Millennia

Millennia

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MACIORELLA Mar 25, 2024 @ 10:48am
So how it is different then Humankind / Civilization?
How it is more interesting? I seen some videos but cant get opinion to be honest...
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Showing 1-14 of 14 comments
Oaks Mar 25, 2024 @ 11:00am 
Read the development diaries about the product chains and alternate eras.
Gridley1 Mar 25, 2024 @ 11:09am 
Havent played humankind. As for civ...at first all you will see is similarities...goodie huts, barbs, resources, culture, and knowledge, But after you play a few times...they really are different. Choosing National spirits instead of civ and leader abilities, Resource Chains (big difference), Different Ages per game, Innovations, Gov't tech tree's, I could go on...

Both are 4x, so obviously some similarities...but 2 very different games.
CDuque Mar 25, 2024 @ 11:30am 
The biggest difference that doesn't appear in any other x4 (that I know of) is the supply chain system. While it is still simplistic compared to games like Settlers, you still cut wood into logs, then use those logs to craft paper, then with that paper you craft books that give you knowledge or faith for example. I would have liked for the system to be much more complicated and deep but that's what we have. (maybe mods will help with that in the future)

Another unique thing, is how you progress trough the ages. For each age, you have 3 or 4 different options. This includes ages that didn't exist in history, like the age of Alchemy or the age of alien invasions.

I advise you to go watch Ursa Ryan videos or even PotataMcWhisky, or even JumboPixel, they all played a full game from start to finish. I think watching a full game is the best way to form your opinion.
IKerensky Mar 25, 2024 @ 3:56pm 
It is worse and plain uglier.
The Former Mar 25, 2024 @ 5:19pm 
There are four broad differences off the top of my head.

1. Economy. It has a huge focus here. It's not as simple as getting an improvement down on a forest tile and "Oh, you have production now." Working a forest tile gives you a unit of wood. You can build an improvement that allows you to churn out more wood per forest tile worked, or one to turn it into paper. That paper can then be used to produce government. Or maybe you'd rather produce religion with it. It's that sort of thing.

This just scratches the surface of the economic depth, as you have things like trade networks whereby one of your cities can send its resources to another and such.

2. Combat. Armies are comprised of multiple units per "stack" and battles are completely out of your hands. The scope is strategic. Once you've put your people in the best position to succeed, the battle plays out in simulation and it's just a matter of hoping you put them in the best position possible. Tactical combat isn't within the scope of this game.

But it's not all bad. Your units won't always be wiped out from a defeat. They have a morale track as well as health, and often your units will simply retreat. The battle will be lost and your army pushed back, but your units will live to fight another day.

3. Ages. Each age has certain traits that apply to the whole world once ONE person enters that new age, even those who've yet to enter an age. Depending on certain circumstances, alternative history ages can be triggered by the first one to enter the new age. For instance, the Age of Aether explores what would've happened if steampunk became a reality: Viable steam power pursuing technologies like airships and such.

There are three types of ages:
  • Historical Ages, which are your standard fare Age of Stone to Age of Information spread. There are eight of these, if I remember correctly, and absent all else the world will go through them in sequence.
  • Variant Ages, alternative history that ask "What if...?" questions and let the playthrough answer them. Like the Age of Aether above ("What if steam power were viable long-term?"). These need to be triggered and may or may not appear in a given game.
  • Crisis Ages, which are generally bad things but have their own perks... These are things like the Age of Plague, where a lack of sanitation leads to a bubonic plague sort of scenario. If I remember right, everyone is at war with everyone during this time, so it's really chaotic stuff.

Then there are "ending ages" that take you to the endgame. Some "off-ramp" ages come with win conditions earlier than the Information Age and are options for those way ahead who don't wanna sit through 200 turns just to see the end screen. Regardless of when your ending age triggers, it has a win condition. The first civilization to achieve it wins the game.

In other words, you're not spending the game amassing points to compare to your opponents like in Humankind, but rather you're spending the game positioning yourself to make a strong run of the victory goal when it reveals itself.

All said, because technologies and many units are tied to ages, this mechanic hopes to provide varied experiences with each playthrough. Each save, you'll likely have a slightly different array of units and technologies floating about in the world.

4. Government and national spirit trees. These are chosen at certain points during a run and are somewhat akin to choosing your next culture in Humankind, but it's not that simple. Both come with a sort of "research tree" of their own that provide various rule changes and benefits that affect the culture who has them, and together, they're a big way you define what your society looks like.

For example, one Bronze Age National Spirit is... I believe it's called Wild Hunters? It allows you to train a unit that can go outside your borders to gather meat from any animal tile in the world. Later upgrades let you discover big game like elephants that give you more than just meat, and your hunters can also work these tiles outside your borders. Another, Raiders, spawns two Raider units alongside every upgrade you take along the tree.

Governments work a similar way but I haven't studied them in depth.
Last edited by The Former; Mar 25, 2024 @ 5:19pm
strategic_panda Mar 25, 2024 @ 11:46pm 
There is no unique ability or unit given to each nation, which means, the game rather focuses on how a nation develops and gain uniqueness.

I personally is attracted by the economy system, goods supply chain system.
browsergame2010 Mar 26, 2024 @ 2:30am 
Wenn man die Frage so stellt, ich erkenne keinen. Eigentlich müsste Humankind völlig ausreichen. Vom Spieleverhalten her nehmen sich beide nicht viel. Ein paar andere Settings machen jetzt noch kein komplett anderes Spiel draus.
Marlowe Mar 26, 2024 @ 4:07am 
Originally posted by MACIOREX:
How it is more interesting? I seen some videos but cant get opinion to be honest...
Since there are numerous reviews up, you didn't try very hard, did you?
SkaarSmashKikou Mar 26, 2024 @ 6:29am 
Originally posted by Ch3m:
The biggest difference that doesn't appear in any other x4 (that I know of) is the supply chain system. While it is still simplistic compared to games like Settlers, you still cut wood into logs, then use those logs to craft paper, then with that paper you craft books that give you knowledge or faith for example. I would have liked for the system to be much more complicated and deep but that's what we have. (maybe mods will help with that in the future)

Another unique thing, is how you progress trough the ages. For each age, you have 3 or 4 different options. This includes ages that didn't exist in history, like the age of Alchemy or the age of alien invasions.

I advise you to go watch Ursa Ryan videos or even PotataMcWhisky, or even JumboPixel, they all played a full game from start to finish. I think watching a full game is the best way to form your opinion.

So the supply chain is (more or less) similar to the one in C2C (the best mod (IMO), for Civ4), then?
The Former Mar 26, 2024 @ 7:01am 
Originally posted by SkaarSmashKikou:
Originally posted by Ch3m:
The biggest difference that doesn't appear in any other x4 (that I know of) is the supply chain system. While it is still simplistic compared to games like Settlers, you still cut wood into logs, then use those logs to craft paper, then with that paper you craft books that give you knowledge or faith for example. I would have liked for the system to be much more complicated and deep but that's what we have. (maybe mods will help with that in the future)

Another unique thing, is how you progress trough the ages. For each age, you have 3 or 4 different options. This includes ages that didn't exist in history, like the age of Alchemy or the age of alien invasions.

I advise you to go watch Ursa Ryan videos or even PotataMcWhisky, or even JumboPixel, they all played a full game from start to finish. I think watching a full game is the best way to form your opinion.

So the supply chain is (more or less) similar to the one in C2C (the best mod (IMO), for Civ4), then?

I'm not aware of this mod, but reading the breakdown at a glance, it sounds... similar but more refined here? It sounds like C2C basically just adds a lot more resources and allows goods manufacturing, and that's only about half the story with Millennia's supply chain mechanics. Full details here:

https://www.paradoxinteractive.com/games/millennia/news/economy-part-one

https://www.paradoxinteractive.com/games/millennia/news/economy-part-two
Lichlord9333 Mar 26, 2024 @ 7:16am 
Originally posted by IKerensky:
It is worse and plain uglier.

Graphics are overrated. Gameplay looks interesting though I like some of the ideas they went with here.
SkaarSmashKikou Mar 27, 2024 @ 5:50pm 
Originally posted by Ärlig, Paradoxriddaren:
Originally posted by SkaarSmashKikou:

So the supply chain is (more or less) similar to the one in C2C (the best mod (IMO), for Civ4), then?

I'm not aware of this mod, but reading the breakdown at a glance, it sounds... similar but more refined here? It sounds like C2C basically just adds a lot more resources and allows goods manufacturing, and that's only about half the story with Millennia's supply chain mechanics. Full details here:

https://www.paradoxinteractive.com/games/millennia/news/economy-part-one

https://www.paradoxinteractive.com/games/millennia/news/economy-part-two

I view. They are very similar then.

For example, in C2C, you need goods manufacturing for many buildings. For example, you need the ressource ''tools'' for been able to build some wonders and buildings. Which mean, that if you don't have any metal at your disposal you will be stuck with ''stone tools'' for awhile.

I honestly wish that Millenia have the flexibility of C2C. For example, for building an Library you need the ressource ''Books'', but, you could also build them with ''Clay Tablets'' or ''Parchment'' or ''Papyrus''*. Or, for another example, ''Tools'' could be made if you have Gold in any of your territories. As, apparently, bad level gold could be used for tools. Which, in turn, made avaible the building of ''Tools makers'' in every city connected to your, intern, trade system, which, in turn, made the good ''Tools''.

And the examples, go on.



Honestly, I am happy to view that system been used in, a full-fledged game.


* I forgot what, ressource production buildings, Papyrus, made available to build.
lebeststratege Mar 27, 2024 @ 6:16pm 
To me the biggest difference compared to Civ6, Humankind (vanilla, didn't play since) or even Old World or Endless Legend is the pacing of the game, and the influence of the environement.

Even on adept, the AI can give you a run for your money (not a big one, but still there) especially because of how tech work :
Tech advantage is a thing (it always is) but you have a really limited amount of tech you need to research before going up in era :
- you only research what will help you in a short/medium term meaning you need to plan a bit (no need to tech woodworking if you have no forestry nearby)
- you only research half the tech tree (you can and probably should look for old tech, but that's precious turns you may want to use to keep your tech lead)

This in turn will lead to a limited amount of buildings built (especially during midgame => turn 50 to 150ish) and by consequence the mana points you get (different types from different buildings and for different results). these mana points are essential to get to improve your cultural choices (every 2 era a subset of perk tree using tied mana to get bonuses) meaning the cultural choice is dependent of your environement.. And that's the best part.

Similarly to other 4X, balance is an issue for some cultural choices (ie : raiders are really really strong, and it's hard as hell to make age 2 engineering points, kinda killing the point of having two such choices at this stage). But it's fixable, by mod if never patched, and is also an avenue for added content (which paradox... well it's paradox)

Finally the reason tech is so important is because starting age 2 the next age is decided by player's actions : be it crisis age, heroic age or normal age they have slightly different techs. It's also worth noting that only a normal age can follow an heroic one (meaning if you want heroic 4 you need to bypass heroic 3). And since everyone follow the lead in term of ages, you may be locked in a path you didn't want, missing access to some "important" improvements (ie : iron age give access to a better house than heroic age)
AgentX320 Mar 27, 2024 @ 6:42pm 
the good thing is that, unlike humankind, you keep all your past and your culture instead of swapping everything at each age
you keep your past upgrades and the things you've unlocked before

it was really disappointing on humankind to lose your past and even forget how to build upgrades just by changing era

and a good point about civilization is that you can choose your starting bonus independently of the civilization, so you can really play the way you want, rather than being pushed either the way you want with a country you don't like, or the way you don't want with a country you do like.
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Date Posted: Mar 25, 2024 @ 10:48am
Posts: 14