Devlogs
Tiny Civilization Dev Log #1
Posted December 30, 2025 by moston
#Strategy #TurnBased
This week’s highlights: core 4X turn loop tightened—settlers can found cities, cities queue warriors/archers/lancers/boats/shipyards, turn status and waiting prompts are clearer.
- World & exploration: noise-based hex map now supports random seeds and varied terrain (plains, forest, desert, mountain, ice, beach, shallow water/ocean), plus fog of war and a minimap for better exploration feedback.
- AI progress: multiple AI civs can join per your settings, with pathfinding and threat evaluation; “processing turn / waiting for other civs” prompts keep single-player pacing smooth.
- UX & UI: main menu lets you set resolution and window mode; full gamepad + mouse/keyboard support; city/unit panels reorganized for build and action clarity; save/load works for long sessions.
- Localization & builds: English/Chinese localization framework is in, some Chinese strings still need encoding fixes; PC and Android exports are validated for desktop and mobile playtests.
Next up: polish Chinese text and fonts, add a short onboarding tip flow, balance unit stats/city growth pacing, optimize AI performance, and layer in more SFX and UI animations.