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Millennia | Atomic Ambitions and Update 6 Release Date!

Good day Millennia fans!

Welcome to the atomic future (or wasteland)! Before we head on in to see what has been cooked up by the developers. The second expansion for Millennia: Atomic Ambitions will be released alongside Update 6 on November 12th.

[h3]You can pick up the Premium Edition here[/h3]

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Hello Millennia fans, I’m Ben Friedman, the Design Lead for the Millennia DLCs, and we’re back with more Developer Diaries, this time about our upcoming DLC Atomic Ambitions!



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!

Atomic Ambitions​

This DLC was designed to answer the “What if?” questions around harnessing the greatest power source known to man, the atom. The atom represents both awesome possibilities and incredible danger. To explore each path to its fullest, we’ve added two new Ages to Millennia, the Age of Atom and the Age of Wasteland.

We specifically placed the Age of Atom and Age of Wasteland in Millennia’s timeline to spread out content that would otherwise need to be unlocked in the historical Age 8 period, which is already a rich and dense time period in Millennia. Age of Atom is an early peek into Uranium and nuclear power, while Age of Wasteland comes after your typical Age 8 gameplay as a result of your actions in that Age.

[h2]Age of Atom​[/h2]


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 Age of Atom allows you to make use of Uranium in a number of new ways. Primarily, it is a potent power source, but it can also be converted into Ferrouranium, a variant of Steel, as well as other experimental Goods. Try new things, like Luminous Paints, or convert Uranium directly into Delicacies in your new Radium Kitchen.

Early atomic power is a risky endeavor, humanity is not yet ready or able to create safe Nuclear Reactors, instead you’ll be building prototype Fission Reactors which consume raw Uranium to create power, at the risk of having a catastrophic meltdown. Keep your reactors hot for massive gains, or play it safe to avoid losing control of the technology.

The Age of Atom is about sunshine, rainbows, and endless possibilities, but once you leave the Age, you’ll discover some of the side effects that come with relying too heavily on Uranium for every-day Goods. Enjoy your time in the Age while it lasts!

[h2]Age of Wasteland​[/h2]


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.

As you unlock and stockpile Nuclear Warheads you’ll inevitably end up in an Arms Race against other Nations and Factions in Age 8, and if the pressure builds too high then the timeline will be sent down the path of Age of Wasteland.

The Age of Wasteland is a Global Crisis, meaning every Nation contributes to bringing about the Age. Progress towards the Crisis Age is tracked by the new DEFCON meter, showing everyone the current likelihood of total nuclear annihilation. It’s your collective responsibility to use nuclear weapons responsibly, or better yet not at all.

If instead you set off the chain reaction of global annihilation, you’ll find your world transformed into an apocalyptic wasteland. Your goal in this bleak Age is to rebuild civilization, which will be a challenge given the war scarred state of things.

The potential future where global thermonuclear war wipes out the majority of the world’s population has lots of downsides, but the silver lining here is that you unlock cool new technologies on your path to rebuilding civilization! Discover new uses for Junk, find stockpiles of Canned Foods preserved in Old-World Ruins, and turn your precious Textiles into Rag Dolls to keep your Nation’s Unrest down.

Jokes aside, there are cool technologies to be discovered in this age, like Battle Cars, the Thunderdome, and new radioactive “medicines” that turn your armies into Mutant Soldiers. The Age is not just our way of punishing players that over-use nuclear weapons, but also an homage to our favorite post-apocalyptic media. Use every resource at your disposal to be the Nation that rebuilds from the global catastrophe, or at least stop your competition from rebuilding faster than you… have fun!

To compliment the Age of Wasteland we also have a new Game Start Setting, Wasteland Start, which allows you to experience being literally set back to the Stone Age after total nuclear annihilation. You get to explore a Wasteland-scarred landscape and rebuild civilization from scratch, for real this time.



[h2]National Spirits​[/h2]
We had originally promised “a new National Spirit” for Atomic Ambitions, but after seeing the potential in the themes of this DLC, we actually made THREE new National Spirits!



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).

The Flower Child is a voice for peace, they befriend other Nations and ask for disarmament of nuclear weapons in exchange for Arts XP, Diplomacy XP, and Culture bonuses for themselves and their Allies.

Nuclear Superiority cares about one thing, and one thing only: have the most nuclear weapons and make sure everyone knows you’re willing to use them. Building a large stockpile of weapons grants bonuses, and you can use the weapons in public Ballistic Testing demonstrations for even greater bonuses.

These two National Spirits compliment each other and interact more directly with the new DLC content. That’s not to say they’re the only National Spirits that do that, we’ve also made some updates to existing National Spirits in a way that works for players that don’t own the DLC but will also enhance your experience with Atomic Ambitions.

The third National Spirit is called the Siege Masters National Spirit, available in Age 4. The Siege Masters care about building the best Siege Weapons and putting them to great use against their enemies, unlocking unique Siege Engine Units and the ability to build them on their front lines on-demand.

The reason we made this third National Spirit is because the Siege mechanics in Millennia are getting an update to support the new nuclear weapons. The Siege Masters are intentionally available early in the game so that you can have an in-depth experience with what we’re calling the Strategic Warfare update.

[h2]Strategic Warfare​[/h2]
The Strategic Warfare update polishes the existing Siege mechanics we have and introduces a new layer that allows you to hit your enemies where it hurts. The goal of this system is to deepen the options you have for waging war in Millennia.

Previously, the way to reduce an enemy’s ability to oppose you was generally limited to total conquest – you had to capture an enemy Region to take it out of your enemy’s hands. With the Strategic Warfare update you can now reduce a Region’s capabilities by bombing it from a distance, damaging buildings in the Capital, similar to how you can raze Improvements.

Siege Units were previously like other Units in an Army, they were best used in direct fights, risking damage to the Siege Units. You could not use artillery to wear down an enemy from a safe distance. Now you can.

Siege Units, starting with Catapults in Age 3, have Barrage and Siege Defenses Unit Abilities. Barrage allows you to damage enemy Armies from range while Siege Defenses damages both defenses and buildings.

We’ve also updated some Naval Units to play a similar role to Siege Units, and they have an anti-Navy Torpedo Unit Ability and an anti-City Missile Strike ability.



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.

Similarly, bomber aircraft now have a Strategic Bombing Unit Ability that allows them to target and damage enemy buildings.

These are only the non-nuclear options for the Strategic Warfare. Once you have discovered nuclear weapons and started to manufacture warheads, you can use some of these same Units to deliver them. Bombers gain a Load Nuclear Payload toggle that switches them to dropping nuclear bombs when attacking. Submarines gain a Nuclear Strike Unit ability that allows them to launch a similar shorter-range nuclear attack. And, if you’ve gone down the Special Operations National Spirit Route, there is also the option of equipping a Special Forces Soldier with a Briefcase Nuke.

In later Ages, you can advance your technology to a point where ICBMs are available and no settlement on the map will be safe from potential destruction.

Conventional and nuclear weapons generally do similar things in Strategic Warfare. Nuclear weapons just do far more of it. This is especially evident if you erase a Capital City with an attack or target them on several enemy Armies that happen to be close together:



They also leave behind Fallout, which is typically not something you want to have around.

When buildings take damage they stop working and must be repaired. Damage to buildings can be seen on your City UI or in the tooltips for the Capital.



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).

We toyed around with the idea that repairing Buildings would be similar to upgrading them, you’d have to put them back into your Production queue, but that felt really punishing (and tedious to queue up damaged buildings each turn to top-off their health). We also considered the auto-repair dividing the Production points between all damaged Buildings, but that too felt harsh as your economy would already be diminished from losing the Buildings in the first place. If you had a dozen damaged Buildings at once you could potentially never fully repair any of them.

This auto-repair design, where your Production income is duplicated across all damaged Buildings, is what felt the most practical and forgiving, while still making players feel the pain of their Buildings getting damaged.

[h2]Other Updates[/h2]​
Alongside our main pillars in Atomic Ambitions, there are numerous other updates.

We have updated various Improvements to produce Pollution. With the addition of Uranium to the game we felt Radioactive Waste was a natural addition. This byproduct of Uranium provides negative value to your Region, and is referred to by economists a “Bad” (which feels silly, but has the same logic to why we call things “Goods” in the first place).

Once we decided we were going to add Radioactive Waste, I pitched the idea of retroactively adding other Bads to our fossil fuel Improvements, and that conversation grew to the new Pollution update.



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 Improvements that now produce Bads have been rebalanced to account for this negative output, the most notable will be sweeping changes to the Coal, Petroleum, and “green energy” Improvements, which have been rebalanced to against each other and the new Uranium Improvements.


We have also made an important update to the Diplomacy system.

We wanted to make our Diplomacy system more transparent, both so that players understand why the AI does or doesn’t make decisions or agree with your requests, but also to help players see the differences in the AI Personalities.

You can now see the weights that the AI Nations use to accept or decline Diplomatic Actions.

These range from generic modifiers, like Diplomatic Opinion, relative strength of your Nations, and so on, and also modifiers specific to their Personalities. These insights should both help you understand what kind of Personality you’re dealing with, but also allow you to make informed decisions when you send a request, whether you’re sending a risky shot in the dark or a guaranteed success.

We have also added an option to Compel the AI to agree to your requests at the cost of additional Diplomacy XP.

Compel only works on AI Nations, it isn’t available to use on other human players in a multiplayer game. It’s unlocked as you progress through the game and has a scaling cost based on how likely the AI was to agree to your request originally. Compel can be used to top up the success chance to avoid feels-bad RNG moments, or it can be used to strong-arm a hostile AI into playing along with your plans. The world is your oyster!







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

You can select your Starting Age for new games and pick up at the start of Age 1, 4, 6, or 8 (the Ages that unlock National Spirit slots, aside from Age 2 which we felt was close enough to Age 1 that players would prefer to start in Age 1 anyways), and you’ll begin with a procedurally generated world state fitting for that Age.

Using the Starting Age setting you can jump into the middle of a game of Millennia and test out Age of Atom and Age of Wasteland right away!

This is a large DLC and there are a number of other changes: Simultaneous Multiplayer is greatly improved, there is a new map, we’ve added new default Nations, new Events, new Expeditions, new Landmarks, new music, reworked several National Spirits, added a number of UI improvements, and done our normal rounds of bug fixing and balance improvements too. It’s big!

Atomic Ambitions brings a lot of cool new stuff to Millennia, and we’re excited to get it into your hands! Thanks for reading, and stay tuned for more Developer Diaries.

Game Hotfix - Build Number: 1.0.22630.F

Hello, hello!


A small hotfix today, fixing one issue with armies disappearing thanks to bombers.

[h2]Bugfixes[/h2]

  • Fixed an issue that could cause armies being attacked by bombers to disappear.


This hotfix will also be pushed to the open beta branch at the same time!

Game Hotfix - Build Number: 1.0.22210.F

Hello again all, we have more multiplayer fixes today in this hotfix!


Those fixes being:

[h2]Multiplayer[/h2]

  • Fixed an issue where Splinter Nations could make saved simultaneous MP games unable to reload / rehost.
  • Fixed an issue where AI outpost upgrades in simultaneous MP could sometimes cause the game to get into a bad state.


This hotfix will also be pushed to the open beta branch at the same time!

Game Hotfix - Build Number: 1.0.22094.F

Hello all, we have a small hotfix targeted at a few multiplayer issues today!


Those fixes being:

[h2]Multiplayer[/h2]

  • Fixed an issue where players could get stuck spending Social Fabric Wildcard points.
  • Fixed an issue where certain AI event cards would take effect for each Human player in the game.
  • Fixed a few cases where the game would go out of sync between the Host and the Clients.


This hotfix will also be pushed to the open beta branch at the same time!

Millennia | Multiplayer Update is now Live!

Hello all – the Multiplayer Update for Millennia will be released today. This is an update focused on primarily adding a beta version of Simultaneous Multiplayer to the game, this was originally slated for Update 6 but we wanted to bring a version of it earlier for players to access sooner!


[h2]Featured Changes[/h2]

One of the bigger things in this update is Simultaneous Multiplayer.

If you haven’t been following, we released an experimental version of Simultaneous Multiplayer in August, available only in the Open Beta branch. That allowed us to get additional real-world testing (thanks, everyone) of multiplayer and we have been improving the system since.

We’re happy to report that this has come along really well and it’s now ready to move over to the main branch.

Simultaneous Multiplayer will no longer be “experimental”, but it is still “beta.” There are things to fix and quality of life improvements to make, but you can now reliably play multiplayer games.

(The list of changes for Simultaneous Multiplayer might be a little more difficult to follow if you haven’t been in the Open Beta. The feature is just becoming available for most players through this update, but we have updated Open Beta several times and we also have a new set of improvements going in today. Sections at the end of this cover the changes if you want details.)

Some other featured changes of this update:

  • The AI’s ability to play the water game has been substantially improved. The AI is much better at understanding the importance of water terrain, building docks, building ships, and fighting on the water.
  • By popular request, we added edge scrolling.
  • Similarly by popular request, we added support for ignoring the turn limit end of game. One turn prior to turn-limited ending, the player is presented with an option to continue playing.
  • Added a new default Nation, the Indus Civilization (AI Personality of Reserved, and default starting bonus of Age I: Exploration XP).



[h2]Balance Changes[/h2]

PLEASE REMEMBER THAT BALANCE CHANGES WILL ONLY APPLY TO NEW GAMES.


  • Marble Prospector startup bonus moved from Age 1 to Age 2.
  • Chivalry National Spirit’s Peasants are now able to build Farms in Vassals.
  • Added an additional bonus to some Scavenge Events that otherwise only revealed locations.
  • The diplomatic penalty for being too close to another Nation is now capped at -100.
  • Updated Icon Statue to upgrade line 4. Also now grants Influence like other Monument Buildings.
  • The Cosmic Insight Innovation during Age of Plague now applies to Religious Texts.
  • Lush terrain now provides bonus for Vassals.
  • Blast Furnace and Deep Mine now unlocked by Automachina Technology in Age of Discovery.
  • Reworked Guns for Hire from the Mercenaries National Spirit. The sender now receives Warfare XP and much more Wealth than before, and the receiver receives an unrest-free version of their powerful Mercenary unit. These "on-loan" mercenaries also deal no damage to other mercenary units, making them powerful if you share enemies, but weaker if they try to turn them on you.
  • Added the requirement to have a Castle Outpost for the Chivalry National Spirit’s Tavern Ideal to match other Ideals that unlock Specialization-specific Outpost Improvements.
  • Swapped the unlock cost and tier of the Chivalry National Spirit’s Tavern and Medieval Medicine Ideals. Vassal bonuses can be quite powerful over time so the latter fits better in Tier 2, there's already a vassal-focused ideal on Tier 1 so this spreads the functionalities out more, and this prevents both Tier 2 Ideals from having requirements on them, which would have obstructed progression if you don't want to meet either requirement.
  • Added a requirement for 2 Religious Birthplaces to the Crusaders National Spirit’s Holy Lands Ideal.
  • Rebalanced recycling Improvements.
  • The Mercenaries National Spirit’s Call Ambush Power can no longer be targeted inside Minor Nation or enemy Nation borders.
  • The Mercenary Training Camp of the Mercenaries National Spirit now requires that you have built a Colony. This is to prevent unlocking the Improvement without realizing it requires a Colony to be built.



[h2]Gameplay [/h2]

  • Improved map drag-scrolling.
  • Slow automatic healing (when fortified) now works within the borders of Minor Nations.
  • Abilities that increase population can no longer be targeted on Regions that are at their maximum population.
  • Barbarian conquest of water Regions now destroys the Region.
  • Adjusted Inland Oceans map generation to place correct amount of Barbarian Camps.



[h2]AI[/h2]

  • Adjusted AI’s use of Settlers to prevent AI Settlers from getting stuck.



[h2]UI / Art[/h2]

  • Updated various startup bonuses to have more accurate tooltips.
  • No longer show Rally Point button for Towns and Improvements in a Vassal.
  • Updated Chinese Capital and Town names to use more historically accurate or notable options.
  • Updated Infopedia to clarify specifics on Unit Types.
  • Updated Good chain UI so that Goods icons on tooltips work as nested tooltip links.
  • Fixed an issue with Unrest Suppression not updating correctly in UI after an Innovation affects it.
  • Clarified tooltips for buffs that alter health recovery within your borders.
  • Revised Russian Nation flag.
  • Adjusted Arcana particle effect to be more visible.
  • Adjusted multiplayer UI to avoid text overflow on load button in some languages.
  • Adjusted main UI to avoid text overflow on mods button in some languages.
  • Adjusted setup of air combat in Combat Viewer to avoid “stuck” aircraft shadows.
  • Clarified tooltips for Demand Fealty to highlight that it does not apply to Vassals created after using this Power.
  • Clarified that the Warrior Government Ideal's unrest reduction is even stronger if you've declared a Justified War.
  • Corrected the Shogunate National Spirit’s Right to Strike Ideal incorrectly stating it only affects Samurai when it affects Daimyo and Shogun Units as well.
  • Clarified tooltip for the Commanders Legacy Ideal.
  • Added nested tooltip to the housing bonus from foraging forest tiles with the Naturalists National Spirit.
  • Shortened requirement for the Visa Sponsorship tooltip.
  • Clarified Sistine Chapel tooltip to indicate the bonus applies to Masterpieces.
  • Clarified how the Crusaders National Spirit’s Holy Lands Ideal works.
  • Clarified how Religious Birthplaces generate Culture.
  • Updated Infopedia entries, nested tooltips, and help screens for Religion to better clarify how conquered Religious Birthplaces act as potent multipliers to the Culture gained from Religion.
  • Fixed numerous cases where entries for Units, Buildings, and Improvements were not appearing as intended in the Infopedia.
  • Adjusted the Culture Power UI to correctly update in cases where the player has browsed other Domain Power options in the same Domain.
  • Adjusted the Improvements UI to correctly update after Improvements are selected.
  • Fixed Caravanserai showing that it can be built in “Desert” or “Desert.”
  • Fixed inverted tooltips and incorrect keywords present in some languages during Age of Intolerance and Age of Generals.
  • Fixed an issue with text alignment in Band Society being incorrect in some languages.


[h2]Modding[/h2]

  • Fixed an issue with modded Governments and National Spirits showing as unlocked between new games.
  • Added support for modifying stats of existing Units.
  • Added support for adding Culture and Domain Powers through mods (you currently cannot edit existing Culture and Domain Powers through modding).
  • Now enable and use local mods even if Steam mods fails to load.
  • Added a failure message when a Mod fails to upload or update to Steam.
  • Added ability to reload a mod (to be able to test without needed to relaunch the game).
  • Removed preview image field from the upload dialog (now automatically searches the mod folder for an image and uses that).
  • No longer update the mod title unless a title is entered.
  • Added support for localization of mods.
  • Added functionality for being able to add maps through mods.
  • Added functionality for being able to add Goods biome data to existing maps so that modded Goods appear.


[h2]Bugfixes[/h2]

  • Fixed Frozen Waste Expedition option that provided a negative success chance.
  • Added and updated tooltips and detail text for Apprentice, Artist, and Master Artist.
  • Updated Jaguar Unit to be a leader-type Unit.
  • Fixed City of Gold parameters so that they show up consistently during the Age of Discovery.
  • Can no longer use Raze Action on ruined Towns.
  • Fixed an issue where trade relationship modifiers were being applied to players other than the trading partner.
  • Fixed Promote Shogun Culture Power to not display as usable when you already have a Shogun.
  • Fixed an issue with spawning Towns on top of locations with a Riot or Plague Outbreak in them.
  • Fixed Age 2 Invaders Chaos Event to state correct number of Barbarians spawned.
  • Fixed issue where outline scrolling would sometimes change map zoom level too.
  • Fixed Units not properly displaying their idle after undoing certain moves.
  • Fixed an issue where upgrading a Town would destroy any aircraft stationed in the Town.
  • Corrected and expanded the Domains Infopedia entry.
  • Improved the tooltip for the Truce Culture Power.
  • Fixed buildings and improvements that were not showing up in the correct categories in the Build Helper menu under certain circumstances, such as from buffs or special bonuses -- numerous fixes applied across the game.
  • Corrected the Age of Singularity Infopedia entry.
  • Fixed a number of buff tooltips not displaying resource icons.
  • Fixed an issue with Project icons disappearing under certain conditions.
  • Fixed an issue with the Age up alert message sometimes showing the wrong number.
  • Corrected the terrain build requirements for Cultural District.
  • Fixed an issue where some tooltips would occasionally include debugging “TRUE” or “FALSE” text.
  • Fixed underwater air Units in underwater cities.
  • Fixed targeting Units able to spawn Goods in a tile on tiles that already contain an Improvement.
  • Fixed double display of a buff in Welfare State tooltip.
  • Fixed an issue with the Peasant’s Dub Unit Action when used with a full Army.
  • Fixed typo in Iguazu Expedition.
  • Fixed display of camera frustrum on minimap being cut off along edges under certain circumstances.
  • Fixed sound effect not playing when closing the Goods import / export window.
  • Fixed issue in alphabetical display of Nation names.
  • Fixed numerous religious Improvements not receiving benefits from the Cultural Excellence Ideal.
  • Fixed not being able to repair or upgrade some Improvements that are Region limited.
  • Fixed an issue with Army size limits that could cause new Units to appear in tiles you could not enter normally due to diplomatic settings.
  • Shogun, Dubbing, Artist, and Great Artist Unit Actions now retain health, combat XP and movement on upgraded Units.
  • Fixed an instance where the undo button had missing text.
  • Fixed Improvement visual effects being visible in fog of war.
  • Updated missing tooltips for Capital Regions Buffs from Commission Research, News Cycle, and Rapid Development.
  • Air strikes no longer show as losses in the combat log.
  • Adjusted the Tidal Power Generator Improvement in Age of Ecology to avoid situations where it positioned incorrectly relative to the coastline.
  • Fixed an instance of the Analytics Good being listed as Research.
  • Adjusted how effects that change terrain (such as Ecological Revitalization in Age of Ecology) interact with Landmarks to prevent Landmark terrain from being changed.
  • Upgrading Utility Ships no longer breaks their ability to harvest.
  • Fixed instances where Improvements with region limits could not be upgraded or repaired.
  • Fixed Age of Plague Crisis charging notification to display correct value at all game speeds.
  • Fixed an issue with queued building orders when a Capital is destroyed.
  • Fixed a situation where, under certain circumstances, a player could cause the cost to rush build something to become negative.
  • Fixed issues where the Power for an Army sometimes showed different values in the Outliner and on the map.
  • Fixed undo related to attacking with or moving air Units.
  • Fixed an issue reported in forums (thanks) where if you advanced the turn when an AI player was eliminated, the turn would never come back around to you.
  • Fixed an issue with Knowledge value of the Paradigm Shift Ideal not updating in the tooltip of the Eureka Culture Power.
  • Added missing nested tooltips involving Fertilizer, Religious Tract, Crypto Currency, Inventions, Exhibitions, Foreign Manuscripts, and Media Goods.
  • Fixed issue with some Innovation Events unintentionally triggering after they were meant to appear.
  • Fixed Outpost Castle Specialization allowing Capital Attack when Specialization was changed.
  • Fixed issue with certain Infopedia entries not appearing as intended.
  • Fixed Age 9 Innovation Buildings (The Cube, Particle Accelerator, and Needle Point Skyscraper) unintentionally being unobtainable in The Ages of Visitors and Age of Ecology.
  • Fixed an issue with conquered Regions not handling razed Improvements correctly (causing gains from tiles to not display correctly).
  • Fixed an issue that caused some players to not have content in Age of Utopia and Age of Departure unlocked correctly. (Fixed this issue in existing saves also.)
  • Fixed a case where you could encounter another player’s Units but fail to discover them Diplomatically.
  • Fixed a case where graphical corruption could occur when generating maps with certain custom settings.
  • Fixed an issue causing the Customizer Achievement to be unattainable.
  • Fixed an issue where in some cases undoing an Improvement upgrade could cause extra worker slots to be lost.
  • Fixed an issue where, under some narrow circumstances, damaged defenses would get "reset" incorrectly.


[h2]Misc[/h2]

  • Added support for playing with DLC enabled in offline mode.
  • Assigned Settler Units a Settler Unit Type.
  • Made various performance improvements to how Millennia handles internal economy management.
  • Made various performance improvements in the buffs system.
  • Made a number of changes that improve performance when a player is eliminated.
  • Made a number of changes that improve performance when a Capital City is destroyed.
  • Made a number of changes that improve performance when terrains are altered.


[h2]Simultaneous Multiplayer -- Changes in Open Beta Prior to Multiplayer Update[/h2]

If you were playing in the Open Beta, these were changes that were made in updates (things players in Open Beta have played with):

  • Fixed an issue with border expansion in SMP games.
  • Fixed an issue with camera jumping to focus on events incorrectly.
  • Fixed an issue with the names of Armies being different for different players.
  • Fixed an issue with Town upgrade sound playing for all players in SMP games.
  • Prevented Tech UI from appearing while waiting in SMP.
  • Changed air strikes to resolve immediately in SMP.
  • AI in Simultaneous Multiplayer has been updated. You can now use AI players in Simultaneous Multiplayer.
  • Made change to improve performance of AI thinking about its moves.
  • Fixed some issues with all messages from host not being shown for all players.
  • Fixed some issues with incorrect player name being used in lobby.
  • Fixed several issues that could occur when a player hosted and then joined a game (or vice versa).
  • Reworked some of the structure of alerts to fix numerous issues (for example, combat alerts in SMP being displayed a turn after they should have appeared).
  • Reworked a variety of Unit sorting and economy recomputing issues to fix / prevent a number of synch issues.
  • Fixed numerous Simultaneous Multiplayer synch issues. (Thanks for the testing!)
  • Fixed issues with failure to create or join lobbies and added messages for failure cases.
  • Added player color to chat.
  • Added the ability for Simultaneous Multiplayer players who have ended their turn to “unready” and resume their turn.
  • Diplomacy actions targeting players who have already ended their turn now display the Diplomacy message for the player who has ended their turn and allow them to resolve the Diplomacy action.
  • Fixed an issue where, in certain circumstances, a player could accept a multiplayer invite and cause a singleplayer save to attempt loading as a restored multiplayer game.
  • Fixed issues related to eliminated players.
  • Fixed an issue with certain hotkeys still issuing commands after a player has ended their turn.


[h2]Simultaneous Multiplayer -- Changes made as part of Multiplayer Update[/h2]

If you were playing in the Open Beta, these are additional Simultaneous Multiplayer changes going in as part of this Update.

  • Made a number improvements to performance in multiplayer games.
  • Eliminated some camera scrolling on certain commands that could be confusing in Simultaneous Multiplayer games.
  • Fixed an issue with hosts seeing Cloud Hotseat saves as Simultaneous Multiplayer saves.
  • Changed Simultaneous Multiplayer overlay to show when the AI players are making their moves.
  • Fixed additional Out of Synch issues as discovered.
  • Made the process of finding out of synch conditions in Simultaneous Multiplayer far more performant.
  • Eliminated players are now called out as ELIMINATED.
  • Human players that have been replaced by AI players no longer show up as “disconnected”. (They are not displayed.)
  • Fixed a case where the host’s “unready” state was not shown correctly.
  • Added tooltips and additional UI support to Simultaneous Multiplayer.
  • Fixed lobby flickering and UI dropdowns in lobby closing unnecessarily.
  • Fixed an issue with culture rush button flickering in MP games.
  • Fixed multiple scenarios in MP lobby where lobby was displaying incorrectly.
  • Fixed multiplayer status panel missing labels, tooltips.
  • Fixed multiple issues with savegame files not having data to properly recreate Simultaneous Multiplayer lobby state.
  • Fix for multiplayer status panel getting stuck in some situations when reloading a save.
  • Added error messages for certain multiplayer lobby conditions.
  • Disabled some unnecessary synch checking.
  • Fixed lobby to not look like players could change settings when restoring saves.
  • Lobby now shows (host and client) if game being setup is a restored save.


[h2]Simultaneous Multiplayer – Known Issues / Be Aware Of[/h2]

  • If you join a Simultaneous Multiplayer lobby, any mods will be disabled. As of now, you would need to restart Millennia to re-enable those mods.
  • Eliminating the hosting player in a Simultaneous Multiplayer game currently prevents the game from continuing.