River increases its range by 2 tiles
Change: Yellow Crane Tower can now be upgraded. Its base range is now 2 tiles, Yangtze River adds 2 tiles, and its multipliers scale with its level.

Porcelain Tower

Old: +5 Happiness. When constructed, all your currently earned extra great people at rebirth will become available for this run (they are rolled following the same rule as permanent great people)
New: +5 Happiness, plus +1 Happiness for each additional level. When constructed, all Extra Great People earned at Rebirth become available for this run, following the same roll rules as permanent Great People
Change: Porcelain Tower can now be upgraded, and its Happiness bonus scales with its level. Its Great People effect is unchanged.

Lunar New Year (Chinese Festival)

Old: Lunar New Year: Great Wall provides double the boost to buildings. Porcelain Tower provides +1 level to all great people from this run
New: Lunar New Year: Great Wall and Yellow Crane Tower also grant affected buildings a Building Level Boost equal to the Production Multiplier they provide. Porcelain Tower grants +1 level to all Great People from this run
Change: Great Wall's doubled multipliers have been replaced with an equivalent Building Level Boost, and Yellow Crane Tower now also grants a Building Level Boost during Lunar New Year. Porcelain Tower's festival bonus is unchanged.

Sanchi Stupa

Old: Transports from or to buildings within 2-tile range of Sanchi Stupa are immediate
New: Transports from or to buildings within 2-tile range of Sanchi Stupa are immediate. This wonder can be upgraded, and each additional upgrade provides +1 range
Change: Sanchi Stupa can now be upgraded, with each additional level extending the range of its immediate transportation effect by 1 tile.

Diwali (Indian Festival)

Old: Diwali: Increase the range of Ganges River to 2 tiles. Increase the range of Sanchi Stupa to 3 tiles. Increase the range of Red Fort to 5 tiles
New: Diwali: Increase the range of Ganges River to 2 tiles. Sanchi Stupa gains +2 range. Increase the range of Red Fort to 5 tiles
Change: Diwali now adds 2 tiles to Sanchi Stupa's range instead of setting it to 3 tiles, allowing the festival bonus to scale with Sanchi Stupa upgrades.

Trade Profit Lock Slider

Performance Optimization

Previously Transport Plan Cache is only implemented for Distance mode AND non-Warehouse/Caravansary. This means if you select other transport modes, or if a building is Warehouse/Caravansary, Transport Plan Cache is not used.
In this build, I have implemented Transport Plan Cache for Amount/Storage mode. I have also implemented a dedicated cache for Warehouse/Caravansary. These two should improve the performance a lot, especially if you have lots of Warehouse/Caravansary or uses Amount/Storage mode. The downside is that these modes are less accurate with Transport Plan Cache on.

New Player Trade Limit For Account Level

The trading server has been updated with limit for different account levels: https://steamcommunity.com/games/2181940/announcements/detail/678508690826855736

Max Tariff


Max Tariff has been 10% since the Player Trade was initially introduced. It worked alright until "Tile Claim" was introduced, which made trade map more crowded and tariff more prevalent. This hinders player trade and is prone to abuse. Lowering tariff rate, especially for lower account levels should help tackle this issue. After this change goes online, existing tariffs will be capped at the new limit.

Trade Price Range


The old Trade Price Range is too unfavorable to new players, who actually can benefit more from player trading. This changes allows new players to price more competitively when posting a new trade - instead of relying on goodwill from old players.

Active Trade


I've been dealing with the ever increasing server cost since this year - I did some more profiling and optimization of the server code. One of the finding is that the number of active trades does not really impact the server performance that much (the number of trade fills and tariff routing is more impactful). So I figure increasing the active trades for Supporters/Keepers should not cause much higher server load while makes Supporter/Keeper packs more "attractive" and thus help with long-term sustainability of the trade server.

Cheers,
FishPond

Cover Art Credit: Das Forum Romanum (1901) J. Bühlmann: https://artvee.com/dl/das-forum-romanum-2/