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Millennia | 2024 Roadmap & Update 1

Hello there! It's your friendly neighborhood community manager, Katten, here. First and foremost, I want to express my gratitude to everyone who participated in the Public beta last week and over the weekend. We received a lot of valuable feedback that the developers are incorporating into Update 2, which is just around the corner!

Now, let's address something that you've been asking for since the release: a timeline or roadmap. I'm thrilled to finally present to you the 2024 Roadmap for Millennia!


Now, let me address a few questions before they arise! This is a living Roadmap, we will update it every time we can confirm when and what you will be getting the next update (so, quite frequently!) Consequently, we will likely delve into discussions about Update 3 and offer teasers for Update 4 upon the release of Update 2, and so forth.

Another crucial point I want to emphasize is that while we have two DLCs listed on this Roadmap, you might notice the Nomad Start and Strategic Warfare system under Updates 5 and 6. Why is that? Well, it's because those mechanics are FREE. For those of you who have purchased the premium edition or the expansion pass, rest assured about the value of the DLCs. They contain plenty of content, which we'll share more about later on, but the core mechanics will be FREE and integrated into the base game.

That's enough from me. Let's dive into the changelog for Update 1!


[h2]Update 1 Changelog[/h2]

[h3]Featured Changes[/h3]

  • Added a way for players to destroy their Vassals. The option appears when the Vassal is selected and causes some Chaos when used. This cannot be used on Vassals that are the birthplace of a Religion.
  • Added new options for the Combat Viewer. In Options, under the Game tab, the “Show Combat Viewer” dropdown presents options for Always, As An Alert, or Never. These change what is shown in the Combat Viewer when you attack. When set to Always (the default), the Combat Viewer continues to operate as it has been. When set to As An Alert, combat will not show the Combat Viewer when you attack, but will cause an alert to appear in the world and on the right (and clicking the alert will jump to the Combat Viewer). When set to Never, neither the Combat Viewer nor an alert is shown when you attack.
  • Added a checkbox option for Auto-Skip Combat Animation in the Options menu. When checked, this causes any Combat Viewer combat shown to immediately skip to the end of the combat.
  • Reworked the Reinforcements and Forced March Warfare Domain Powers. Previously, Reinforcements would cause a loss of Veterancy and Forced March would cause a loss of HP. Both of these penalties have been removed. In their place, Reinforcements and Forced March now apply a -10% to the Attack and Defense values of all Units in the targeted Army when used. The debuff lasts for two turns and an Army can have one of each (one from using Reinforcements and one from using Forced March). Using either power again while a debuff is already in place refreshes the duration of the debuff.
  • Scaling costs are now capped to the maximum inventory amount (400). This means that costs will no longer scale above the typical maximum amount of a resource you could possess. Vassal Integration costs have been similarly capped. This makes a number of things possible, the most obvious being that it removes what was effectively a hard cap on the number of possible Regions.
  • Related, we made an overall balance pass on Vassal Integration cost, Culture Upkeep cost, and Unrest suppression (since these are all factors influenced by number of Regions):

It costs a bit more to integrate your first Vassal; increased the cost from 25 to 30 Government XP.​

The cost of integrating Vassals increases a bit less with each Region; reduced the scaling of this cost from a 1.5 exponent to 1.4.​

Each Region you control costs a bit more Culture; increased the scaling of Cultural Upkeep from a 1.2 exponent to 1.3.​

Increased the Unrest suppression of most Capital Buildings that provide Unrest Suppression (also corrected several that had incorrect values):​

Watch 5 -> 10​
Grand Plaza 10 -> 15​
National Resources Office 10-> 20​
Emperor’s Palace 3 -> 6​
Governor’s Office 2 -> 6​
Morality Police 10 -> 20​
Public Library 10 -> 20​
Military Police 16 -> 25​
National Pastime 10 -> 20​
Propaganda Studio 4 -> 10​
Youth Camp 8 -> 10​
Sports Stadium 10 -> 20​
Sacred Capital 5 -> 16​
Community Center 10 -> 30​
Community Housing 4 -> 8​
National Security Office 20 -> 30​
High Roller Resort and Casino 17 -> 16​
Virtual Reality Playground 12 -> 16​

The Watch Capital Building no longer has a Region Level requirement.​

Decreased the Unrest suppression of most guard Units that provide Unrest Suppression (also corrected several that had incorrect values):​

Guard 8 -> 6​
Jackal Guard 2 -> 6​
Crossbow Guard 12 -> 10​
Shogun 15 -> 12​
Inquisitor 12 -> 10​
Legionnaire 12 -> 10​
Reserves 12 -> 10​
Elite Shield 12 -> 18​
Peacekeeper 24 -> 18​
Social Worker 48 -> 20​

[h3]Balance[/h3]

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

  • Adjusted the Opportunist Ideal from Spice Merchants, which allows Merchants and Settlers to convert to one or the other. Increased the cost of converting to a Settler from 15 to 30 Government XP. Increased the cost of converting to a Merchant from 15 to 24 Government XP.
  • Changed use of the Opportunist Unit Ability to not scale other Power costs (converting a Merchant to a Settler used to reduce the Spawn Merchant Power cost and increase the Spawn Settler Power cost).
  • Local Reforms was providing a 50% Regional Efficiency buff for 5 turns, now provides a 25% buff for 8 turns.
  • Increased value of Tapestry Good from 1 Arts XP to 2.
  • Completed a pass on buildings unlocked by Innovation Events, upgrading some of their bonuses (the other values provided by these buildings are unchanged):

Gardens of Babylon 1 Art XP bonus changed to 1 Art XP per 10 population in Region.​

Colossus of Rhodes 1 Warfare XP bonus changed to 1 Warfare XP per Dock in Region.​

Sensoji 1 Arts XP bonus changed to 1 Arts XP per 5 religious Population in Region.​

Chichen Itza 1 Diplomacy XP bonus changed to a +1 Diplomacy XP buff to Jewelry Goods.​

Machu Picchu 1 Engineering XP bonus changed to 1 Engineering XP per 10 population in Region.​

Sistine Chapel 1 Culture bonus changed to a +1 Culture buff on Artwork and Masterpiece Goods.​

  • Reworked calculations used for Treaty value. Projects, other Treaties, and market purchases are no longer factored in determining the value of a Treaty. Additionally, the amount the larger partner in a Treaty can contribute to the calculation is now capped at 2x the value of the smaller partner. So, for example, if you have 100 Knowledge income and you make a Treaty with a Nation earning 10 Knowledge income, you’ll contribute 20 and they’ll contribute 10 for and average value of 15 Knowledge from the Treaty. Note that this is not the amount you would get in this case, there is still an efficiency factor involved, but it is the most you could possibly get.
  • Jackal Guard movement reduced from 30 to 20.
  • Jackal Guard adjusted from 19 / 28 to 15 / 23 Attack and Defense.
  • Jackal Guard trades 2x attack vs. Cavalry Combat Mod for 1.5x Defense when guarding a City.
  • Increased all Leader Unit speeds to match general movement speed of other Units in their era.
  • Increased anti-ship line Unit movement speeds (Scorpion Boat 30 -> 50, Nautilus 30 -> 60, Submarine 40 -> 70, Robot Submarine 40 -> 70, Drone Submarine 40 -> 70, Photon Submarine 40 -> 70, AI Submarine 40 -> 70).
  • Changed Hydrothermal Generator from providing 4 Power to producing 1 Energy Good.
  • Increased Wealth value of Shells from 3 to 6.
  • Increased Wealth value of Dye from 6 to 12.
  • Increased Collective Farm cost from 53 to 75 IP.
  • The Pyramid Temple Improvement can now be worked for 6 Faith.
  • Upkeep of Knight increased from 4 to 5.
  • Reviewed Improvement upgrade lines based on feedback:

CB Upgrades that didn’t grow over time:​

Added Oracle, Baroque Musician, Graffiti Park, and Peace And Love Co-op into a new upgrade line.​

Increased Engineering XP in the City Works upgrade line in Age 5 (1 -> 2 XP) and Age 7 (1 -> 3 XP).​

Improvement Upgrades that use fewer workers for the same work (and thus less workable by-product XP over time):​

Jeweler (1 Gold - 1 Jewelry, 1 worked Arts) upgrades to Jewelry Manufacturer (2 Gold - 2 Jewelry, now 2 worked Arts).​

Kiln (1 Clay - 1 Brick, 1 worked Engineering) upgrades to Brickworks (2 Clay - 2 Brick, now 2 Worked XP), upgrades to Concrete Plant (3 Concrete, 3 XP).​

Paper Maker (1 Log - 1 Paper, 1 worked Diplomacy) upgrades to Paper Mill (2 Logs - 2 Paper, now 2 XP), upgrades to Paper Factory (3-3, 2 worked XP, extra worker slots).​

Saw Pit (3 Log - 3 Lumber, 1 worked Engineering) upgrades to Saw Mill (4-4, 1 XP), upgrades to Lumber Factory (4-4, 2 worked, extra worker slots).​

Added Engineering XP to Furnace to make Iron clearly the “Best, but most expensive/longest chain”:​

Players that discuss strategy and optimal play were gravitating towards Kilns and Saw Pits and ignoring the “burdensome” iron chain to get their Engineering XP.​

Iron “Production” chain is intended to be the “core” production/engineering chain, but doesn’t produce as much Engineering XP as efficiently per-worker as other chains, so we’ve added XP to the Furnace step in the chain to increase Engineering XP.​

Furnace (1 Ore - 1 Ingot, 1 Worked Engineering), upgrades to Blast Furnace (2-2, 2 XP), upgrades to Steel Furnace (3-3, 2 XP, extra worker slots), upgrades to Steel Crucible (4-4, 3 XP, extra worker slots).​


Overall, these changes are intended to maintain the “XP Per Converted Good” ratios that were falling off as workers became more efficient. This will result in more XP, especially Engineering XP which is affected in multiple places. Engineering XP also tends to be the most valuable in the mid/late game, with the high utility of Clear Cut/Deforestation and Expand Town powers (which were often were taking higher priority than expensive Engineering National Spirit Ideals).​

[h3]Gameplay[/h3]

  • Made a pass at adjusting some elements of Diplomacy:

Increased the positive diplomatic opinion gained by Diplomatic Actions by 150%.​

Rejected Diplomatic requests to establish an Embassy now refund 80% of the cost.​

Doubled the rate of Diplomatic Opinion decay (in general, relationship will trend toward a “0” baseline more quickly).​

Added or adjusted tooltips and Infopedia details to better explain Diplomacy in general.​

  • Transports now show the Unit they are transporting.
  • Tooltip for Transports now shows health of Unit being transported.
  • Unlocking SETI Scan now disables Eureka (as there is no reason not to use SETI Scan and using Eureka was unintentionally making SETI Scan worse).
  • Scholars bonus now applies to SETI Scan.
  • SETI Scan Event now only happens in Age of Rocketry.
  • Removed the confirmation pop-up for Cleanse Outbreak so you don’t see that infinity times during Age of Plague.
  • Removed the Truce Culture Power from Age of Conquest.
  • Archangel laser can now target Vassals.
  • The Raise Tribal Army Ideal now spawns a Warband when the Ideal is unlocked.
  • Know the Terrain, from the Naturalists National Spirit, now applies to all pre-gunpowder Units instead of just Warbands.
  • You can no longer Bribe Aliens.
  • Changed Trade Posts and Trade Factories to be buildable in Castle Outposts.
  • Enemies like the cultists and alien invaders now display unique flags. Added new flags for these.
  • Previously, there was no benefit to having a landmark in your territory. Landmarks were changed to provide a baseline +1 Culture per turn when within your borders. Beyond the base +1 Culture, Landmarks in your territory provide an additional bonus depending on the Landmark (note that you cannot see what you will get from having a Landmark in your territory yet and the effects are still difficult to see after it is in your territory – it’s on the list):

Mount Everest, Amazon Rainforest, and Congo Rainforest: +1 Exploration​

Mount Fuji, Grand Canyon and Aurora: +1 Arts​

Borneo Rainforest, Tall Mountain: +2 Production​

Yosemite Forest, Frozen Wastes: +1 Government​

Sundarbans Delta and Sahara Desert: +1 Diplomacy​

Great Barrier Reef: +1 Culture (in addition to the base)​

Cliffs of Moher: +1 Engineering​

  • Arquebus Unit now unlocks with Holy Order in Intolerance and Deference in Discovery.
  • Bomb Vessel now unlocks with Open Sailing in Discovery.
  • The Mechanical Knight (Discovery) and the Holy Avenger (Intolerance) are now in the “Shock” upgrade line, meaning they can upgrade from Knights and to Cuirassiers, for example.
  • The Berserker (Blood) and Damascus Sword (Age 3 Innovation) are now in the “Assault” upgrade line, meaning they can upgrade to Longsword, for example.
  • The Legionnaire (Conquest) is now in the “Guard” upgrade line, meaning it can upgrade from Guards and to National Guards, for example.
  • Warehouses now also unlock in Intolerance by default.
  • The Open Markets Ideal from Republic now targets Warehouses (Renaissance, Intolerance) and Trade Companies (Discovery).
  • The Radio Station Capital Building now also unlocks in Dystopia by default.
  • The Performing Arts Capital Building now also unlock in Dystopia, Utopia, and Generals by default.
  • The Foreign Exchange Innovation (Political Science) previously affected only the University Capital Building, now targets the “University” type (University, Medieval University, Pious University, Atelier Studio, and Alchemy School).
  • Large Temple Capital Building now also unlocked by the Sanctuary Technology in Age of Plague.
  • The Divine Inspiration Ideal from Theologians previously affected only the Large Temple Capital Building, now targets the “Temple” type (Large Temple, Grand Temple, and National Temple).
  • The Clothing Factory Improvement is now unlocked by default in the Age of Dystopia and Utopia.
  • The Fast Fashion and Luxury Brand buffs on the Pop Culture National Spirit now apply to the Rags Good from Age of Generals.
  • There are new personality-based diplomacy messages when a Nation declares war on you after refusing their demands.
  • Changed the Shogunate National Spirit so that a Shogun counts toward the required 4 Daimyo for the Legacy Ideal.
  • Deployed Units (like Merchants) are now destroyed if the Nation owning them is eliminated.
  • Adjusted Reward Camp spawning.


[h3]AI[/h3]

  • Reworked City, Outpost, and Town placement formulas used by the AI. AI players are better at spacing out their Capital Cities and are less likely to place Capitals or Outposts close to the borders of other Nations if other quality spots are available. At higher difficulties and with the less friendly AI personalities, the AI will still place close to another Nation’s borders.
  • AI places higher priority on building the Colony Ship in Age of Departure.


[h3]UI / Art[/h3]

  • Expeditions now show that they have been completed on the nameplate for the Landmark.
  • Combat targeting tooltip now shows specific controls (“right click to attack”). This now also directly shows when you are in “attack without advancing” mode.
  • Revised scale and placement of all tents used to show that an Army has acted in the round.
  • Tweaked weapons on Airmobile Unit.
  • Reworked the tooltip for the Greathall to better communicate the effect.
  • Clarified tooltips for diplomatic buildings that provide Diplomacy based on relationship with other Nations.
  • Updated the ground texture used by future era Improvements.
  • The Technologies used to advance an Age now show tooltips.
  • Replaced the Chivalry National Spirit icon.
  • Now show progress on Research tooltip. Also added display of progress on Tech tooltips.
  • Added titles to dropdowns in the Nation Builder, simplified the text in the dropdowns of the menu to better fit all languages.
  • Being able to spot the Satellite Array is important to Archangel gameplay. This Improvement has been revised (scaled, animated, FX added) to make it easier to spot.
  • Reworked the Remote Camp to make it easier to recognize on the map.
  • Added a new system for specifying custom flags in the Nation Builder.
  • Added additional flags to the Nation Builder.
  • Reworked the tooltip for the Age 3 Horse Tech to show specific amount of Influence gained.
  • Adjusted the Supercomputer Improvement’s ground decal.
  • Fixed an issue with Titanium Foundry Improvement’s placement.
  • Battles that take place in deep water now show “Battle at Sea” in the Combat Viewer (as opposed to “Battle in the Wilderness”).
  • Battles that take place in shallow water now show “Battle on the Water” in the Combat Viewer.
  • Adjusted the back button in the Infopedia and added a larger close button.
  • Added buttons on main menu for Millennia Wiki and Discord.
  • Revised the Archer Unit.
  • Changed Settler Unit movement sound from cart to foot.
  • Added a display of the map seed for the current game (shown in the ESC menu).
  • The tooltips for Powers now show the duration (when relevant) and the Power’s effect in both the targeting tooltip and in the tooltip shown from the Power UI.
  • Fixed Regional Efficiency tooltip to show effect as a percentage.
  • Cleaned up inconsistent formatting in Landmark tooltips.
  • Added clearer callout that Domain Powers are not available until the Domain is unlocked.
  • Revised the Recycling Center Improvement.
  • Trash Heap Improvement revised.
  • Mansion Improvement revised.
  • Revised Steel Crucible Improvement, added smoke effect when worked.
  • Revised Inventor’s Lab Improvement.
  • Adjusted cliffs and how Improvements place on terrain with them.
  • Added the icon for the resource type cost of upgrading a Unit to the tooltip for upgrading.
  • “Amphibious Attack” changed to “Amphibious Assault.”
  • Combat mod for Amphibious Assault correctly labeled in Combat Viewer.
  • Updated details of Age of Iron in Infopedia.
  • Notification for Barbarian Resurgence specifies that another Nation is responsible for it.
  • Adjusted Rush button to fix text overflow in some languages.
  • Adjusted tooltip for Peaceful Revolution to convey that new Governments are available.
  • Values in the Diplomacy breakdown are now colorized to highlight good or bad relationships.
  • Targeting a broken Unit would show “no damage” on the combat prediction, changed to show “eliminated.”
  • Added an Infopedia entry for Regional Efficiency and made Regional Efficiency a nested tooltip.
  • Added a new help topic in Age 2 to convey information about over-expansion, Culture drain and Unrest from too many Regions, and the ability to convert Regions to Vassals or destroy Vassals.
  • Naval Units now display details about being able to bombard land or being restricted to shallow water movement in tooltips and Infopedia entries.
  • Send Gift and Improve Relations Diplomatic messages now show effects on the popup when receiving it.
  • Clarified tooltip for total summary of religious population by showing the number of religious population from all other Nations (would previously show only if the Nation had adopted the Religion as its State Religion).
  • Gave Recon Balloon a new hit animation.

[h3]Multiplayer[/h3]

Adjusted hotseat to prevent a problem when players attempt to join a second hotseat game while playing a different hotseat game.

[h3]Bugfixes[/h3]

  • Fixed an issue with riots remaining in neutral areas, which could lead to silly numbers of them that would never be removed. Also fixed for Plague Outbreaks and Corrupted Cores.
  • Fixed an issue were certain Capital Buildings and Improvements were not being eliminated on conquest as intended.
  • Addressed a performance issue related to the map. This was generally more noticeable in late games and when the yield icons were being displayed, but the fix makes performance better at all stages.
  • Fixed an issue with movement borders incorrectly showing a Nation’s Capital and Towns as valid move targets when diplomacy is set to Open Borders.
  • Fixed an issue with the tooltip for Declaring War suggesting that doing so would lower the Barbarians’ opinion of you.
  • Fixed an issue with the Improvement upgrade arrow appearing in cases where the player could not afford the Specialist or Arcana upgrade cost.
  • Found and fixed (thanks to players and work on the wiki) an issue with the Parthenon being incorrectly connected to completion of only Tier 0 Quests (and similar issues with Foreign Office, Foreign Consulate).
  • Fixed an issue with a missing character in fonts causing an issue for anyone playing with Turkish region settings on their OS.
  • Fixed incorrect information in tooltip for Enlist Barbarians Power during Age of Blood.
  • Fixed or clarified numerous building tooltips to show the actual values they apply, including Cloud Computing, Diplomatic Facility, Parthenon, Hanging Gardens, Greathall, National Resources Office, Foreign Office, Foreign Consulate, Congressional Halls, Governor's Office, Machu Picchu, Sensoji, Sacred Palace, Palace, Hippodrome, Think Tank, Great Library, and the Explorer's Guild.
  • Fixed inconsistent construction cost tooltips.
  • Fixed incorrect diplomacy message when player rejects another Nation’s demand and they declare war.
  • Fixed itemized display of diplomacy building buffs to not show income for Nations that are not contributing.
  • Corrected the Convert to Vassal tooltip to accurately describe what happens when it is used.
  • Corrected Age of Generals in Infopedia to clarify that victory goes to all members of the Faction.
  • Fixed issue with the Launch Pad Failure Chaos Event that was causing the penalty to scale with number of Regions; now properly reduces Space Race success chance by a flat 25%.
  • The Great Library Capital Building from the Scholars National Spirit was not providing the correct number of Foreign Manuscripts. Fixed. Also corrected related tooltips.
  • Fixed issue where the Religion overlay was not displaying in some cases.
  • Fixed the Grand Abbey so that it cannot be built at sea.
  • Fixed an issue with Landmark spawn conditions that was causing several Landmarks (Congo Rainforest, Yosemite Forest, Sundarbans Delta) to almost never appear.
  • Fixed an issue with the icon for “moving here will send this Unit home” showing in incorrect places, flashing.
  • Fixed overflowing text in some languages in the Factions UI.
  • Fixed overflowing text in some languages in the Diplomacy UI.
  • Fixed Social Outreach in Transcendence to correctly provide Tenacity per Region with no Unrest.
  • Fixed Barbarian Warlord icon not showing its source (Innovation).
  • Changed the Colony Construction Pad to prevent being able to get multiple of this one-per-Nation Improvement through conquest.
  • Fixed Battlefield Medicine tooltip to show correct information.
  • Fixed Outposts showing as “Improvements” in tooltips.
  • Fixed an issue that could cause Nation borders to display incorrectly.
  • Fixed an issue that could cause air Units and land Units to incorrectly both be shown at the same time when loading a savegame.
  • Fixed an issue that could cause Outposts to show expansion when loading a savegame.
  • Fixed an issue with the map overlay toggle buttons being set incorrectly when loading a savegame.
  • Fixed tooltips for Alerts showing too many decimal places of precision.
  • Fixed the Air Overlay not updating correctly when Air Units are created or destroyed.
  • Eliminated players are now correctly not included in counts of diplomatic relations.
  • In cases where Unit upgrades are free, the tooltip now correctly shows what Unit will be upgraded to.
  • Fixed an issue causing HP bars to incorrectly display atop other UI elements.
  • Fixed an issue with Landmark placement within Minor Nation borders.
  • Fixed an issue where integrating a Vassal with Towns would cause the Towns to appear as workable.
  • Fixed an issue where deployed Merchants could be incorrectly ejected when a Vassal’s Integration filled.
  • Bonus workers now correctly unlock in other Ages (Dystopia, Utopia, Generals), not only Age of Rocketry.
  • Fixed tooltip for Demand Coin showing too many decimal places of precision.
  • Fixed final Unrest Chaos Event to mention the name of the rebelling Region, not the name of the Nation that owns the Region.
  • Fixed an error where attempting to found a Religion in a Region that already has a Religion shows a confusing message.
  • Fixed a floating point error in the tooltips for Needs.
  • Fixed a floating point error in the tooltips for Expeditions.
  • Fixed a typo in the Power Needs tooltip.
  • Proletariat Regime’s regional efficiency bonus was not being applied, fixed.
  • Fixed a text issue on the Republic Government’s Open Markets Ideal.
  • Corrected a typo in the Plague help topic.
  • Fixed incorrect tooltip on Military Hurdles Chaos Event.
  • Clarified tooltip for Create Sandbar Domain Power to state that it must target an empty water tile.
  • Fixed typos in Age of Enlightenment and Age of Alchemy Infopedia entries.
  • Fixed an issue with Age of Alchemy that would cause Arcana to be removed only for the Nation setting the Age, now correctly removed for all.
  • Fixed bad target priority or tactics setup on Berserker, Icarus, Jackal Guard, Oni, and Cultist Leader Units (thanks, @grotaclas).
  • Fixed display of duplicate information in the Population tooltip.
  • Fixed typo in Crossbow Unit’s Infopedia entry.
  • Corrected the description for the Free Trade Ideal in the Colonialism National Spirit.
  • Fixed a typo in the Luxury help topic message.
  • Fixed text in Age of Visitors that incorrectly said air forces were the only way to take down Alien Motherships.
  • Fixed a hardcoded value in the Spawn Settler Domain Power.
  • Replaced awkward “subregion is false” on Peasant Unit’s Build Farm Ability.
  • Fixed the Modernization National Spirit’s Rapid Development Culture Power, now provides +100% regional efficiency production bonus for 4 turns. Also fixed related buffs that were causing double-stacking on regional efficiency modifiers.
  • Changed “Requires Barracks” displays to include “or Mercenary Hall.”
  • Fixed an issue with player being able to repair corruption of a Supercomputer during Age of Singularity while an enemy Robot Soldier is in the tile. Also revised the tooltip for the Power.
  • Fixed tooltip for Open the Gates Power during Age of Conquest.
  • Fixed expansion overlay not updating correctly on creation and destruction of buildings.
  • Fixed expansion overlay not showing correct Influence value for Vassals.
  • Fixed missing highlight on Cancel Treaty button.
  • Fixed a confusing tooltip when targeting Absorb Outpost on an Outpost that doesn’t belong to you.
  • Fixed an issue that would occasionally cause the display of an incorrect movement path.
  • Fixed the Cultural Efficiency value on Monument to Arts to provide a 20% bonus as intended.

Millennia | Future Ages & Update 0

Hello, everyone. Ian Fischer of C Prompt Games here.

It somehow seems like it was a long, long time ago, but we launched Millennia just last week. It might feel more distant to C Prompt, as we had several weeks of the team testing the release build (and thanks again to everyone playing and reporting bugs during that time – it was immensely helpful) but, regardless, we are only recently live.

This means it is time to chat about what comes next. :)

The most immediate “next” is Update Zero. Once the release was handed off to QA for testing, C Prompt shifted over to working on items we had on our list and things that were reported on the forums or Discord. Our intent for this was to knock out things that didn’t make it in time for the release build and to address whatever we could that had come up in the first few days of being live. Update Zero is out today (notes for it are at the end of this).

To talk about things that are just a bit farther in the future, I want to briefly cover two points about how we approach things.

[h3]Now that we’re done, let’s get started.[/h3]

First up, it is important to understand that we see release as a milestone in Millennia’s development. It’s an important one, but it isn’t the last one.

Iteration is fundamental to how we view game development – you get something, you start playing, you make changes, and repeat. This doesn’t end once the game goes out the door. On the contrary, getting to the stage where players are playing is a starting point for future iteration.

We are a deep, systems-rich game. There is a lot of interaction between the pieces, a lot of theorizing about how different systems could be played, and a lot of discussion about what we should add or expand. We play our game a lot, and we have a lot of perspectives on these things, but starting to get players playing and adding player perspectives to the design questions makes it easier to see how things are working and to think about the direction we should be moving.

We are very happy to be at the point where we have Millennia out in the world being played, where we’re getting feedback from players, and where we can continue making Millennia a better and better game.

[h3]Go that way, really fast. If something gets in your way … turn.[/h3]

In the near future, we’ll release a roadmap for Millennia. That will cover some of the larger items we have in the plans, including both free and paid content.

(Speaking of, I thought it was assumed but I guess it is worth calling out – we generally consider new systems to be things that are updates to the base game. For example, some details about upcoming DLC have been mentioned, and there’s a Strategic Warfare system planned as part of the Atomic Ambitions DLC. The Strategic Warfare system is planned as part of an update – the DLC will have specific content that works with this system, but everyone will get the new system in a free update.)

Those larger items are, well, larger, so they require more up-front planning, which is why we’re confident putting them on a roadmap.

In addition to these, there are myriad items that we could not possibly schedule or promise. Remember that C Prompt’s motto is “Embrace the Chaos” – we are very comfortable with the idea that we’re going to discover things as we go and that we are going to decide that some of those things are important to go after.

As an example, this Developer Diary will probably be released along with Update Zero. The next update for Millennia is already being worked on. I don’t want to ruin anything, but that update will include a few things like the ability to get rid of Vassals, options for managing how the Combat Viewer presents combats differently, and some updates that make the unique Capital Buildings you get from Innovations more interesting. Those were not items that were on a plan somewhere, those are things we saw in player feedback or (in the case of the Capital Buildings, because it was something we said we wanted to do and a designer here grabbed the task and ran).

I’d love to be able to share a complete when and what for every update we’ll do, but that’s not possible.

I can share that our general plan is to work on the larger roadmap items while also continuing to release regular updates.

[h3]Thanks!
[/h3]

I hope this provides a little insight into our plans for the future of Millennia.

Again, thanks to everyone who has been playing, who played pre-release, and who shares feedback with us – it’s essential to what we do and we appreciate it.

(If you are interested in continuing to see Millennia develop, we plan to have a public beta branch up shortly and we’d love to have players checking out new features and content while they are in progress.)

MILLENNIA UPDATE ZERO

[h3]Balance
[/h3]

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

  • Increased the cost of rushing Production by 20%.
  • Rebalanced Upkeep costs of Units starting in Age 4. Previously, the baseline Upkeep curve was linear, based on the Age when a Unit was introduced – that is, a Unit unlocked in Age 5 typically had an Upkeep of 5 (there are Units that don’t follow this pattern, but this was the baseline). The Upkeep curve remains the same for Units of Ages 1 to 3 but is now based on a non-linear curve for Units starting in Age 4. The adjusted base curve is now:

    Age 1 Units – 1 Upkeep
    Age 2 Units – 2 Upkeep
    Age 3 Units – 3 Upkeep
    Age 4 Units – 5 Upkeep
    Age 5 Units – 7 Upkeep
    Age 6 Units – 9 Upkeep
    Age 7 Units – 10 Upkeep
    Age 8 Units – 12 Upkeep
    Age 9 Units – 14 Upkeep
    Age 10 Units – 16 Upkeep

  • Increased the Upkeep cost of Mercenaries from 24 to 40 and Privateers from 20 to 40. These Units, from the Age 6 Mercenaries National Spirit, are intended to have a substantial Upkeep that makes you want to disband them when they aren’t needed.
  • Changed the Spawn Mercenaries Power from the Age 6 Mercenaries National Spirit to not scale in cost when used (it remains at 20 War XP per use).
  • Capped the value of Compound Interest from the Age 8 Banking National Spirit at 500 per turn.
  • Changed Ingenious Monuments in the Transcendence Victory Age from providing 1 Ingenuity per 10 Improvements to providing 1 Ingenuity per 100 Improvements.
  • Changed Utopian Welfare in the Transcendence Victory Age from providing 1 Organization Social Fabric per 25 Population to 1 Organization Social Fabric per 75 Population.
  • Theater now generates 5 Wealth (in addition to 1 Arts XP it previously provided).
  • The Unification Tech in Age of Conquest (Age 5) generates Warfare XP per Vassal Population multiplied by Vassal Prosperity. The base value for this was 1 Warfare XP per Vassal Population, it has been changed to .0625 Warfare XP per Vassal Population.

[h3]Gameplay[/h3]

  • When an AI player unlocked Deforestation (Age 9), it was disabling Clear Cut (Age 5) for all other players – fixed.
  • Updated the Sahara Expedition (it was possible to be unable to choose any of the options presented).
  • The Age 4 and 5 Rival to the Throne and Anticolonials Events now spawn Rebels instead of Barbarians.
  • Some Domain and Culture Powers unlocked by National Spirits were set to expire after a certain Age. This was intended to prevent outdated Powers, like using Warrior Elite’s Spawn Spartans in late Age games. In practice, player feedback frequently mentioned confusion at losing the Powers, so we disabled the expiration on all Domain and Culture Powers derived from National Spirits.
  • The Address Grievance and Non-Violent Protest Powers, from the Age 8 Age of Dystopia, no longer have expirations, allowing them to be used to deal with remaining riots after exiting the Age.
  • Changed Photon Tanks and Elite Heavies from Age 9 Age of Visitors to have upgrade lines (thanks, @RedDeath).

[h3]AI[/h3]

  • Fixed an issue that was frequently causing AI players to delay founding new Religions until Age 5.
  • Made AI players more likely to found a new Religion when there are few already established.
  • AI players who have chosen the Theologian or Crusader National Spirits but do not already have a religion will choose to found one.
  • The AI was having problems managing high levels of Unrest caused from being at war. They now handle this better.

[h3]UI / Art[/h3]

  • Changed Early Tank portrait to match model.
  • Updated Drill portrait.
  • Updated Jet Fighter portrait.
  • Updated the Age of Ignorance Age information panel to use the correct art.
  • Updated Milling Factory Improvement.
  • Added a new tent for future era so that Units wouldn’t appear to be resting in animal hide tents in 2050.
  • Changed Heroes to use correct idle animation.
  • Fixed issue with Mounted Rifle holding weapon incorrectly.
  • Updated Spawn Envoy Power to use correct portrait.
  • Updated Jet Bomber and Supersonic Lancer, models and portraits.
  • Adjusted camera in Combat Viewer to prevent Units taking action from moving out of frame.
  • Updated Medieval era House model and portrait.
  • Updated Computer Lab.
  • Updated School District.
  • Adjusted Government UI to be more consistent with other UIs and to fix an issue with text overflow in some languages.
  • The tooltip for the Khan Unit now makes it clear that it is a limited lifespan Unit and shows the number of turns remaining.
  • Adjusted Victory / Defeat UI to prevent text overlap in some languages.
  • Adjusted Infopedia UI to prevent National Spirit text from being cut off in some languages.
  • Updated the Outbreak effect to make Plague Outbreaks easier to spot.
  • Updated the Organization Government icon so that it is easier to tell the difference between available and on cooldown.
  • Updated art in the Veterancy Infopedia entry to not be blurry.
  • Updated the Age Notification for the Age of Bronze.
  • Fixed an issue with how the Stationary Machine Gun was setup that could cause the destroyed version of the Unit to be shown when it was not destroyed.
  • Updated animation on the Knight Unit’s idle.

[h3]Multiplayer[/h3]

  • Fixed Cloud Hotseat behavior if an upload to the cloud fails and you had to repeat the turn. Now, if an upload fails, when returning to the Cloud Hotseat games list, you will see an Upload button in the UI for that game. Clicking on the Upload button will attempt the upload to the cloud again. You can try until the upload is successful and then the game can continue.
  • Added details in the Cloud Hotseat menu to step through troubleshooting (currently only in English).
  • Fixed an issue in cloud hotseat where turn text would appear twice.
  • Fixed an issue with Unit skins not displaying correctly for players in multiplayer games.
  • Fixed an issue with incorrect text appearing when a multiplayer save was deleted.

[h3]Bugfixes[/h3]

  • Fixed an issue with Needs calculations in Cities with Regional Efficiency Modifiers producing incorrect values in the sim. This could produce situations where, for example, you were 100% meeting Sanitation Need but the Plague Crisis was still increasing or where your Capital claimed population was growing but the actual population of the Capital decreased.
  • When the nameplate for a Capital City appeared over a Goods icon, the Goods icon was prioritized, so you’d get a tooltip for the Good instead of the City – adjusted this to give the nameplate priority.
  • Fixed an issue causing a missing letter for players in Türkiye (or any players with Turkish region settings in Windows).
  • Corrected description of Cultural Excellence.
  • Corrected typo in Blood Age Crisis warning message.
  • Adjusted Town Specialization UI to fix text overflowing the UI in some languages.
  • Fixed an issue with attempting to rebuild a ruined town and getting an incorrect failure message in cases where you cannot support another Town.
  • Fixed typo in a number of Diplomatic messages.
  • Fixed incorrect translation in Commission Research Project tooltip that was causing no value to be displayed.
  • Fixed a typo in Ingenuity Social Fabric tooltip.
  • Fixed display of total Research cost showing too many decimal places of precision.
  • Fixed display of Ideology showing too many decimal places of precision.
  • Fixed display of value of Recent Actions showing too many decimal places of precision.
  • Fixed typo in Faction Victory tooltip.
  • Fixed duplicate wording error in Diplomacy tooltips.
  • Combat modifiers of x1 are no longer displayed.
  • Barbarian Unit tooltips no longer show Unrest Suppression value.
  • Fixed an issue with notification not appearing when save / load screens are processing.
  • Fixed an issue where the time to complete a Technology that would finish in one turn displayed incorrectly.
  • Fixed the tooltip for Royal Court in Monarchy Government to display correct value.
  • Updated Welfare State from Political Science to function as intended.
  • Fixed an issue where it was possible to enter the Technology UI for another player in the game.
  • Fixed Abbey and Monastery to require Religion as intended.
  • Fixed an issue where the Age of Singularity Crisis Charge could show incorrectly in the Research UI.
  • Fixed an issue with some overlays displaying incorrectly.
  • Fixed an issue where camera movement when jumping to specific locations would sometimes cause a stutter and make clouds flicker.
  • Fixed an issue where razed Improvements were being incorrectly added in Needs and Resource displays.
  • Updated the tooltip for the Plague Doctor Unit to include that it clears Outbreaks in a radius around the Unit with the Cleanse Ability.
  • Updated the tooltip for the Call Reserves Power in the Age 2 Warrior Elite National Spirit to include that this Power heals an Army fully.
  • Updated the description of the Tinkerer Improvement, from the Tinkerer Ideal in the Age 4 Machinery National Spirit to clarify that the Improvement converts Tools into Machines.
  • Fixed several places where Culture Powers were referred to as “Cultural Powers.”

Hey there! Just a quick reminder from your friendly neighborhood Community Manager, Katten. If you're experiencing difficulty connecting with your friends in Multiplayer, you can follow THIS guide or watch the video below, which contains steps on how to resolve the issue.
[previewyoutube][/previewyoutube]
We're actively working on future solutions for multiplayer, but they're still some time away. We'll be sure to provide more information about them in the upcoming Roadmap!

Ницца — исконно русский город: Обзор Millennia

Разработчикам глобальных 4X-стратегий нужно очень постараться, чтобы удивить игроков. Сказывается консервативность жанра, которая оставляет мало пространство для маневров. Серьезным исключением является разве что серия Total War.

Millennia | Release!

Hello there! It's your friendly neighborhood Community Manager, Katten, here, and it's finally time. Millennia is now officially RELEASED!!!

I have created a few things to assist you with your Millennia journey, and in the spirit of transparency, I'm starting with linking you to a Known Issues List that covers recent issues we found in the game.

Followed by a Player Resources page for Millennia, where right now you can find our Feature Breakdowns, Tutorials, and Wiki! This page will also be updated in the future to include modding guides written by me, but I'll also be sure to create a YouTube series on how to mod Millennia for all of you who requested it.

Finally, as this is a new game, you might have questions that pop up while you are playing, so I have created an FAQ (Frequently Asked Questions) below to hopefully answer all of the most important questions. If I find anything that is being asked a lot, I will also be sure to update it!

EDIT: [h3]Multiplayer IP Login Solve Guide[/h3]

[h3]Launcher Update Guide[/h3]

[h2]FAQ (Frequently Asked Questions)[/h2]

[h3]Multiplayer[/h3]

“What multiplayer options are currently available?”

Answer: At launch, Millennia supports both local Hotseat play and “Cloud” Hotseat play. To access Multiplayer, players will need to create a Paradox Account first, then start the multiplayer game and do their turns in sequential order, like in the single-player game. To launch a Cloud Hotseat game, players must initially all gather in a lobby and be able to connect to each other to pass around initial setup information.

An alternative mode, where players can do their turns simultaneously, is planned for the future.


“When is the Simultaneous Multiplayer going to be available?”

Answer: We do not yet have a specific timeframe to announce here, but we are actively working on it and will share more information when it will be available (and beta testing opportunities) as soon as we have some details worked out.


[h3]Mod Support[/h3]

“What modding support is currently available?”

Answer: At launch, Millennia does not have any direct modding support. We know that modding is important to the community and it is a high priority for us. Modding, with integrated Steam Workshop support, will be coming sometime in 2024 and we will share more details and a more specific timeline as soon as possible.


“How moddable will the game be?”

Answer: Almost all of the gameplay in Millennia is done via data-driven XML files, so we anticipate that most, if not all, of the content in Millennia will be moddable once mod support is available.

We have not yet determined what level of UI modding will be available when we first roll out mod support.


[h3]UI & Visuals[/h3]

“How do I delete a Custom Nation I created?”

Answer: This is not possible from the in-game UI yet, but will be added in a future patch. Meanwhile, if you want to remove them yourself they can be found in the following folder: AppData\LocalLow\CPromptGames\Millennia\CustomNation

You may safely delete any individual .xml files there outside of the game as a workaround until the in-game UI is available.


“How do I find a list of available hotkeys?”

Answer: These can be found in the Options menu, under the “Controls” tab.


“How do I remap my hotkeys?”

Answer: Hotkey remapping is not available in Millennia at launch, but will be added in a future patch.


[h3]Gameplay[/h3]

“I started going to the Age of Iron, then triggered the Age of Blood. The game let me still go to the Age of Iron anyways. What gives?”

Answer: Once you qualify for an Age advance and start putting research points into it, you are “safe” and cannot be forced out by your own Crisis Age progression. However, if another player reaches the next Age before you, that Age will become the only available Age advance choice.


“Why did my Khan just disappear?”

Answer: The special Khan unit granted when taking the Khans National Spirit only lasts for 50 turns. We will be adding better visibility into the time remaining in a future patch.


“I started a two-player Continents map and both of us are on the same continent!”

Answer: When playing on the Continents map with either two or three players, all players will start together on one continent (leaving the other one ripe for mid-game expansion). This will be clarified better in a future patch.


“Can I keep playing after the game ends?”

Answer: Not currently, but this is something we are considering adding support for.


“My Swidden Farm / Burial Mound / Monument shows that it gathers multiple things, but I don’t see them all in the Worker UI.”

Answer: Improvements can have both “worked” outputs that are only generated when a Worker is assigned to them, and “automatic” outputs that are generated just by having the Improvement exist. The UI for assigning Workers only shows the “worked” output, or what you will get by specifically putting a Worker there.


“Where is the Culture Power for Truce / Found Religion?”

Answer: Culture Powers for a given Domain (such as Engineering, Diplomacy, etc.) are only unlocked once you have gained at least one point in that Domain. For example, in order to use the “Found Religion” Culture Power, you must have at least one point of Arts XP.

[h3]From us at Paradox Interactive & C Prompt Games, we hope you love the game! [/h3]
https://store.steampowered.com/app/1268590/Millennia/

Developer Diary | Art of the Ages

Hi! I’m Robert Hutson, with the C Prompt art team behind Millennia. Welcome to our first dev diary focused on the Art of Millennia.

As stated in previous entries, Millennia is a huge game. There are hundreds of military or strategic unit types, and even more buildings, abilities, and resources that span the multitude of possible ages across the game’s possible timelines. Today we’ll look at some of the types of art from the first few ages that players are most likely to discover.

[h3]Defining the Age[/h3]
Every age has a visual foundation defined by landscape paintings, which give a quick snapshot of what to expect from each age. These captivating images were painted by the artist, Erik Ehoff. They really are the cornerstone for the art of each age.

[h3]Technologies[/h3]
Unlocking technologies available within each age is a way of accessing unique features and units. There are several different techs per age, each pulling from ideas of what technology would be available during an age that may contribute to shaping a nation. We represent each Technology with a painting to give a visual feel for what to expect from it.

[h3]Units[/h3]
Millennia brings an astounding number of units that can move around the map and participate in diplomacy, combat, or other strategies. While access to all the different units comes from a variety of different features throughout the game, many are accessed directly from the Ages or Techs of an Age. Units were modeled to be representative of the mechanics or attributes they enable. They also share an aesthetic from whatever age they originate in. Each Unit is represented in multiple ways: its 3D Model, its Portrait and its Unit Icon. Units of a similar type share an Icon to help players know what to expect.

[h3]Improvements & Resource Art[/h3]
Nations are largely shaped by the structures and resources within them. Whether they support defenses, the production of goods, trade management, or something else… There are hundreds of unique buildings, resources, and types of improvements unlocked throughout Millennia. Many buildings change appearance over time as ages progress, while others can be updated by choice if a new age offers an upgrade. Similarly, some resources become newly available as time goes on. Like the games’ units, buildings and other resources are represented by a variety of 3d models, portraits, and icons.

[h3]Age World Art[/h3]
Lastly, the world itself also reflects changes across the different ages as previewed below.

I hope this brief look into some of the art pillars for early ages gives a little insight into what you can expect when Millennia releases next week!
https://store.steampowered.com/app/1268590/Millennia/