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Lead your people through times of crisis and ages of discovery, face great challenges and opportunities, and build a civilization that prospers through the ages.












The next update for Millennia brings sweeping updates to Siege, adds Pollution, introduces nuclear power, puts nuclear weapons in your arsenal, and much more. The exclusive content in Atomic Ambitions further enhances your experience with all of these free new features.
While Age of Atom likes to focus on a hopeful future, the second theme of the Age is the responsibility that comes with this new power. This is represented by the Age’s Network Stability system.
Once you leave the Age of Atom, you’ll notice another subtler effect that plays on the theme of danger and responsibility. Relying on Uranium for so many Improvements can have some nasty byproducts. Once the new sheen of the Age of Atom wears off, the Radioactive Waste byproducts are no longer suppressed for your Uranium based Improvements, and it might be time to reconsider your reliance on Uranium. You may discover that there are some nasty side-effects to the Radium Kitchens that are feeding your populace.
Once any Nation has unlocked the ability to create nuclear weapons, two things happen:
Atomic Ambitions includes two new Age 8 National Sprits that enhance these new systems and directly affect nuclear warfare and DEFCON.
On the other hand, the new Nuclear Superiority National Spirit relies on, and puts to great use, nuclear warheads. Warheads are cheaper to produce and are more potent in the hands of the Nuclear Superiority Nations. They also get bonuses when winning the Arms Race and when DEFCON has escalated past DEFCON 3. They’re going to be pressuring the DEFCON system and pushing it to its limits, but if any other Nation stands against them, they’re very likely going to tip the timeline into the Age of Wasteland.
If you follow the temptation of the Nuclear Superiority, or you can’t stand against the tide of the nuclear Arms Race escalation, you’ll see DEFCON 1 and then mutually assured destruction will be upon you. As the dust settles in the new war-torn world, scarred with the ruins of Regions destroyed in the nuclear apocalypse, all Nations will be advanced into the Age of Wasteland with no hope to correct the course of history.
The Age of Wasteland changes Millennia into a post-apocalyptic world, a harsh, cruel, desperate place filled with Old-World Ruins, Survivor Camps, and Scrap Heaps.
The Age of Wasteland is a Terminal Age, meaning there is no Age 10 to follow. You have broken the timeline and must now end the game with only the scraps you salvage in the wasteland. It is also a Victory Age. If you can rebuild your Nation back to the population level of the pre-apocalypse, you can win without having to eliminate your fellow survivors.

This DLC is larger than our previous Ancient Worlds DLC and I’m here to give an overview of what we have in store for y’all, so if you don’t mind me skipping a long pre-amble, I’ll dive right into it!
The Age of Atom is an Age 7 Variant, it’s our way of exploring a potential early discovery of atomic power and a craze for an “atomic future.” The prototype technologies of this Age will rocket your Nation into an early modern period, and a widespread enthusiasm for the new technologies provide futuristic dreams to shape your Nation.
The flip-side of this coin is the Age of Wasteland, an Age 9 Crisis trigged by the rampant proliferation and abuse of nuclear weapons.
The first two, as you might expect, are Age 8 National Spirits that focus on the DEFCON system and nuclear warfare, the Flower Child National Spirit and Nuclear Superiority National Spirit (or the NS NS as we call it internally).
As technology advances, the range of these attacks increases, making it possible to engage enemy Armies or Capitals from greater and greater distances as time goes on.
They also leave behind Fallout, which is typically not something you want to have around.
Damaged Buildings are repaired passively each turn based on your Production income, as if you’re “rebuilding” the Buildings, but this does not take away from your actual Production income (so the Region can build something new while also repairing).
Some Improvements early in the game provide Waste, later fossil fuels Improvements provide Pollution, and Uranium Improvements provide Radioactive Waste. All of these Bads provide negative value to your Regions, but can be cleaned up by the Recycling line of Improvements which convert the Bads into things like Fertilizer and Recycled Materials, depending on the Age.
The last major update I feel we need to call out here is a new Game Rule that allows you to start new games in later Ages
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