Millennia

Millennia

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urak001 Apr 9, 2024 @ 9:38am
This game NEEDS these options
Loving the game but there are a few QOL options that NEED to be put in.

1) Razing VASSALS (we should be able to absorb/Raze/Migrate Population of Vassals that are no longer wanted. My cities need space and these vassals are taking it. Get them out of here.

2) Razing other nations Capitals. (we should be able to absorb/Raze/Migrate populations of the vassals from conquest of other nations, see 1)

3) Moving or destroying towns. We build towns close to the main cities because towns are a needed resource but as we progress throughout the ages we want to move said towns to the outskirts or to better utilise the specialisations of the newer ages needs.

If the player just wants to do scorched earth and ONLY have their cities why not? We get a max of 8 cities, why cant we just raze every other thing to the ground? Its super dumb that we cant and breaks the fun of having a giant sprawling city because its boxed in by annoying vassals we cant do anything with.
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Suisight Apr 9, 2024 @ 10:08am 
This has been brought up frequently and I would be surprised if it wasn't at least mentioned in the first content update. Whether all of these features are included is another thing, though. But yes, something along those lines should be done.

Just one thing: I feel it is already possible to build large cities (80+ pops or so) and have the space to do it. But it does involvesome unneccessary barriers.
The Former Apr 9, 2024 @ 11:31pm 
Originally posted by urak001:
Loving the game but there are a few QOL options that NEED to be put in.

1) Razing VASSALS (we should be able to absorb/Raze/Migrate Population of Vassals that are no longer wanted. My cities need space and these vassals are taking it. Get them out of here.

2) Razing other nations Capitals. (we should be able to absorb/Raze/Migrate populations of the vassals from conquest of other nations, see 1)

3) Moving or destroying towns. We build towns close to the main cities because towns are a needed resource but as we progress throughout the ages we want to move said towns to the outskirts or to better utilise the specialisations of the newer ages needs.

If the player just wants to do scorched earth and ONLY have their cities why not? We get a max of 8 cities, why cant we just raze every other thing to the ground? Its super dumb that we cant and breaks the fun of having a giant sprawling city because its boxed in by annoying vassals we cant do anything with.

If I may add my opinion here... The fun of this game, by design, is in building a nation and going through history. It's something of a gaming-meets-simulation approach, which is the whole appeal of Millennia. It takes the gamey mechanics of other 4X games and pulls them a bit towards the more simulation-oriented aspects of a grand strategy game.

What you're asking is to basically remove that charm. Everything you ask for is 100% gamer-oriented, 0% simfan oriented. Me, I like it as it is. If vassals are boxing you in (which honestly has NEVER happened to me yet, I'm not sure why everyone else seems to be experiencing this...?), well... I dunno. There are ways around it. I feel like most of it starts with projecting ahead and settling according to those projections.
Last edited by The Former; Apr 9, 2024 @ 11:32pm
Material Ghost Apr 9, 2024 @ 11:34pm 
Also a way to read messages (like when we get an innovation, a tribal camp event or a diplomatic message) later, so we can see how is our game going and whether options are the bests, as it is pretty annoying right now to have an event, not being able to know which option is the best for us right now, and figuring after the time that we choosed the wrong option because we haven't been able to look in our cities, national spirits or other things of the same kind.
Not to mention that the in-game settings are not saved : i have to change the game langage to english EVERY TIME i open the game.
archonsod Apr 10, 2024 @ 3:46am 
Originally posted by urak001:
3) Moving or destroying towns. We build towns close to the main cities because towns are a needed resource but as we progress throughout the ages we want to move said towns to the outskirts or to better utilise the specialisations of the newer ages needs.
You get at least three towns to place with the potential for more. I'm not sure how well moving them would work given they're integral to the road network. There's also no inherent benefit to moving them to the outskirts. In fact since the bonus is flat based on adjacent improvements there's not really any benefit to moving them unless you built it in a poor position, which would be fixed by building them in a better position to start with ...
Originally posted by Material Ghost:
it is pretty annoying right now to have an event, not being able to know which option is the best for us right now, and figuring after the time that we choosed the wrong option because we haven't been able to look in our cities, national spirits or other things of the same kind.
When it comes to innovations the events you're offered are actually specific to your national spirit and government, unless you manage to burn through their specific events enough to get the general events. As a result there's not really a situation where you're ever given a bad choice - most of the time it's just buff something (usually related to said government or spirit) or have a chunk of money (which is almost always the worst option, unless you're really strapped for cash). In the case of the bonuses they get listed under wherever is relevant - eg if you get +1 Culture to bricks you'll see the +1 Culture listed as a bonus when you hover over the brick good on the city screen, and in unit abilities they appear as a skill.
I'm not sure about a log, but it would be nice to have somewhere you could see *all* of the bonuses and penalties currently being applied to your civ. I tend to find the problem is less one of 'did I make the right choice' than it is remembering whether it was bricks or stone you got the bonus for back in age 1.
Why move a town? Why not just add more towns to each region?
Suisight Apr 10, 2024 @ 9:56am 
Originally posted by Ärlig, Paradoxriddaren:
Originally posted by urak001:
...

If I may add my opinion here... The fun of this game, by design, is in building a nation and going through history. It's something of a gaming-meets-simulation approach, which is the whole appeal of Millennia. It takes the gamey mechanics of other 4X games and pulls them a bit towards the more simulation-oriented aspects of a grand strategy game.

What you're asking is to basically remove that charm. Everything you ask for is 100% gamer-oriented, 0% simfan oriented. Me, I like it as it is. If vassals are boxing you in (which honestly has NEVER happened to me yet, I'm not sure why everyone else seems to be experiencing this...?), well... I dunno. There are ways around it. I feel like most of it starts with projecting ahead and settling according to those projections.

I'm unsure whether the "simulation" argument holds. For me, the main distinguishing aspect are the production lines and the radical extension of the disctrict system of Civ6. Wouldn't call this simulation. The Pops actually don't do anything on their own - that's what i would understand as such.

However, if this boxing in has never happened to you, then I guess you are very lucky :). And it is understandable that you don't feel this pain. The issue is in my view, that you might be able to control territory and push any settler you don't like away. Extreme effort, not really viable to do honestly, but okay, possible. However, if a capital is established, you will *never* get it off the map. And the AI seems to know that. Essentially, settlers are a great economic weapon to cripple your enemies' cities. I can imagine thatin multiplayer, using settlers this way is a reason for lifetime bans. Houserules incoming hard.

Adding an option to remove those cities is imo not something related to "gamey v. simulation" but just a basic feature. Otherwise, new rules for settlers would have to be included.
Limz Apr 10, 2024 @ 10:05am 
The patch later this month allegedly adds razing cities. So there you go.
=7CAV=SPC.Henson.K Apr 10, 2024 @ 11:34am 
ETA on the patch?
= Apr 10, 2024 @ 11:47am 
Originally posted by Ärlig, Paradoxriddaren:
What you're asking is to basically remove that charm. Everything you ask for is 100% gamer-oriented, 0% simfan oriented. Me, I like it as it is. If vassals are boxing you in (which honestly has NEVER happened to me yet, I'm not sure why everyone else seems to be experiencing this...?), well... I dunno. There are ways around it. I feel like most of it starts with projecting ahead and settling according to those projections.

The map becomes a big mess later in the game. The AI builds cities all over the place, often very close to each other. Cleaning up the map doesn't sound very 'gamer orientated', it does sound like a very needed QOL feature though.
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Date Posted: Apr 9, 2024 @ 9:38am
Posts: 9