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Game Hotfix - Build Number: 1.0.21510.F

Hello all!

We have a small hotfix today addressing some identified issues with saves from older versions of the game, numerated: 1.0.21510.F.

[h3]Bugfixes[/h3]
  • Fixed an issue that could cause saves from older versions to fail to load in some cases.
  • Fixed an issue that was causing some unit action icons to be "blank" in saves from older versions.

Millennia | Ancient Worlds & Update 5 Release

Hello there! Katten, your friendly neighbourhood community manager, here.

Ancient Worlds, along with Update 5, has now been released. Let’s break down what’s included!

[h2]Ancient Worlds[/h2]
[previewyoutube][/previewyoutube]

Let's start with the DLC itself, Ancient Worlds, I will link to the original announcement dev diary HERE, which contains detailed descriptions of everything new but without further ado, the features of Millennia: Ancient Worlds include:
  • Nomadic Band Start: Open the game with an unsettled band of travellers, scavenging for resources to improve the strength of your group until you decide to settle down and form a proper society.

  • New Threats: Megafauna stalk the land, threatening your prehistoric nomads but providing the chance for new events and experiences.

  • New Terrain: A Frozen Terrain start introduces new challenges as it limits resource gathering, but lush grasslands and forests are revealed as the tundra melts and more hospitable settings expand.

  • New National Spirit: Messengers is an Age II National Spirit that emphasises early game diplomacy. Give gifts to your rival nations, gather resources from minor nations and preserve their independence, and reap benefits from the new Llama special good.

  • New Starting Government: Band Society: Rather than building up a Homeland, Band Societies rely on potent short-term bonuses and Tribal Camps to gain an early lead. They also gain a Nomad Band to scavenge terrain and settle an additional Capital Region.

  • New Landmarks: Discover majestic natural wonders as you explore your new world. Mount Jianglang, Iguazu Falls, the Great Redwood Forest and eight more Landmarks can appear on the map, each with its own new Expedition.

https://store.steampowered.com/app/2829680/Millennia_Ancient_Worlds/

[h2]2024 Roadmap[/h2]
Now, let’s take a look at the updated roadmap.
SMP = Simultaneous Multiplayer

As you can see, the roadmap now includes Experimental Multiplayer and Modding Beta. We'll explain what that means right now.

[h2]Experimental “Simultaneous Multiplayer” (SMP)[/h2]

We know this is a feature you've been requesting since before the game released, and since it's important to us too, we're continuously working on it. At this time, we don't feel it's developed enough to be marked as a 'full release', but we want you to experience it and be able to share your feedback as we continue perfecting it.

Simultaneous Multiplayer or SMP for short will only be available in the public beta branch build, 'open_beta,' until its planned release in Update 6. You can access this by right-clicking on the game in your Steam library, then going to Properties > Betas.

Here are important things to keep in mind while playing Simultaneous Multiplayer in its current state:
  • Bugs & Errors will occur
  • Up to eight players can play.
  • It is possible to save games and rehost the lobby to continue from a save game.
  • Synchronisation errors: we have been finding and fixing these, but additional multiplayer games will help to uncover more of them.
  • There is a visual indicator for sync issues, with the opportunity for the host to save at that point (and then re-host).
  • If you get disconnected you should be able to save, and re-host.
  • AI in MP does not work right now – PLEASE DO NOT PUT AIs IN SIMULTANEOUS MULTIPLAYER GAMES.

Because the Experimental Simultaneous Multiplayer is experimental, IT IS CURRENTLY AVAILABLE ONLY IN THE OPEN BETA BRANCH.

IF YOU WANT TO EXPERIMENT WITH MILLENNIA’S EXPERIMENTAL SIMULTANEOUS MULTIPLAYER, ALL PLAYERS IN THE GAME NEED TO USE THE OPEN BETA BRANCH FOR THEIR EXPERIMENTATION.

Note that a player joining a friend’s game without a direct invite is not supported at this time. If you’re looking at your Steam friend list, see a friend playing Millennia, and attempt to join their game, it will not work – you can be invited in by your friend, but you cannot invite yourself in.

Alternatively, you can join a game using the GameID: host the game, copy the GameID in the setup UI, and share this with anyone you wish to invite.

For those of you who want to test out the experimental SMP, we have prepared testing notes for you HERE.


[h2]Modding Beta[/h2]

Mod Support was on the roadmap as part of Atomic Ambitions, which will be out later this year. However, we started working on it and things went better than expected – since mod support is a highly requested feature we decided to enable a Beta Version of Mod Support as part of Update 5 coming with Ancient Worlds.

The Beta Version, using Steam Workshop, will allow you to view mods you are subscribed to with the in-game UI, enable or disable mods from within the game, and upload or update your own mods from within the game.

Currently, Beta functionality allows the creation of mods for the following elements:

Custom Nations
  • Custom City/Town names
  • Custom flags

Units
  • Add new Units (but not modify existing Units)

Improvements
  • Add new Improvements (but not modify existing Improvements)

Landmarks
  • Add new Landmarks (but not modify existing Landmarks)

Decks/Cards
  • Add new Decks or Cards and modify existing ones.
  • National Spirits
  • Chaos and Innovation Events
  • Unit Actions
  • Ages

While testing out the system, we have created a number of example mods which will be available to modders soon.

Keep in mind that THIS IS BETA:,
  • Bugs & Errors will occur
  • Currently, mods must be disabled to play multiplayer.
  • Debugging is very limited.
  • You cannot mod UI.
  • You cannot mod the models / visuals of existing entities (Units, Landmarks, Improvements, etc.).

Feedback about Beta Mod Support will help us to address issues and polish up the system, so please share your experiences if you decide to make a mod.

To get you right into modding, we have created a guide for you available HERE.


[h2]Millennia Console Commands[/h2]

With Mod Support going in, we have enabled the game console and a number of console commands that will be useful to anyone working on a mod.

Specifics on enabling the console and available commands are HERE.


[h2]Changelog[/h2]

Let’s dive into the changes for Ancient Worlds and Update 5! The notes are divided into two sections: the first section covers the Ancient Worlds DLC, which is a paid content, while the second section details the free accompanying Update 5.


[h2]Millennia: Ancient Worlds [DLC][/h2]
  • Ancient Wolds games begin on maps with Frozen Terrain. As time passes, Frozen Terrain will thaw.


  • Sometimes, frozen tiles will thaw to reveal a new terrain, the Lush type. Lush terrain is rare but it is valuable and can provide more Food.


  • In Ancient Worlds, you do not start with a settled Region. Instead, you have a Nomad Band. This Unit has a number of abilities, it can settle like a Settler and can discover Landmarks like a Scout. It also has three Scavenge Abilities, Scavenge Forest, Scavenge Hills, and Scavenge Frozen. These can be used once each. They cause a Scavenge Event and also provide the Nomad Band with additional XP, increasing that Unit’s Veterancy level.


  • When a Nomad Band is used to Settle, an initial bonus is applied to the new Region based on the Nomad Band’s Veterancy level. Using all of a Nomad Band’s Scavenge Abilities, leveling the Nomad Band fully, and finding a starting position with Lush terrain can be valuable.


  • Be careful when exploring with your Nomad Band, as new Megafauna lurk about in Ancient Worlds.


  • When you settle your first Region, you will be prompted to select your starting Government. There is now a new Government available – Band Society.


  • In Age 2, there is a new National Spirit option, Messengers.


  • Ancient Worlds adds 16 new Chaos, Innovation, Exploration, and Barbarian Events.
  • New Landmarks exclusive to Ancient Worlds:


Great Dismal Swamp


Everglades


Monument Valley


White Sands


Iguazu Falls


Palo Duro Canyon


Yellowstone Caldera


Mount Jianglang


Angel Falls


Arashiyama Bamboo Grove


Redwood Forest



  • New Starting Bonuses available as part of Ancient Worlds:

Age I: Smilodon Unit
Start with a combat-focused Megafauna.

Age I: Wheat Culturist Unit
Start with a unit that disbands to create a Wheat Goods tile.

Age I: Marble Prospector Unit
Start with a unit that disbands to create a Marble Goods tile.

Age II: Horticulturist Unit
Spawns at the start of Age II. Disbands to create either a Grapes, Rice, Olives, Flax, or Cotton Goods tile.

Age II: Animal Culturist
Spawns at the start of Age II. Disbands to create either a Game, Cattle, Sheep, or Llamas Goods tile.

  • Ancient Worlds also adds new music to Millennia. There are five new tracks (The Seers Vision, Disruption of Time, The Hunt, The Frozen, and The Procession) adding around 14 minutes of new music.

  • The new Ancient Worlds mechanics have been added to games options and can be set independently.



[h2]Millennia: Update 5[/h2]

Items below are part of Millennia’s free update and available to all players.

  • Added Simultaneous Multiplayer.
  • Added Mod Support.

  • As part of the free Update, there is a new Nomad Start / Nomad Settler option that allows you to place your starting Region. This option starts you with your Warbands and a Settler that can be used to found a Capital.


  • Added nine new Buildings unlocked by Innovations

Taj Mahal
Basil’s Cathedral
Arc de Triomphe
Big Ben
Marble Ring
National Broadcast Pillar
The Cube
Particle Accelerator
Needlepoint Skyscraper


  • Added 13 new Domain Powers:


Worship
Age 4, 50 Arts XP, +5 Faith to target region for 8 turns, 10 turn cooldown, requires state Religion, unlocked for all Age 4's as a base Power.


Host Foreign Ambassadors
Age 5, 50 Diplomacy XP, +10% Regional Culture Efficiency to target region for 8 turns, 10 turn cooldown, unlocked for all Age 5's as a base Power.


Commission Vessel
Age 5, 75 Exploration XP, has a 20% Progressive Cost, can only target Harbor & Marina Improvements within friendly territory, spawns a naval unit (similar to Volunteers), 5 turn cooldown.


Double Sails
Age 5, Exploration XP by Age (starting in 5) 30:30:60:60:90:90, refresh movement of a stack of friendly naval Units, applies the same 90% ATK/DEF debuff to stack as Force March does, unlocked in Age 5 by Navigation / Open Sailing techs.


Repairs
Age 5, Exploration XP by Age (starting in 5) 16:16:33:33:50:50, heals 40% of a stack of friendly injured naval Units, can only be used in Friendly/Neutral territory, unlocked by Navigation / Open Sailing techs.


Food Rationing
Age 6, 50 Government XP, +10% Regional Food Efficiency buff to target region for 8 turns, 10 turn cooldown, unlocked for all Age 6's as a base Power.


Public Housing Project
Age 6, 50 Government XP, +10% Regional Housing Efficiency buff to target region for 8 turns, 10 turn cooldown, unlocked for all Age 6's as a base Power.


Public Education Initiative
Age 6, 50 Government XP, +10% Regional Education Efficiency buff to target region for 8 turns, 10 turn cooldown, unlocked for all Age 6's as a base Power.


Daylight Savings Time
Age 7, 50 Government XP, +10% Regional Power Efficiency buff to target region for 8 turns, 10 turn cooldown, unlocked for all Age 7's as a base Power.


Fund Specialists
Age 8, 30 Government XP, 20% Progressive Cost, Gain 10 Specialists, Unlocked for all Age 8's as a base power.


College Scholarships
Age 8, 50 Exploration XP, +10% Regional Knowledge Efficiency buff to target region for 8 turns, 10 turn cooldown, unlocked for all Age 8's as a base Power.


Claim Deep Sea Territory
Age 8 (Utopia-Specific), 100 Exploration XP, 20% Progressive Cost, functions identically to Claim Territory, however, has the additional requirement that the tile is a water or deep water tile, unlocked by Market Interference tech.


Social Media Campaign
Age 9, 50 Arts XP, +10% Regional Information Efficiency buff to target region for 8 turns, 10 turn cooldown, unlocked for all Age 9's as a base Power.


  • Added or revised many Capital socket buildings, including:

Dance ClubBroadcast Studio
Wall Street
National Aerospace Facility
High Energy Battery
Waste Water Processing
National Security Office
Innovation Center
Social Work Office
Diplomacy Facility
AI Disruptor Wall
AI Core Firewall

  • New Map, Inland Oceans.


  • New Goods Tile, Llamas, and new related Good, Fleece.


  • Made revisions to the Religion model:

Upon taking a Secular Age 8 Government, all sources of Faith now give a fraction of the Culture you would have received through Religion. We originally intended Religion to fade out by Age 8 as Secularism spread across the world, with Fundamentalists being a way to continue playing with it. However, from watching players, we saw that fully disabling Faith had the effect of making players feel like they had wasted their previous Age 4-7 investments into Faith Buildings, Units, Ideals, and Improvements unless they went into the Fundamentalist Government. We want an Age 8 Government to feel like a fun choice between committing to playing further into Religion or backing out as Secularism begins to put up a fight, not prevent players from dabbling in Religion altogether.

  • New default ancient Nation, Tawantinsuyu (The Incan Empire). It has the AI Personality of Aggressive, and the default starting bonus of "Age II: +Diplomacy".
  • New default ancient Nation, Babylonia. It has the AI Personality of Reserved, and the default starting bonus of "Age II: +Engineering".
  • New default ancient Nation, The Shang Dynasty. It has the AI Personality of Reserved, and the default starting bonus of "Regional: +Innovation".
  • New default ancient Nation, The Mali Empire. It has the AI Personality of Diplomat, and the default starting bonus of "Regional: +Wealth".
  • New starting bonus, Regional: +Wealth -- Each of your Capital Regions generates additional Wealth per turn.



Balance

[h3]PLEASE REMEMBER THAT BALANCE CHANGES WILL ONLY APPLY TO NEW GAMES.​[/h3]

  • Rebalanced the Age 8 Special Operations National Spirit. (The other Age 8 National Spirits had a pass in Update 4, but Spec Ops was not ready in time.)

Reorganized Ideals (Amphibious Assault moved to tier 1, Target Infrastructure to tier 3).
The Amphibious Assault Ideal now also removes the Amphibious Assault attack and defense penalties.
Created a new Special Operations Innovation (VTOL) that increases range for all Interceptor Units by 2.
Changed Target Infrastructure Culture Power to be a Domain Power that requires a Special Forces Unit adjacent to the target (costs 75 War XP).
Fixed an issue with the Envoy’s False Flag Raze action not granting any Wealth.
  • Rebalanced a number of late-game Capital Buildings based on feedback that these are not worth building due to high production costs in the late game.

Chief Engineers Office --> Increased Engineering XP from +3 to +10.
Peace and Love Co-op --> Increased Arts XP from +3 to +10.
Weapons Lab --> Increased Warfare XP from +1 to +10.
Sanitation Bots --> Replaced +10 Sanitation with +1.5 Regional Sanitation Efficiency.
Worker Bots --> Replaced +10 Production with +1 Bonus Worker to Region.
Construction Bots --> Replaced +10 Improvement Points with +1.5 Regional Production Efficiency.
AI Disruptor Wall --> Increased Exploration XP from +1 to +10.
  • Rebalanced several factors related to the Age of Revolution. Primarily, reduced Rebel Unit’s Attack and Defense from 32 / 45 to 30 / 42 and changed rules for their appearance to not target Outposts.
  • Rebalanced all naval Units.


Millennia’s naval game has had substantial changes.

In general, there are now three classes of ship common in naval combat: Capital Ships, Light Ships, and Attack Ships.

Ships like the Battleship are Capital Ships. These only attack once in a combat. They have a bonus against Light Ships and City defenses. They are the only ships that can bombard targets on shore.

Ships like the Galley are Light Ships. Think of these as the equivalent of Line type Units on land; they will be attacked before anything else. They have a bonus against Attack Ships.

Ships like the Submarine are Attack Ships. They have a bonus against Capital Ships. They attack after any Capital Ships involved in the combat.

  • There is now a new version of the Utility Ship starting in Age 5 that allows movement into deep water. Existing Utility Ships can be upgraded to the deep water type and existing Powers that spawn Utility Ships will spawn the deep water type starting in Age 5.
  • Fixed an issue where the maximum Prosperity of a Vassal could be incorrectly set when changing Governments, causing certain bonuses (such as Foreign Investment) to not have the intended effect.
  • Fixed an issue with Silicon Valley’s Silicon Chips Ideal not applying to Regions integrated after the Ideal is purchased.
  • Fixed an issue with the Governor’s Office not applying to Regions integrated after the Ideal is built.
  • Buff to University and Alchemy School Buildings (2 Knowledge --> 3 Knowledge) to provide an actual upgrade when Atelier Studios upgrade into these University-type buildings.
  • Removed expiration from the Dedicate Monument-type Domain Powers unlocked in Age of Monuments (so players can continue dedicating monuments throughout the rest of the game).
  • Moved Corporate R&D Improvement to the Professional category. Also changed construction cost from Improvement Points to Specialists.
  • Changed the Enlistment Innovation to only spawn Units in your Regions, not at Outposts and Vassals.
  • The Giant Crossbow Unit now has a Siege Defenses Unit Ability.
  • The Raider National Spirit Ideals now apply to both Raider Band and Raider Bow Units.
  • Adjusted Inventors National Spirit; Inventions base value increased from 2 to 3 Knowledge, bonus from Electricity reduced from +2 Knowledge to Inventions to +1 Knowledge.
  • Golden Age Culture Power duration increased from 6 to 8 turns.
  • Reduced number of Barbarians that are placed at the time of map generation.
  • Reduced the rate of new Barbarians spawning in the world.
  • Vassal population growth rates now obey Region population growth maximums.



Gameplay

  • Hotkey cycling has been added for Vassals (the same way hotkeys work to cycle through Region Capitals, this will now work for Vassals when you have one of these selected).

  • The Airlift Unit Ability now requires you have a valid destination (Airtport, Airbase) and remains hidden until you have researched the related tech and have a destination.



UI / Art
  • Increased scroll sensitivity in Goods panel.
  • Added or adjusted lighting profiles for all Ages.


  • Revised the appearance of all Mines, Quarries and related Goods on the map.


  • Updated the tooltip for Envoy to clarify ability to be used inside another Nation’s territory.
  • Added a map dropdown to Quickstart.
  • Added a ruleset dropdown to Quickstart.


  • Adjusted some specifics of road placement to remove some of the decoration (grass, rocks) that could appear atop roads.
  • Added a system to randomize placement and (in some cases) the hue of certain Goods.


  • Improved the FX and general appearance of naval bombardment attacks in the Combat Viewer.
  • Updated the Poets Improvement appearance.
  • Revolutionary Nations can now have specific localized names. (Also added a number of these to fix ones that were not correct in some languages.)
  • Improved the descriptions in Monarchy Ideals to better explain Government XP and Diplomacy XP from Vassal population.
  • Improved Secularism Infopedia entry and nested tooltips to be more accurate and easier to understand.
  • Changed the presentation of some Culture Powers that involve Vassals to show a count of your Vassals.
  • Changed the presentation of some Unrest-related Powers to show the specific amount of Unrest that will be added or removed.
  • Changed how tooltips for Armies in the outliner are presented so that different types are not mixed (so, for example, air Units are not shown as part of a land Army).
  • Changed the wording of Political Science for clarity.
  • Improved wording on a number of Chaos and Innovation Events.
  • Improved tooltips in Monarchy Government Ideals.
  • Improved wording / presentation of some Diplomacy messages.
  • Improved wording in Inventor’s Lab and World’s Fair tooltips.
  • Fixed an issue with some Diplomacy messages showing “Diplomacy Available” twice.
  • Improved various of the combat-related tooltips.
  • Clarified operation of Age of Revolution in various descriptions.
  • Improved the tooltip for Train Apprentice.
  • Custom game settings, DLC enabled settings now persist via options.
  • Replaced the Supersonic Lancer aircraft model.
  • Fixed an early bomber model that had wings attached backward.
  • Adjusted the Religion UI to avoid text overlap when birthplace of a Religion is a place with a very long name.
  • Clarified the Offshore Banking Ideal only applies to new Treaties.
  • In addition to specifics mentioned elsewhere, broadly revised some of the existing Infopedia entries and polished or shortened some existing tooltips.
  • Adjusted a number of units in Combat Viewer to reduce clipping.



Bugfixes

  • Fixed an issue where, in certain circumstances, players could get double benefit from Improvements with a one per Region limit.
  • Fixed an issue where some buttons could continue to show a “selected” appearance after moving the cursor away.
  • Fixed an issue where the progress bar for an Age could be overlapped by the icon for the Age in the main menu.
  • Fixed an issue where tooltips were not showing for information for other Nations (National Spirits, Religion, Government).
  • Fixed an issue where Envoys could be deployed inside Outpost territory.
  • Fixed a number of typos in various Expedition text.
  • Fixed an issue where expansion values (Influence) would not display correctly when savegames were loaded.
  • Fixed an issue that sometimes caused the minimap to not update when Minor Nations were conquered.
  • Fixed an issue for some commands working while the game was paused (using hotkeys to cycle through Regions or using hotkeys for Unit Actions, for example).
  • Fixed missing Diplomacy message text for the Political Science National Spirit’s Targeted Immigration Campaign when seen by a targeted Nation.
  • Removed superfluous Religion requirement from Monument of the Arts Improvement.
  • Fixed an issue where hex grid lines could still be shown when this option was fully off.
  • Fixed an issue with how upkeep is applied that could cause Units to be disbanded because reductions to upkeep costs were not taken into consideration.
  • Fixed the Siege Defenses Unit Ability not having correct descriptions for many of the Units with this ability.
  • Corrected description for Tinkerer from the Machinery National Spirit to state correct Good conversion.
  • Fixed an issue where “true” and “false” used in game details were not localized.
  • Fixed an issue where the Space Race Launch button appeared interactable when it was not.
  • Fixed missing Faith icon in Theologians tooltip.
  • Fixed missing text in Heresy Crisis meter.
  • Fixed typo in Open the Gates tooltip.
  • Fixed floating point error in display of quest rewards.
  • Fixed missing Domain names in some cost tooltips.
  • Fixed overly exact precision in display of some Needs in tooltips.
  • Disabled the Multifaceted Regions Innovation (increased Monument limit) in Age of Monuments, added the Tolerant Clergy Innovation (+1 Diplomacy XP on Cathedral line Buildings).
  • Fixed typos in Trade Roads Innovation.
  • Fixed an issue with reverting a Capital to a Vassal causing multiple “worker removed” sounds to play at once.
  • Fixed late-Age Militia having incorrect attack sound.
  • Fixed certain Units in combat causing Combat Viewer focus to be off-center.
  • Added missing interface sounds to elements of Custom Game dialog.
  • Fixed an issue where incorrect message could appear in the Demand Coin Diplomacy Event.
  • Corrected several all-caps terms in Infopedia and help topic entries.
  • Fixed typos in Trade Roads Innovation.
  • Fixed the option to reset help messages to be available in pre-game as well as in-game.
  • Fixed an issue where the count for exported Goods was not correctly displayed in the worker panel.
  • Changed settings to limit several sounds that could otherwise play multiple times under some circumstances.
  • Fixed an issue with the Truce Power giving alerts for eliminated players.
  • United We Stand and Propaganda now appear grayed out when they are invalid for use.
  • Fixed Mega-Temple Improvement to correctly override the name of the Improvement based on the Religion.
  • Fixed missing text in several itemized buff / debuff displays.
  • Fixed the term “Territory” sometimes showing a broken nested Tooltip.
  • Corrected incorrect information in Culture Powers Infopedia page.
  • Fixed “Revolutionary” Nations using incorrect name in some languages.
  • Fixed missing text with Silicon Chips.
  • Corrected descriptions of National Spirit Legacies for Khans, Warriors, Raiders, and Shogunate.
  • Fixed issue with Age of Blood defenses not appearing correctly in the Combat Viewer (wall gates not opening / closing).
  • Fixed reports of losing an Outpost using a generic message icon instead of a combat message icon.


Misc
  • New environmental sound added to glacier and tundra terrain types.


Thank you all for playing Millennia and we hope you enjoy Ancient Worlds & Update 5!

Millennia | Ancient Worlds - Announcement

Hello there! Katten, your friendly neighborhood community manager, here.

August has finally arrived, and with it, we are proud to officially announce the first expansion for Millennia: Ancient Worlds. It will be released alongside Update 5 on August 12th. Here is a quick summary of what the DLC includes: Nomadic Game Start, New "PVE" Threats, New Terrain, New National Spirit, New Starting Government, and New Landmarks!

Before I hand it over to the developers, I want to inform that an updated roadmap will be arriving alongside the release of the DLC and Update 5.

https://store.steampowered.com/app/2829680/Millennia_Ancient_Worlds/


Developer Diary | Ancient Worlds


Hello! It’s been a while since I’ve written a dev diary, I’m Ben Friedman, Game Designer and DLC Design Lead for Millennia: Ancient Worlds. Let’s talk about the first expansion for Millennia!

[h3]Overview​[/h3]

Millennia: Ancient Worlds is focused on the early human experience of scavenging the land for resources, hiding from or fighting dangerous predators, and eventually finding a place to settle down and start your Nation.

As soon as you have the Ancient Worlds DLC enabled, you’ll have access to a new quick start rule set that will start a game with all of the new features turned on:


This will enable three new game rules:
  • Nomad Band Start
  • Frozen Terrain Start
  • Megafauna Dens


[h3]Nomad Band Start​[/h3]

As part of the regular update that’s releasing alongside Millennia: Ancient Worlds we have a new Game Rule for starting with a Settler instead of starting with your first Region settled for you. Ancient Worlds has a special version that uses the new Nomad Band Unit.


Typically, the fear of falling behind economically more often outweighs the decision to delay setting a few turns to find a better location. We wanted to build in “permission” with the Nomad Band Start to allow players to not feel the pressure to immediately settle on the first turn. Millennia: Ancient Worlds is specifically about not settling, so we’ve built in a few features to allow players to feel confident about scouting around and picking the best place to settle.

We don’t let you settle your first Region until your Nomad Band has earned 10 Combat XP, so you’ll have to find ways to gather experience first. This gives explicit permission to not settle because you simply can’t settle right away. This also means you are going to spend your first turns scouting around, and you’ll know more about your starting location and have a better idea of where to settle when you’re ready.

Nomad Bands share the Discover Landmark ability with Scouts, as well as three new “Scavenge” abilities that are used on different terrain types: Hills, Forests, and Frozen terrain. Each of these provide a small reward event when used on their corresponding terrain, and grant some experience to the Nomad Band. We want Nomad Bands to emulate roaming around and foraging from different locations, so you can only use each Scavenge ability once per terrain type.

When you inevitably settle, you’re rewarded for having more experience on your Nomad Band, so you should probably Scavenge all of the terrain types and Discover Landmarks if you can find them nearby. The bonus you get from having full experience should be more than enough to compensate for spending your first turns scouting around instead of settling right away. We really wanted to double-down on alleviating the fear of not settling on the first possible turn, so the reward here scales pretty well if you can reach maximum experience by Scavenging from all of the terrains and Discovering a Landmark.

Once you’ve maxed out your Nomad Band’s experience, you’ll inevitably have scouted some pretty cool locations to settle, and you can spend one or two more turns getting into the perfect position knowing that when you finally settle you’ll be rewarded with a big boost.

Additionally, when settling down with your Nomad Band you get the choice between starting a Tribal Government or the new Band Society Government.


We wanted to have an alternative to Tribalism that felt like you continued to carry on the nomadic lifestyle. Within the constraints of designing a new Age 1 Government, we found that the best distinction was to separate out Tribalism as the “Homeland” and “Settled Down” Government type, and make Band Society the “Nomadic” and “Ephemeral” Government.

Three of the 5 unique Ideals spawn Units, which you can use to quickly scout out your starting area and continue to wander around. This theme of spawning units makes the Band Society excel at scouting and early combat, but it also means very few Ideals grant economic rewards. We want players to make up for the lack of passive income by collecting Tribal Camp and fighting off Barbarians for their rewards, which is why we give you specifically a Scout and Archer to help with those tasks.

Eventually though, these bonuses will peter out compared to Tribalism’s passive income. We want Band Society to feel like you’re accelerating through the first few Ages, then you quickly jump ship and hold a Revolution in Age 3 to pick your new Government.

[h3]Frozen Terrain Start​[/h3]

The Frozen Terrain Start dramatically transforms the landscape of any map into a frozen ice age. Grasslands, Scrublands, Forests, Hills, and Deserts all become “Frozen” variants.


The Frozen Terrain Start is designed to change the personality of the first few turns of foraging as your budding Nation has to survive the harsh terrain, unable to grow as quickly as a standard game start due to the Frozen Terrain giving fewer foraging resources.

The terrain then thaws over the next few turns, and thawing Grasslands, Scrublands, and Forests have a chance to become “Lush,” giving increased foraging resources and boosting some Improvements built on them (such as Farms on Lush Grasslands).

If you start next to Lush Terrain, or you’re playing with Nomad Bands and choose to settle next to Lush Terrain, we want you to be able to quickly accelerate past the deficit incurred by the Frozen Terrain. Lush Terrain gives bonus foraging resources, and bonus resources to certain improvements (such as Farms on Lush Grassland), so keep a watchful eye and make sure to take advantage of the opportunity whenever you can.

There’s a strong intentional synergy between the Nomad Band Start and the Frozen Terrain Start. You can wait out the harsh frozen period spending your time Scavenging and scouting around, and you’ll be ready to settle down by the time the terrain has begun to thaw and become Lush. You have the best chance at settling in the best possible starting area if you wait for all of the terrain to thaw, this is another intentional way we give permission to wait before settling because guaranteeing a very Lush starting area will be much better than having no Lush Terrain.

Perhaps you might even get lucky and find a Lush Grassland with a Bonus Wheat tile on it! Those provide quite a lot of Food for an early Nation.


[h3]Megafauna​[/h3]


Megafauna stalk the land, threatening your prehistoric nomads. The Mastodon Unit and Smilodon Unit are straight out of the Pleistocene. We’ve made the Megafauna more dangerous than Barbarians starting out, but they won’t repopulate their dens on the map, nor will they grow in strength over time like the Barbarians do. We’ve designed them to follow the normal path of history by being threats to early humans, but eventually die off as you master the tools needed to fight back.

Megafauna are going to be especially scary if you’re playing with the Nomad Band Start, and on Frozen Terrain you have a defensive penalty, rather than a bonus you might find by camping out on Hills or Forests, so be careful not to leave your Nomad alone in the wilderness.

The Mastodon and Smilodon are intended to provide a difficult challenge for early Nations, and a satisfying reward when you can clear out their Megafauna Dens. Their dens provide a reward similar to Barbarian Camps when conquered. Who knows, you might even find an injured Smilodon you can nurse back to health…

[h3]Messengers National Spirit​[/h3]
In addition to the new Game Rules, Millennia: Ancient Worlds also provides a new National Spirit, the Messengers, which is based off of the Incan chasqui messenger runners.


Messengers is a Diplomacy National Spirit that was designed specifically to interact with Minor Nations in a new way. The National Spirit gives you a new Unit, the eponymous Messenger, which you can send to Minor Nations to recruit them to join your Nation. Unlike Envoys, we’ve made it so that the Messengers just care about the Population, which you’re inviting to immigrate to your Homeland Region. You’ll also convert the Minor Nation into an Outpost, which you can leave where it is or pack it up and move it somewhere else.

Once you’ve converted the Minor Nations into an Outpost you can use the “Spawn Messenger” Domain Power to spawn new Messengers at that Outpost. And as always, the Outposts will connect roads to nearby Settlements, like other Outposts or possibly other Minor Nations, allowing you to quickly sprint your Messengers abroad, recruiting many Minor Nations and building a very tall empire.

We’ve also given Messengers the ability to upgrade their Outposts into Tambos, which increase friendly Units’ movement speed temporarily. This boost, in combination with the roads connected to nearby Settlements, will make the network of fast traveling Messengers run at light-speed across the continent.

We’ve made sure that the National Spirit keeps working even after you’ve recruited all of the nearby Minor Nations and converted them into Outposts. You can repack the Outposts and deploy the Pioneers to connect your Regions together or to other Nations via roads, and your Messenger Units can visit those Nations to gain Diplomatic Opinion. You could also use the roads to march an army to their front gates, depending on how you feel about your neighbors.

[h3]Additional​[/h3]

Millennia: Ancient Worlds also spices up other content that you’ll run into as you play the game. There are new Starting Bonuses that will help you shape your starting Region. New events for Barbarians Camps, Tribal Camps, Innovation, and Chaos that interact with Megafauna, Nomads, and Frozen Terrain that enhance the early nomadic experience. And new Landmarks with brand new Expedition events as well. Plus, new music to enjoy your exploration of the early world.

Hopefully this breakdown of Millennia: Ancient Worlds is getting you excited for our first expansion for Millennia! We can’t wait to share it with you and hear your stories from playing the new content.

Tacticon Sale!

Hey again!

Millennia is once again 20% off as part of the Tacticon Sale!
https://store.steampowered.com/app/1268590/Millennia/


and you can also check out the changes since release in this quick video
[previewyoutube][/previewyoutube]
For those of you waiting for more update 5 news, we will be ready to start talking about it early next month!

Steam Summer Sale 2024!

Hello!

Summer is here, and the heat is intense. Why not grab some refreshments, borrow a fan, and spend countless hours playing Millennia in front of your computer?

For the first time ever, Millennia is on sale at 20% off during our Summer Sale! If you've been waiting for a discount to purchase the game, or if you know a friend who might be interested, head over to this link or send it to them: https://store.steampowered.com/app/1268590/Millennia/


In addition to celebrating summer by rebranding all our social media channels to highlight the summer vibe, we have created a video titled "Millennia Since Release" that recaps every update so far! We've also updated our roadmap to highlight all the released content.
Link to HD Roadmap Image

If you're curious about what has happened since the release, check out the video below!
[previewyoutube][/previewyoutube]
From all of us here at Millennia, we hope you have a wonderful summer!