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Millennia - 4X Strategy from Paradox Interactive

For discussing tactical and strategy games. What's the difference between tactics and strategy anyways?
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The_Mask
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Millennia - 4X Strategy from Paradox Interactive

Post by The_Mask »

I am mildly interested in this, so here we go (as per usual, everything is as close as possible to the sites I am quoting, so you don't have to give clicks, unless you want to; embed is Rumble):

https://www.paradoxinteractive.com/game ... nnia/about

MILLENNIA

INTRODUCTION

Define The Ages and Shape The Course Of History
Create your own nation in Millennia, a new historical 4x strategy game that challenges your strategic skills and encourages new discovery and experimentation. Navigate 10,000 years of history, from the dawn of humanity to the near future, as you tell the story of worlds that never were - choosing the course of development through Ages where you set the path, or adapt to a future of your rivals' choosing. Select your nation's attributes to match your strategic situation or play style, taking advantage of the resources around you to explore unique combinations of traits. Unmatched variety awaits you in Millennia.



Guide Your Nation Through History
Dictate the course of history across ten ages, from the first cities to space travel. Accomplish certain objectives and you can move time into a Variant Age - an alternate history with new rules, new technologies, and new units. But beware Crisis Ages; following a path of chaos and disorder may plunge the world into a future filled with war, sickness or ignorance. Then again, a wise ruler can always turn a crisis into an opportunity.... Choose your path wisely, as the ages you pass through will have a lasting impact on your people and the world.

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Choose What You are Known For
Customize your nation by adopting unique Nations Spirits over the course of your game. Will you be a nation of warriors or explorers? Are your people lead by a Great Khan or a builder of monuments? Are you known for defining pop culture or for dominating global finance? What parts of your culture will reverberate across history?

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Master a Deep and Interesting Economy
Manage your economy with care and create a juggernaut of growth and construction. Start with basic resources to gain food, wealth, and production. As your advance, decide how to best convert these simple goods into more valuable products through research and improvements. Specialize your regions, turning iron into weapons or tools, wood into paper or lumber, gold into coin or jewelry. Ship surplus goods where they are needed, allowing the breadbasket of your empire to feed far-flung colonies or your industrial heartland to supply troops near your enemy.

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Unlock Technologies and Ideas
Pursue knowledge to research scientific and cultural advances, unlocking new units, buildings, and improvements to grow your cities or strengthen your armies. Research Defense to train the first archers, Smelting to master iron production, or Guilds for making wine. Variant and Crisis Ages feature unique alternatives, introducing everything from Cloud Estates in the Age of Aether to underwater cities in the Age of Utopia.

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Achieve Victory On Your Terms
Achieve your ultimate success through a Victory Age. Toward the end of the game (or earlier if your strategy is sound), dominance allows a nation to dictate the winning conditions. The rest of the world must decide if they will struggle to achieve victory before the leader ... or oppose the leader's attempt. Risk everything to take victory in the Renaissance or carefully plan for triumph in the modern era.

Steam screenshots:

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If you're just as interested as I am:

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KnightoftheWind
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Post by KnightoftheWind »

The Stone Age-Caveman "era" is neither historical nor scientific, and I'm tired of pretending it is. Titles like these should start at the Bronze Age, as that's all we (supposedly) know to be more-or-less accurate to history. Even that is tenuous, as historians like David Rohl have differing views when it comes to the chronology of events, and we certainly cannot trust mainstream organisations to tell us the truth.
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Post by Emphyrio »

KnightoftheWind wrote: September 21st, 2023, 18:47
The Stone Age-Caveman "era" is neither historical nor scientific, and I'm tired of pretending it is. Titles like these should start at the Bronze Age, as that's all we (supposedly) know to be more-or-less accurate to history. Even that is tenuous, as historians like David Rohl have differing views when it comes to the chronology of events, and we certainly cannot trust mainstream organisations to tell us the truth.
Sure "caveman" wasn't a real thing (the guys living in caves were just the ones who had their stuff survive, and cave-dwellers were probably not representative) but what do you call these if not stone-age?
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Post by J1M »

Stone refers to the type of tools used, not where they lived.

Happy to see a Civ alternative. Have been disappointed in that series since they walked back a plan to make it more different than previous entries. There was marketing talk of pulling in more board game inspiration that they should have followed through on.

Axes & Acres is a really small game, but it has more interesting choices in a dozen rounds than a whole evening of Civ.

Last edited by J1M on September 21st, 2023, 19:35, edited 2 times in total.
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Post by KnightoftheWind »

Emphyrio wrote: September 21st, 2023, 19:01
KnightoftheWind wrote: September 21st, 2023, 18:47
The Stone Age-Caveman "era" is neither historical nor scientific, and I'm tired of pretending it is. Titles like these should start at the Bronze Age, as that's all we (supposedly) know to be more-or-less accurate to history. Even that is tenuous, as historians like David Rohl have differing views when it comes to the chronology of events, and we certainly cannot trust mainstream organisations to tell us the truth.
Sure "caveman" wasn't a real thing (the guys living in caves were just the ones who had their stuff survive, and cave-dwellers were probably not representative) but what do you call these if not stone-age?
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Jungle/African tribes have always been around, I wouldn't label them as part of some "Stone Age". It's merely a way of life. The developers might as well call the beginning stages the "Tribal Age" with NPCs wearing simple clothing, not as some weird ape-men that never existed.
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Acrux
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Post by Acrux »

Thanks for the recommendation. This looks great!
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Emphyrio
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Post by Emphyrio »

KnightoftheWind wrote: September 21st, 2023, 19:31
Jungle/African tribes have always been around, I wouldn't label them as part of some "Stone Age". It's merely a way of life. The developers might as well call the beginning stages the "Tribal Age" with NPCs wearing simple clothing, not as some weird ape-men that never existed.
Ok. It seems like a big part of this game is competing for the right to chose what age the world "advances" into, so maybe a stone age might not even necessarily happen. I don't see any apemen in the trailer, and the guys wearing furs have houses in the background, not caves.
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J1M
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Post by J1M »

Acrux wrote: September 21st, 2023, 19:35
Thanks for the recommendation. This looks great!
It was my GOTY. The interface can be challenging initially, but worth the effort.
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Eyestabber
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Post by Eyestabber »

Game looks like yet another Peoplekind, with faceless civilizations that morph into spartans and then samurai and then redcoats and finally space niggers. Not looking forward to it, but who knows. Also, just looking at this map hurts my eye. Am I getting old or are overly detailed maps in strategy games REALLY tiresome to look at?
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Post by maidenhaver »

Eyestabber wrote: September 27th, 2023, 17:41
just looking at this map hurts my eye
Are you Eyestabber or Eyestabbed?
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J1M
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Post by J1M »

Eyestabber wrote: September 27th, 2023, 17:41
Game looks like yet another Peoplekind, with faceless civilizations that morph into spartans and then samurai and then redcoats and finally space niggers. Not looking forward to it, but who knows. Also, just looking at this map hurts my eye. Am I getting old or are overly detailed maps in strategy games REALLY tiresome to look at?
Same problem as fps games filling the environment with clutter. Using different contrast levels, detail levels, or lighting for different types of game elements is an unheard of technique for current-year developers.
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Post by maidenhaver »

The only question that matters who asked for this? Go play settlers of catan, 4x are barely computer games.
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Vergil
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Post by Vergil »

Looks genuinely embarrassing.
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Every screenshot I see of this makes me wonder if I need to pay for premium deluxe gems to unlock my next hero.
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Post by The_Mask »

I don't plan to paste all of these, but I did want to add these here because they paint the clear idea that this is basically a new Civ clone.

https://forum.paradoxplaza.com/forum/de ... p.1600764/

Millennia is a huge game, packed with content and gameplay systems, but a good place to start explaining it all is with one of the most central pieces of the game – how you claim territory, grow your Nation, and explore the map.


Regions

At the start of the game, you control a single Region. Regions are the most vital element of the game economy – they define your borders, allow you to put your people to work, and let you build Units and Buildings. The Capital at the heart of a Region will feel pretty familiar to players comfortable with other 4X games, particularly at the start. Grow your Region’s population to work more tiles, collect more resources, and become an industrial powerhouse.

At a high level, the Region’s Population determines how many workers you can assign, while the territory controlled by the Region determines what those workers can be assigned to. Early on, many of your workers will be “foraging”, gathering from the land directly. This type of gathering is 1:1, so if you have 3 Forests, you can assign up to 3 workers to foraging in those Forests.

This is fine for getting started, but to really get your economy rolling you will want to build Improvements, such as Farms and Hunting Camps … or Oil Wells and Computer Factories when you reach the more advanced Ages. Improvements dramatically boost the value of workers in a Region, providing Goods that are worth significantly more than what foraging alone can generate (of course if you have the right National Spirit perhaps there are some alternative strategies you can find…).

Regions can also be strengthened by constructing “Capital Buildings”, which are permanent upgrades to the Region. These represent infrastructure, monuments, and other ways to improve your Region as a whole. Like Improvements, there are a huge range of these, providing additional resource income, army enhancements, and other bonuses.

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Growing your Nation by gaining more Regions involves Vassals. These are similar to Regions, but they operate mostly on their own. They will grow over time and claim parts of the map, and they contribute some of their income to you each turn as tribute. You don’t have to manage the Needs or worker assignments of a Vassal, and they also don’t incur any of the costs associated with a Region, so they can be a very useful tool in “painting the map” without slowing down your economy. When the time is right, you can convert a Vassal into a Region to utilize its potential more fully.

We will talk a lot more about how Vassals, Needs, Improvements, and Goods work in a future diary, as there are a lot of interesting gameplay details to cover there.


Towns

In addition to settling new Regions, you also settle new Towns. Towns are part of a Region, smaller population centers that boost the central Capital. Each Town also influences the expansion of a Region’s borders, so they present a lot of choices for defining the “shape” of a Region. Do you want to steer your Region towards some vital resources, or to claim disputed territory from another Nation? Do you try to maximize the total area your Region can control, or focus on a more compact, easily defensible setup? Each game will require you to adapt your strategic positioning differently.

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Enemies may try to raid your Towns. If a Towns falls, your Region can lose territory that was controlled by the Town. Towns also contribute Militia units to the Capital, bolstering defenses there when attacked, which creates some interesting tactical choices when assaulting an enemy Region. When planning your offense, do you chip away at their Towns to weaken them, or bypass the Towns and strike for the Capital directly?

Initially, your Towns will generate more Wealth for the region based on how many Improvements you have built nearby. As your Nation’s capabilities in civil engineering improve over time, you can expand the Towns to higher levels, increasing this bonus. Towns can also specialize, they can become “mining towns”, “farming towns”, and the like. A Town’s specialization allows it to provide different resources (and require different Improvements). Cleverly using your Towns to accomplish both your strategic and economic goals is very satisfying when you can juggle all the competing interests correctly.

Creating a new Town can only be done with by using a Culture Power, big moments in the growth of your Nation that only happen periodically. While creating a Town is only one of many possible choices of what do with Culture, knowing when and where to expand is an important skill to master in Millennia.


Outposts

Regions and Vassals are not the only way to control territory on the map. You can also send out Pioneers and have them build Outposts. When built, Outposts immediately bring all the tiles in a 1-hex radius under your control. Because they have much looser restrictions of where they can be placed, you can even build them right up against another Nation’s territory to stake a claim. Of course, Outposts are a lot easier to take down than Capitals or even Towns, so make sure you are prepared to defend them against roaming Barbarians and other Nations alike.

The basic Outpost can also build Trade Posts within its territory, allowing you to send valuable Goods to any of your Regions. Because these Trade Posts do not require workers, they can be an extremely potent way to supercharge your economy, particularly when available workers are scarce. Later in the game, more advanced Outpost types become available such as Castles or Missions. These allow you to provide extra abilities to your outposts and can make them a larger part of your overall strategy.
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Outposts are also very convenient for establishing a road network through your Nation, as each one you build will automatically connect up with other nearby Outpost, Capitals, and Towns. Of course, just the normal progress of a Region and its Towns are often enough to get you roads where you need to go, but where there is a big gap of terrain to cover, Outposts can quickly get the job done.


Outposts also provide a defensive bonus and increase the healing rate for any of your Armies stationed there. There are also many Powers which let you spawn units at a friendly settlement – which includes Outposts. Using Outposts tactically as forward bases or reinforcement hubs can give you a significant military advantage!
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https://forum.paradoxplaza.com/forum/de ... t-29193512

Nation is something of a catch-all for everything controlled by any distinct “player” in the game. Millennia makes you the guiding spirit of a people, in charge of leading them through 10,000 years of human history -- the thing you lead and build with your decisions during the game is your Nation.

Regions and Vassals

Rob went over some basics of Regions and Vassals in our last Developer Diary,

Regions define a big chunk of your Nation. They have territory and population, provide places for Improvements and Capital Buildings to be built, and they are the primary source of the Goods and resources that power everything you do.

Vassals are similar to Regions, but they are not directly controlled. Vassals grow on their own, expand borders, build buildings, and so on. They also pay a portion of their income to their Nation, which can make them quite valuable.

When you conquer an enemy Capital or use a Settler, you gain a new Vassal. Your Vassals have an Integration level, which describes how much the people there feel like part of your Nation. Vassals you gain by using a Settler need less Integration than Vassals you acquire after your army takes control of the place by force, but Integration in either will slowly increase over time (and a power in the Diplomacy Domain can be used to speed this up).
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If you want the Vassal to be a full Region, one that you control directly, you only need to worry about Integration – once you have 100 Integration, you can make the Vassal a Region. However, Vassals also have a Prosperity rating. If you plan to keep a Vassal as a Vassal, you might want to work to increase its Prosperity, as this will make it more productive and increase the value of what it contributes each turn.

As Nations grow larger, they require more to maintain cohesion. Each Region in your Nation increases the amount of Culture “spent” to keep it together and also increases the amount of Unrest across the Nation. Hence, depending on your strategy and how you have guided your Nation, you probably want a mix between a number of Regions and a number of Vassals.

Minor Nations

Another way you might add a Vassal to your Nation is through a Minor Nation.
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Minor Nations are larger protected settlements that occupy spaces in the world from the start of a game. They do claim territory, but unlike many borders, anyone can move into and through a Minor Nation’s space.

If you have a strong enough military, you can attack and conquer a Minor, which will make it a Vassal in your Nation. Alternatively, you might go the diplomatic route and send an Envoy to convince the Minor to join willingly.

Governments

One factor that can have a substantial impact on the number of Regions and Vassals best for a Nation is Government. All Nations have a Government, starting with Tribal. In Ages 3, 5, and 8, other options become available.

Structurally, Governments are similar to National Spirits – they provide access to a set of Ideals that can be unlocked using Government Domain Points. Unlike National Spirits, they do not stack. You only have one Government at a time and taking a new one replaces the old one.

Governments provide a specific Government Building and also define the baseline value of a Capital City. The Capital of a Nation with the Tribal Government, for example, generates 2 Culture per turn (among other things). As a Democratic Republic, the same Capital City would provide 4 Culture per turn.
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Governments are designed to guide and support different strategies. As mentioned above, some Nations will benefit more from having a lot of Vassals and a small number of Regions, whereas for others the opposite is true. Governments have a heavy hand in that decision, either by taking a Government that suits your direction so far, or taking a Government and playing to its strengths.

If you research a Government into its highest tier, you can “Reform” it, which provides additional Innovation and Culture. Once your current Government is reformed, the ability to select a new form of government via a Peaceful Revolution (a Culture Power) is also unlocked.

You can still adopt a new Government if you have not Reformed your current one, but it must be through Violent Revolution in this case. Violent Revolutions come with a non-trivial amount of Chaos, so it is generally better to avoid this route unless you feel you must transition to a new Government right away.

During later Ages, Governments take on additional importance through Faction. With Faction, your choice of Government encourages your Nation to favor other Nations with the same Government (and to dislike those with different Governments). At this point, Nations also start competing to advance their Faction (which provides bonuses for all members of the Faction) and to lead their Factions (which provides bonuses for the leader).

(The Space Race, which generally dominates Age 8, provides considerable Faction bonuses, especially for the Nation that manages a moon landing.)
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Diplomatic Relationships

Once they have made contact, Nations have diplomatic standing with one another. There are five diplomatic states: War, Hostilities, Peace, Open Borders, and Alliance. Nations begin “At Peace” with one another and the simplest form of diplomacy is available immediately – you can propose improving your diplomatic state (for example, suggesting going from Peace to Open Borders) or you can declare a move in the other direction (for example, declaring that you’re changing from At Peace to Hostilities).

More sophisticated diplomatic options are available if you deploy an Envoy at another Nation. With an Envoy in place, you gain a new set of actions that allow you to adjust your relationship in more specific ways (…like extorting money from weaker neighbors).
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A final stage here is achieved if you can afford and get agreement for opening an Embassy. Like the Envoy, an Embassy opens up a new set of diplomatic options. In this case, it allows you to establish Treaties, which reward both sides with ongoing resources.

Barbarians

Barbarians and their ilk can be thought of as a special kind of “Nation” but they aren’t a true Nation in most respects.

In early Ages, Barbarians are a bit of danger in the unknown world. They’re out looking for things to fight or burn down, so you need to take some precautions. They do not expand in the same way that other Nations do, but they will multiply and establish new camps if they are not dealt with.

Barbarians advance and become more dangerous with time (and on occasion Barbarian Warlords make an appearance), but their objectives remain mostly the same. There are different hostile groups that operate in a manner similar to the Barbarians but which are unique to the different Variant, Crisis, and Victory Ages. Each of these have slightly different priorities, such as razing improvements, destroying towns, getting into fights with your units, or stealing your cattle. In the Age of Revolution for example, Rebels are a new Barbarian-like threat – if not managed, they can cause Regions to declare independence and break away from a Nation (forming new “splinter” Nations).
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Post by The_Mask »

They also posted this on their Twitter. Slightly bizarre, but sure:

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Emphyrio
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Post by Emphyrio »

dunno whether to eyeroll or zzz so i'll do both


:sleepy: :roll:
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Post by The_Mask »

Emphyrio wrote: October 19th, 2023, 20:34
dunno whether to eyeroll or zzz so i'll do both


:sleepy: :roll:
Yeah, it looks very very safe and mediocre.

It's okay. I'll keep an eye on this. :salute:
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Post by The_Mask »

I'm warming up to the art for these pictures. I kinda like them.

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Last edited by The_Mask on October 24th, 2023, 21:14, edited 1 time in total.
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Post by The_Mask »

Once again, the art is neat.

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Post by The_Mask »

https://forum.paradoxplaza.com/forum/de ... t-29290652

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Developer Diary | Economy Part One

Hello and welcome to another Millennia Design Diary! I’m Rob “Xemu” Fermier, lead programmer and co-designer (along with Ian Fischer – fun fact, we’ve been working together since “Age of Mythology” way back in 1999!). We’ve talked about the Map, the Nations, and the Combat in the game, but today I’m excited to talk in more detail about the Economy of the game.

Ever since the early concepting of the game, having deep and rich economic systems has been one of our primary goals. Whether your path to victory involves raising massive armies, rushing ahead in the tech tree, or securing your cultural prominence, doing any of those things requires a strong economy to be successful. There’s a lot to cover here – in fact so much that we’ll be doing a second entire Design Diary on the economy later on!

Econ 101

At the heart of the economy are your Regions, which house your Population. Your Population lets you work the tiles controlled by the Region, generating Resources directly, or Goods that convert back into Resources at the end of the turn. There are many paths to a bountiful economy – more Population to let you work more tiles, more advanced Goods which convert into more valuable resources, or just expanding to control more Regions in the first place.

How you assign your workers gives you a lot of flexibility about what you’re actually generating each turn. When there’s a war going on, sometimes extra Production to finish out a new Unit is a lot more important than growing your Population. You can manually control each worker’s assignment, but if you prefer to just focus on the big picture, the game will make sure that no workers are left idle at the end of a turn.

Some parts of your economy generate passive income as well. For example, you can construct a Town Center for +1 Government XP per turn. There are many Technologies and Ideals which also give you income directly, or for each Region you control. When creating a “wide” Nation these per-Region bonuses are important as they can scale up dramatically.

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Let’s get into some details!


National Resources

These are all tracked & accumulated at the “nation level”, pooling income from all your Regions together. They generally carry over from turn to turn.

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Knowledge – Used to develop Technologies, which give you new bonuses and unlocks as well as let you progress through the Ages. In a game about moving through thousands of years of progress, this is always an important Resource to focus on!
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Culture – Each time the Culture meter is filled up, you use one “Culture Power”, which provides a wide range of potent effects from instantly mustering armies, expanding your Regions, or change your Government. Each time you use a Culture Power, the cost for the next one increases slightly. Managing your Culture when you have a lot of Regions can be quite challenging, but many of the Culture Powers provide abilities you cannot access in any other way.
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Wealth – If you want to maintain a large standing army, you’ll need plenty of Wealth to pay for Upkeep on your Units. Some elite Units require a great deal of Wealth to maintain, while others are much more affordable. As you progress in the game you’ll unlock the ability to use Wealth to “rush” progress in Regions, or towards your next Culture power.
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Improvement Points – These do pretty much right what it says on the tin, you use them to build new Improvements! Improvements let you get much more out of your workers, and are the primary way you get and convert Goods. Later in the game you’ll also encounter Specialists, which function similarly but represent the requirements of a more educated workforce as opposed to pure infrastructure (and in the Age of Alchemy you might find yourself in need something rather more exotic…)
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Domain XP – Each of the six Domains in the game (Exploration, Warfare, Engineering, Diplomacy, and Arts) has its own Resource, representing your Nation’s expertise and preparation in that Domain. They are used to both to use Domain Powers (like spawning Settlers, Artists and other unique units) as well as to purchase new Ideals from your National Spirits (which can provide extremely powerful specialized bonuses).
Regional Resources

These are generated by, and used with, a specific Region. They generally do not carry over from turn to turn but instead are used immediately.
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Production – Each Region can build one thing at a time, usually a Unit or Building. Each turn your Production is applied to the current build, in a process that should be quite familiar to most 4X players. Regions can also work on “Projects” which let you convert your Production over to other Resources instead of building a new thing.
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Influence – By generating Influence, a Region can control more territory on the world map. There are many factors that control which specific tiles are acquired such as Town placement, geography, and Technology adjustments, but they all start with Influence. Well developed, high Population Regions require a lot of space for all their Improvements so this is an important, if subtle, Resource to manage.
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Needs – There are a wide variety of Resources that Regions use to keep their Populations satisfied. Early on this is met by Food and Housing, but by the end of the game large regions can require Education, Ideology, and more. Meeting the Needs of a Region grows your Population, which in turn can cause them to have more types of Needs.

Needs

Needs are worth describing a bit more in detail, because they are such a key concept in the game. There are 9 types of Needs in total, and how well your population grows is directly determined by your overall “Needs Satisfaction” (which is simply the average of all the individual Needs). If you meet the need at 100%, your people will have their basic requirements met – slow and steady growth. But if you can provide up to 200% Satisfaction, you can grow a Region much, much faster. Of course, the converse is true as well, as a Region with less than 100% Satisfaction will not only cause your Population to decrease but also has other negative consequences for a Region!

Five of the Needs (Food, Housing, Sanitation, Luxury, and Education) are triggered simply by hitting various Population thresholds in the Region (for example, Sanitation becomes required once you are above 10 Population). The other four (Faith, Power, Ideology, and Information) are more conditional, activating based on external factors like Religion or Government.

Almost all Needs grow directly with your Population, so managing a full set of Needs on a very large Region can be quite challenging! Vassals have a key advantage in that you don’t need to manage their Needs at all – the autonomy provided to a Vassal lets them grow at a steady pace without any guidance.

Goods

While Resources are directly gathered via Forage (on unimproved tiles) and Buildings / passive bonuses, any advanced economy is going to run mainly on Goods. Goods represent a wide variety of things from raw materials to advanced consumer products – there are around 130 different Goods! Each type of Goods has a different “consume value”, which is what you get at the end of the turn if you don’t use it for anything else. Many Goods even give you multiple types of Resources when consumed!

Goods come from a variety of sources, but the most common way to get them is to work Improvements. For example, direct Forage from a Grassland tile gives 2 Food, but if you build a Farm you can instead get one Wheat, worth 4 Food. Finding “bonus” tiles in the world can take that even further – building a Farm on Wheat bonus gives you 2 Wheat from that same Farm, for a total of 8 Food.

To really get the most value out of your Goods, however, you will want to convert them into more advanced types of Goods. The aforementioned Wheat (4 Food) can be turned into Flour (8 Food) at the Mill – and each Mill provides capacity for converting up to two units of Wheat. Pursuing advanced Goods chains can be extremely efficient but they require an investment to build the right Improvements as well as have enough workers available to operate every step in the chain.

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Which chains of Goods you decide the invest in makes a huge difference in how your strategy in Millenia will play out. National Spirits can modify the values of some Goods, and some chains are much more efficient if you have the right bonus tiles available. You can also use Goods to make both foreign and domestic trades, but we’ll get into that more in a future Design Diary.

Workers

You may have noticed that this overview of the economy refers to both Population, and “workers”, somewhat interchangeably. Early in the game, these concepts are the same – each Population provides exactly one worker, so a Region with Population 3 can work exactly three improved tiles. However, as you get deeper in the game, a few things change up that dynamic.

Around the middle of the game, depending on which specific Ages are chosen in a given game, higher levels of industrialization become possible. This is reflected in a few different ways in the game (efficiency, costs, Power requirements) but one unique thing about industrialized improvements is that they allow multiple workers to be assigned to the same Improvement! For dense, highly developed Regions this makes a significant difference in how you build up your economy. To take maximum advantage of these Goods chains you may have to retool your infrastructure significantly.

In the later Ages, economies of scale are represented by “bonus workers”. Regions with larger Populations start getting workers at better than 1:1, so for example at 20 Population you might get not just the 20 workers available from population but +2 bonus workers (1 for every 10 Population). Getting the right Technologies (and Ages) can push that even further, giving a nice bonus to late game mega-Regions.

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From a design perspective, it’s been a fun and exciting challenge to make an economic system which fits the scope of a 4X that covers all of history. Managing your economy starts out pretty simple in the Stone Age but by the end of the game there are a lot of moving pieces.
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Paradox trying to cash in on a Civilization clone.
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Developer Diary | Ages Part One

Hello! I’m Ben Friedman, a Game Designer at C Prompt Games, and I have the pleasure of presenting the next dev diary for Millennia! We’ve left some of you hanging with our allusions to the various Ages in our game, and now it’s time to go into detail about that.

Something that’s always been at the core of Millennia has been the ability to explore each era of human history and let the player toy around with what you might’ve done if you were there. People get excited talking about big “what-if” moments in history and our vision is to let you play through those possibilities. To do that, Millennia features a range of historical and alternate history Ages that create a sandbox for history. From there, you can explore Ages that involve “What if Rome never fell?” “What if steam power was viable?” “What if AI becomes sentient and takes over the world?”

To put these together, we were at a white board scribbling the most common and interesting “what-ifs” we could think of, coming at it from both what we thought were the coolest themes and also what we thought would be fun to play with. We quickly came up with way more Age concepts than we could build for the initial release so, for now, we’ve only built the ones we thought would be the most impactful and that we could make shine for launch.

Ages, Broadly​

The timeline in Millennia is separated into 10 distinct Ages. Each Age houses a handful of Techs that unlock Units, Buildings, Improvements, and more. Unlocking each Age will both progress you through history and potentially expose you to these “what-if” alternate history timelines. The historical Ages have Technologies you’ll recognize, and the alternative history Ages have new Techs unique to that Age. The “What if steam power was viable?” Age has floating airships, steampunk machines, and more, just to give you a taste!

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In order to progress from one Age to the next you’ll have to research a certain minimum number of Techs from your current Age and meet any additional requirements the next Age might have, then research the Age you want to advance into. Other players can see your progress on any Age advance research you start, and are alerted towards whatever Age research is closest to being completed. This might give you a chance to see what someone else is doing and race ahead to beat them to the Age you prefer.

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In the top-left, the Age progression warning appears

By progressing into a non-mainline Age, you diverge your game away from the historical known timeline, and into alt-history scenarios. We’ve chosen cut-off points in the timeline to break up our Ages that work both historically and are suited for alt-history. For example, if you choose to go into an Age like “What if Rome never fell?” it picks up right about when Rome was in decline, and an Age like “What if steam power was viable?” is right at home in the Victorian period. Due to all of the permutations, every game you play is going to be different because of which ages you link together.

These alternate history Ages take the place of the historical Ages, and that means you’ll sometimes miss out on something important from the main timeline in order to get something else unique from your alt-history Age. This variation leads to some wild games, and the system accounts for that by requiring you to return to the next historical Age after adventuring into an alternate history branch. That way you’re always in a known position when we present the next “what-if” question, and we know that you have the tools to rise to whatever challenge comes next.

However, the past influences the present (and future), so Units, Buildings, Improvements, Goods, and so on that came about because you went into a variant Age can change things farther down the timeline – just because you progress out of a variant Age doesn’t mean it stops having an impact on your timeline.

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These Ages are linked together in the timeline

When you research a new Age, you get a suite of Units, Buildings, Improvements, and more, just like any other Tech. By researching the Age of Blood, for example, you unlock the Berserker Unit that’s ready to lay waste to your enemies! (Which you’ll have a lot of in the Age of Blood.) If you’re the first person to enter an age, you also lock in that Age for the timeline. All other players will have to progress through the same Ages as you once the timeline is locked in. That makes the leading Nation an important role to maintain, as you get to choose which Technologies are available in your game.

Each Age also has a set of “Age Rules” that are enforced globally as long as that Age is the leading Age. Entering a new Age will replace the old Age Rules from the previous Age. The historical ages have more tame Age Rules that reward players for following patterns from known history, like building castles in the Age of Kings, but the alt-history Ages are where the Age Rules are more pronounced. The Age Rules for the Age of Blood forces every Nation to be at war with every other Nation, but also reduces the penalties associated with being at war. These Age Rules can make each Age more impactful than just the Technologies available. (So, you might want to pick an Age just because you can leverage the Age Rules in your favor.)

Types of Ages​

If you want to diverge your timeline into an Age that you like, you’ll have to compete with all of the other Nations trying to do the same thing. Some Ages are easier to reach, some are harder, and some you’ll accidentally slip into.

Historical Ages don’t have any additional requirements beyond the minimum Tech requirement, and they tend to have more subtle Age rules. These follow a traditional historical route that will be familiar. There is plenty to do if you stay on the “known path,” there are fine strategies that involve trying to progress through the standard Ages timeline, but you’ll miss some of the fun of the alternate Ages.

Variant Ages are the primary place where “what-if” scenarios are explored. These have special requirements to unlock them, but you might meet those by accident because of your playstyle (or you might decide to go out of your way to steer into a Variant). Variant Ages tend to be somewhat equivalent to historical Ages, except their “what if” scenario bends the game, making it play differently. If your Nation is booming in the Age of Iron, it might be wise to push for the Age of Monuments next, instead of Kings, as Monuments offers unique Improvements that can help your Regions grow.

Crisis Ages are Similar to Variants, they have unique Units, Buildings, and other content to help you progress, but they also generally come with some horrible disaster that will challenge every Nation in the game. That isn’t always “bad”, if you’re well-suited to overcome the challenge, you might want to go into the Crisis just to make other Nations suffer (or you might want to go into the Crisis Age for a Unit or Tech you couldn’t get otherwise).

Another difference in Crisis Ages is that you are locked out of other Age options when you meet their requirements. You don’t necessarily have to enter the Crisis Age at that point, if you don’t want to, you could instead continue to research Technologies and bide your time, hoping that another Nation researches a different Age and sets the timeline to something else.

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Scary stuff

Victory Ages are the last type of Age. These have a very high bar to meet, but if you can manage it, you gain the ability to win the game. The most common Victory Ages are the Age 10 Victories (every Age 10 option is a Victory Age). There are also some Victory Ages that are available earlier, which we call internally “off-ramp” Victory Ages. These were put in place to let you end a game early if you feel like you’ve gotten a firm lead and don’t want to pass 200 more turns just to see the Victory screen. But be careful when entering a Victory Age, as these just set the specific rules for winning. Anyone who meets the victory conditions can win, so don’t rest on your laurels just yet!

Historical Ages​

As mentioned before, after you progress through an alternate Age you’ll return to the next historical Age, which means that at least half of the Ages you play in will be historical Ages. To best walk through what the historical ages are like, here’s a general description of how my games tend to go when sticking to just the historical ages.

(Note: most games will play differently due to the alt-history ages, different National Spirits, and another zillion granular choices you can make.)

Stone c. 10,000 B.C.E.​

Despite being the first turn of the game, with only one Region and a few Units to control, there’s lots of decisions you need to make to get the ball rolling. I normally focus on building farms and keeping my Needs met at 200% as much as possible. I use my starting Warband Units to clear the fog of war around my starting area, supplemented by one or two Scouts I’ll build. I try to collect Reward Camps and stomp out any Barbarian Camps I see to hopefully get something helpful to rocket myself into a good position.

Bronze C. 5,000 B.C.E.​

In the Age of Bronze, I’ll pick my first National Spirit based on what I think is going to be the most beneficial for me. Most of these National Spirits care about what terrain is nearby, but my go-to (with all factors being equal) is the Mound Builders NS because it helps me grow my population faster. I’m still focusing on keeping my Needs at 200% as much as possible, so I like to chain together my wheat farms with flour mills. Flour is so efficient that I can normally free up a spare worker that otherwise would’ve been on a farm to go work at a clay pit or forester Improvement and get some production flowing.

Iron C. 2,000 B.C.E.​

I like reaching the Iron Age ASAP because I can reform my Tribal Government into a new Government. Which Government I pick depends on how my game is going, whether I have a lot of Vassals, or if I’m better off keeping my borders close-knit and just focus on keeping my Regions growing. By the Age of Iron, I also normally have a plan for how I’m going to get ahead of my neighboring Nations. If I’m lucky with the terrain near where I spawned, I can focus on investing in myself, getting my iron mines up and running, and continuing to chain together basic foods into more efficient refined goods. If I’m unlucky, I’ll have no choice but to invest in my military and train some Cavalry to harass my neighbors or try and steal an unprotected Vassal from them.

Kings C. 0 C.E.​

In the Age of Kings, I like to upgrade my Outposts into Castles early to get the Age Rule reward for building Castles, and because it protects my Outposts from attacks. (I may or may not get into a lot of wars early on.) I can also found a Religion in this Age, but tend to wait on it instead of rushing in, because meeting the Faith Need is a bit trickier than other Needs, and not meeting the Need will result in an upcoming Crisis Age. The Age of Kings also has the Feudalism Tech which I tend to take first, because it makes my farms extremely efficient, and chaining together the mills and ovens to bake bread means I have loads of free workers to work other Improvements outside of just meeting my Needs.

Renaissance C. 1400 C.E.​

Continuing down the path of known history, I arrive at the Age of Renaissance. You get a free Explorer Unit when you research this Age, which I use to go on Expeditions at Landmarks near my Regions. I’ll also upgrade any Scouts into more Explorers to help with the Expeditions. I tend to get the Navigation Tech quickly here, as it allows me to load up my land Units into Deep Water Transports, and send them across the deep blue sea. I want to know what’s going on at the other continents or islands, and I’ll either join a winning battle to steal a piece of land for myself from the losing side, or I’ll instigate conflict on my own now that my territory is safe on the other side of an ocean. Renaissance also reveals the Social Fabric system, which I’ll typically start with a few free points from the National Spirits I’ve taken, and I’ll focus on producing a lot of Domain Points to increase my Social Fabric Score to get the sweet bonuses.

Enlightenment C. 1650 C.E.​

In the Age of Enlightenment, the game gives you the tools to really explode your Knowledge production and put it into high gear, but I tend to play it safe because there’s also a Crisis Age coming related to over-doing it and failing to meet the associated Education Need. I use this age as a cooling period to make sure all of my Regions have upgraded Improvements, their Needs are still being met, and I’ll spend my resources where I can to get all of my Regions to be powerful economic machines.

Revolutions C. 1800 C.E.​

Knowing what I know about the game, I seek out locations early on in anticipation for the Age of Revolutions. Specifically, I look to claim as much Coal on the map as I can, even though it doesn’t have much use until now. Coal is a really cheap way to generate Power, to meet my upcoming Power Need. Power Needs for a Region comes from building “factory” style Improvements and other advanced Buildings, which I intend to do as soon as possible once I’ve unlocked them. The benefit for doing so is that I can assign multiple workers to each factory Improvement, and my smaller Regions can catch up to my Regions that control much more territory. Revolutions is a really important inflection point in the game, but is also one of the only historical Ages that comes with its own conflict built-in. When revolutionary Rebel units start spawning, I need to be prepared with my military to fend them off, which is why it’s good that I use the Age of Enlightenment to cool down my wars and bring my troops home.

ATOM C. 1920 C.E.​

If I’m the first player to this Age, I’ll update my Government to whichever Government benefits me the most, but if I’m late to the party I’ll pick whichever Government allows me to join the most powerful Faction, so that I can ride their coattails and claw my way back into the lead. I also leverage the Space Race whenever I can, as the first player to complete it gets a nice reward for themselves and for their Faction, which can be the tipping point to get a high tier Faction Reward.

Information C. 1980~2030 C.E.​

Once I hit the Age of Information, I have to start focusing on how I’m going to win. If I feel like I’m in a safe position relative to the other Nations, I enjoy heading into the riskiest Victory Age: the Age of Singularity. I take the Information Tech that unlocks the supercomputer Improvement, and build an unreasonable amount of them to summon the Rogue AI Crisis to end the game in a big firework final showdown.

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Irenaeus
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Post by Irenaeus »

I'm actually impressed at how close they are following the Civilization formula, and the lack of disgusting art is welcome from Paradox after so much visual pollution in their recent games (Vic 3 stands out). I'm curious about the alternative ages format, that seems like a new fun mechanic to check, even if this game overall fizzles out in execution - there's enough bad eggs at Paradox to expect a bad result.
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Post by J1M »

Civ game via deck building. More interesting than Civ 7. Was a little too direct of a copy to hold my interest.

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Developer Diary | Domains & Culture

Domains

If you have been following Millennia, you know a theme of the design is the idea of player authorship. We are excited by the idea of the “what if?”, of getting to play with history from the perspective of “if I were there, I would have done this.”

To support that, you’ll find less of things like predefined Nations with fixed bonuses in Millennia – designs that have you figuring out how to make your “character” work best with history. Instead, we steer more toward systems that give players tools to define their Nation over the course of a game – designs that let you decide how to grow your Nation in response to the direction history takes.

Domains are one of those systems.

There are six Domains: Government, Exploration, Warfare, Engineering, Diplomacy, and Arts. At the start, in the Age of Stone, the Government Domain is active for all Nations. The remaining Domains become active for a Nation as soon as they encounter them. For example, if you run into some Barbarians and get in a fight, you’ll open up the Warfare Domain. If you built a Lookout Tower, that will enable the Exploration Domain. When you encounter a Tribal Camp, you might find something that provides Engineering. (And so on.) Generally, all Domains are in play by the end of the third Age.

Each Domain provides your Nation with related Domain Powers, tools that allow you to take actions involving the Domain. The range involved with each is broad – the Warfare Domain, for example, includes Domain Powers that represent preparedness, stored materials, leadership training, and martial spirit.

There are a set of “standard” Domain Powers for every Domain. For example, every Nation gets an Exploration Domain Power that allows them to spawn a Scout. Additional Domain Powers become available over time. Depending on what Ages history moves through, you can end up with different Domain Powers – moving into the Age of Monuments (Variant Age) will grant unique Domain Powers you will not have if you progress into Age of Kings. Certain National Spirits also unlock Domain Powers, so different timelines and different decisions about how to grow a Nation will produce different capabilities.

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Domain Powers are fueled by Domain XP of their type. The Exploration Domain Power that allows you to spawn a Scout costs some Exploration XP.

XP is earned in a number of different ways. As mentioned, you can gain some from rewards like Tribal Camps and also from actions, such as Warfare XP being rewarded by getting into battles.

Capital Buildings also supply Domain XP – a Town Center provides Government XP, a Barracks generates Warfare XP, a Market Square will bring in some Diplomacy XP. However, to really invest in a Domain and generate substantial amounts of XP, you generally need to look at Improvements and plan some of your economy around the direction you’re interested in – if you build Mines and Furnaces and send Ingots to a Weaponsmith, the weapons made provide Warfare XP.

The intent of this is to allow Nations to take actions that align with their strategy and character. If I have built a lot of Market Squares and Great Halls, deployed numerous Envoys, and set up Improvements to get trade Goods like Tea, I will have a lot of Diplomacy XP and that will allow me to use more of the Diplomacy Domain Powers – my Nation will be characterized by its use of Diplomatic actions, more truces and trade and alliances.

If instead I have built a lot of Workshops and my Mines and Forges are supplying Improvements like Toolsmiths, I’ll show signs of that National character through the Engineering Domain Powers – I’ll likely have more Outposts, more Improvements, higher level Towns.

This arrangement helps Nations to “be more what they do.” If a neighboring Nation has been fighting since the start of the game, has Barracks in every Capital, and has extensive Goods chains dedicated to making Weapons, I can guess that they aren’t likely to be strong on Diplomacy or Arts. I can expect that their long experience with war, their investment in training, and their weapons industry is going to translate into a capable opponent on the battlefield – they will be able to use more Warfare Domain Powers than a less militant Nation.

Domains and National Spirits

To touch on a related element briefly, National Spirits are also associated with specific Domains.

Selecting a National Spirit provides some income of their Domain (taking an Engineering Domain National Spirit will provide Engineering XP each turn) and the Ideals of a National Spirit have costs in their Domain. Additionally, any Domain Powers unlocked by Ideals in a National Spirit will have a cost in the same Domain (and any unique Improvements or Capital Buildings from a National Spirit will often provide ways to earn more of that Domain than usual).

Overall, this means that there’s competition for the Domain points and a fair amount of space for thinking about how you use these different pieces.

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Culture

Culture is a lot of fun…. Mechanically, you can think of Culture as a “super Domain.” But, thematically, Culture is the force behind major events in history, big turning points.

As with the other Domains, you gain Culture from your actions in the game – if you construct Capital Buildings like Colosseum, set up Goods lines for Wine, deploy Artists, or control a dominant Religion, you will generate more Culture.

Unlike other Domains, there are not Domain Powers with a variety of costs and you cannot use the Powers any time you can afford them. Instead, the Culture you generate fills your Culture Meter and, when you amass enough, you can pick from any of the Culture Powers available to you.

Culture Powers are arranged by Domains – when you get your first Warfare XP, it opens up the Warfare Domain for you and also makes Warfare Domain Culture Powers available. As with other Domains, different Culture Powers can become available to you because of the Age the game moves into or because of the National Spirits you adopt.

No matter where they come from, all Culture Powers are “big” – founding a religion, changing your government, calling a crusade, raising Armies, and advancing current research are all examples of Culture Powers. A lot of players will have an idea of how they intend to use Culture Powers as they advance through a game, but one of the places where Culture Powers really shine is when those plans go off the rails. Because the Culture Powers are more impactful than other Domain Powers, and because they provide a lot of flexibility, they can serve as powerful wildcards – things that can get you out of a jam you didn’t expect.

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The arrangement used for the Culture system is intended to model cultural movements – things that might be seen as “zeitgeist”, as something more about the “mood” of a Nation at a specific point in history instead of the direct product of more tangible industry. Think of historical events like the push to settle the western portion of North America in the 1800s, the increase in raiding after the Germanic Iron Age, or the period of rapid technological advance sparked by the invention of the printing press.

As such, a difference between how Culture works and the other Domains operate is that Culture has a connection to the size your Nation. Smaller Nations, with fewer people and less distance between them, have an easier time maintaining cohesion. Larger Nations, with more people and greater distances to cover, need more to stick together – they require an amount of Culture to offset their size. Hence, if your Nation has more Regions, you’ll spend more of the Culture you generate on keeping them together, and you’ll (likely) get Culture Powers less often. If you instead pursue more of a “tall” strategy and have a smaller number of more developed Regions, you’ll (likely) get Culture Powers more frequently.

Thanks!

Domains and Culture are two key systems in Millennia. Hopefully, you can envision some of the potential – they make for a lot of interesting strategies to explore and provide Millennia with strong replay value. We hope you have enjoyed this overview and look forward to the time (soon!) when you can try them out fully yourselves.
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The_Mask
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Post by The_Mask »


What mythical Heroes are your favourites and would love to see venturing forth on quests in Millennia?
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This is the list that I suggested: Gilgamesh, Theseus, Heracles, Jason, Daedalus & Icarus, Orpheus, Castor & Pollux, Achilles & Ajax, Asclepios, King Arthur, Robin Hood, The Monkey King and, finally, David (from David & Goliath).

If you think I skipped anything, I can reply to them and make sure I pass on your idea(s).
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Post by Oyster Sauce »

The_Mask wrote: January 15th, 2024, 21:54

What mythical Heroes are your favourites and would love to see venturing forth on quests in Millennia?
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This is the list that I suggested: Gilgamesh, Theseus, Heracles, Jason, Daedalus & Icarus, Orpheus, Castor & Pollux, Achilles & Ajax, Asclepios, King Arthur, Robin Hood, The Monkey King and, finally, David (from David & Goliath).

If you think I skipped anything, I can reply to them and make sure I pass on your idea(s).
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Post by Irenaeus »

The_Mask wrote: January 15th, 2024, 21:54
This is the list that I suggested: Gilgamesh, Theseus, Heracles, Jason, Daedalus & Icarus, Orpheus, Castor & Pollux, Achilles & Ajax, Asclepios, King Arthur, Robin Hood, The Monkey King and, finally, David (from David & Goliath).

If you think I skipped anything, I can reply to them and make sure I pass on your idea(s).
Odysseus, Aeneas, Tyrrhenus, Romulus & Remus, Rostam, Cyrus, Leonidas, Thucydides, Alexander, Ptolemy Soter, Antigonus Monophthalmus, Scipio Africanus, Lucius Aemilius Paullus Macedonicus, Julius Caesar, Trajan, Aurelian, Stilicho, Aetius, Ricimer, Alaric, Gaiseric, Clovis, Theodoric, Heraclius, Beowulf, Erik the Red, Alfonso III of Asturias, Ferdinand of Aragon
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Post by The_Mask »

Awwww... that actually made me mellow. Not everyone outside of Romania knows who that is. Wholesome.
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