|
Millennia will be out on March 26th. Pre-purchase it on Steam here: https://store.steampowered.com/app/1268590/Millennia/ Introduction C Prompt Games is a moderate size studio founded by industry veterans Robert Fermier and Ian M. Fischer, and they're aiming to release Millennia, a historical themed 4X game. This is a category that's pretty heavily dominated by the Civilization series, so any competitor has to work hard in order to distinguish itself from the 800 pound gorilla in the room. Fortunately, Millennia does bring some interesting concepts to the table, although it remains to be seen if those will allow it to stand the test of time. Basic Mechanics (To be refined once I've had more time with the game apart from playing the demo at the February NextFest. This OP and any further resource posts are a work in progress!) Map Overview Okay, there's a lot going on here, but honestly this is about as clear a presentation as you can get while conveying this much information. Let's try and go through this piece by piece, starting with the capital city of Osaka. Osaka sits inside a bubble of territorial influence called a Region. This both defines the amount of land belonging to your civilization as well as demarcating the specific set of tiles that can be worked by the city. Regions can be increased in size by accumulating enough Influence, which looks like a crown symbol on the screens where it appears. General Region efficiency can be improved through the addition of extra minor economic hubs, aka Towns as well as via increasing Region level. Towns can also have their own levels increased, which allows them to become more efficient as well as specialize in certain forms of generation which they feed back to either your city or you directly. Note that while you can settle additional cities (or take control of city states) with their own separate regions, these will start as Vassals or cities with devolved level of control similar to a town, to be integrated later. Only once this is properly achieved will you be able to unlock the full level of production and city control described in the section below. Most of the way that you construct these kinds of region-level improvements is done through a combination of Culture and Domain powers. Culture generates points to fill up a bar, at which you pop off slightly different special abilities. These are typically powerful (like creating Settlers to make new Cities or creating Towns), but you only can pop off one at a time and the bar's on hold for future progress until you activate it. The six Domains generally start out undiscovered with the exception of Government, and you discover them/obtain Domain points by performing their requisite activity or through building infrastructure that generates Domain points. Domain points are then spent to trigger the aforementioned powers. There's another customized level to this that I'll get back to in a little bit. You can see that Osaka is also surrounded by a number of Resources. From what I've seen so far, Millennia is fairly generous about ensuring that you always have access to building basic stuff no matter what, but Resources are useful because of how they interact with supply chains. To get a better example of how these work, let's zoom in on a different city and look at its chains in action. City Overview Berlin here has 12 Population, doing the following activities:
These various buildings are all constructed by spending Improvement Points to physically construct the Improvement involved back on the region map. As previously stated, some buildings have effects just by being on the map even when no one is working them. This is particular important for Housing, which you want to build as part of the Needs system. If these Needs are sufficiently satisfied, the city involved becomes more productive. As cities grow in size they start having additional Needs, which can only be accounted for by Buildings and Improvements. The Needs are as follows:
That about covers everything specifically unique to Millennia on this screen. As in other games in the genre, you have your standard city build queue production and an Unrest bar that fills up if people are angry about Needs not being met or overpopulation, or what have you. National Spirits Overview As seen before, some of the Domain Powers have subcategories to them. These are National Spirits - customizable Domain trees that you can unlock once every two Ages (except for Age Ten). You also get a couple of Domain points for selecting them, with additional points being added on to the National Spirits that previous people haven't picked. These tend to be more narrowly focused than the general Domain powers listed above, but correspondingly more powerful. Some even focus on more bonuses for things you already have rather than creating a new unit/building. Government is a little bit different from the other Domains in that it typically doesn't have a National Spirit. Instead, you work to evolve your Government Domain based on your choice of pathways, either through a peaceful or violent revolution depending on whether or not you can be bothered to wait for the power that triggers it to pop up. Combat Overview Combat works as follows: Combat is entirely an auto-battle system. Units combine into Army stacks based on a cap you have derived from your technology. More units in a single stack allows you to have more attacks, and provides larger Warfare XP, which units generate while fighting. Unit types are as follows:
Warfare XP can be used to heal up units out of combat, spawn additional units, allow units to move/attack multiple times in a turn, and promote units from lower tech levels or to Leaders. Interestingly enough, Leaders can also be retired and turned into Warfare XP. Defensive structures (like Walls and Towers) appear as units in combat. They don't have specific requirements to tear down, but Walls get in the way of your units attacking units inside of them and can sometimes be very annoying to defeat, especially beyond basic Wooden Palisades. Units hiding behind Walls can still run out and assault the attackers. Towns and Cities will typically spawn Militia units to defend them on their own, thus making relatively empty looking garrisons at least moderately annoying to take down, if not outright difficult. Tech/Ages Overview Alright, alright, I've held off on the core gimmick of the game long enough. Knowledge contributes to your progress in researching techs within a given Age. Each of these individual techs unlocks buildings, units, and miscellaneous bonuses. Research three techs (or four in later parts of the game) and you can move on to the next Age. But unlike most other games, progression through time is not necessarily constrained to that of our own history. The first person to reach the next Age determines what it will be. There are four types of Age.
Additionally, on top of the developments triggered by the Ages themselves, several mechanics, the ones not explicitly triggered by city size but not otherwise available at the start of the game (and some that require both!) only unfold as you get to later ages. This is probably going to be the most unbalanced part of the experience if not handled correctly: the Tech Leader basically gets to drag everybody else along for the ride. There are a few counter-mechanisms in place - anyone can scoop the Victory if they reach the Victory Age and satisfy its conditions before the next Age is reached globally, and in fact the earliest possible Victory Age punishes you if you try to trigger it but screw up the execution. Several of the Crisis Ages are more likely to harm the tech leader than everyone else and I don't think you can chain Variant/Crisis/Victory Ages together (except for Age Ten, obviously) so there is some incentive for the tech leader to let other players take control of the wheel at certain points. But if the tech tree can somehow manage to keep from falling to pieces, it's also what promises to make Millennia a whole lot of fun. Miscellaneous Overview
Conclusion I'm exhausted just from writing all of that! Suffice to say, Millennia isn't going to be everyone's cup of tea (Kaolin>Porcelain>Teacup + Tea>Cup of Tea, +6 Culture), but I do think that it's an interesting enough take on the formula and seems to have gotten enough tentative positive reviews that I plan on giving the game a shot when it comes out. Jossar fucked around with this message at 03:18 on Mar 26, 2024 |
# ? Mar 3, 2024 18:27 |
|
|
# ? May 27, 2024 03:10 |
|
Advanced Mechanics/Additional Information (Details obviously subject to change upon release of the game.) Ages Millennia's Ages are as follows: Age of Stone (Historical Age, Age I): Required Unlocks - None Technologies
Additional Unlocks
Age of Bronze (Historical Age, Age II): Required Unlocks - 3 Technologies from Age I. Technologies
Additional Unlocks
Age of Iron (Historical Age, Age III): Required Unlocks - 3 Technologies from Age II. Technologies
Additional Unlocks
Age of Heroes (Variant Age, Age III): Required Unlocks - 3 Technologies from Age II. Must have discovered 3 Landmarks. Technologies
Additional Unlocks
Age of Blood (Crisis Age, Age III): Required Unlocks - 3 Technologies from Age II. Must have destroyed 6 enemy (non-Barbarian) units. Must be triggered if available. Technologies
Additional Unlocks
Age of Kings (Historical Age, Age IV): Required Unlocks - 3 Technologies from Age III. Must be triggered if the previous Age was a Crisis Age or Variant Age. Technologies
Additional Unlocks
Age of Monuments (Variant Age, Age IV): Required Unlocks - 3 Technologies from Age III. Previous Age cannot have been a Crisis Age or Variant Age. Must have built 3 Civic Monuments. Technologies
Additional Unlocks
Age of Plague (Crisis Age, Age IV): Required Unlocks - 3 Technologies from Age III. Previous Age cannot have been a Crisis Age or Variant Age. Must have accumulated 20 Crisis Factor while not having sufficient Sanitation to meet the needs of your Nation. Must be triggered if available. Technologies
Additional Unlocks
Age of Renaissance (Historical Age, Age V): Required Unlocks - 3 Technologies from Age IV. Must be triggered if the previous Age was a Crisis Age or Variant Age. Technologies
Additional Unlocks
Age of Discovery (Variant Age, Age V): Required Unlocks - 3 Technologies from Age IV. Previous Age cannot have been a Crisis Age or Variant Age. Must build 5 Docks. Technologies
Additional Unlocks
Age of Intolerance (Crisis Age, Age V): Required Unlocks - 3 Technologies from Age IV. Previous Age cannot have been a Crisis Age or Variant Age. Must have accumulated 20 Crisis Factor while not having sufficient Faith to meet the needs of your Nation. Must be triggered if available. Must be triggered if available. Technologies
Additional Unlocks
Age of Conquest (Victory Age, Age V): Required Unlocks - 3 Technologies from Age IV. Previous Age cannot have been a Crisis Age or Variant Age. Must be 150% stronger than the next strongest player. May result in the end of the game. Technologies
Additional Unlocks
Age of Enlightenment (Historical Age, Age VI): Required Unlocks - 3 Technologies from Age V. Must be triggered if the previous Age was a Crisis Age, Variant Age, or Victory Age. Technologies
Additional Unlocks
Age of Alchemy (Variant Age, Age VI): Required Unlocks - 3 Technologies from Age V. Previous Age cannot have been a Crisis Age, Variant Age, or Victory Age. Requires 5 Insight Social Fabric to unlock. Technologies
Additional Unlocks
Age of Heresy (Crisis Age, Age VI): Required Unlocks - 3 Technologies from Age IV. Previous Age cannot have been a Crisis Age, Variant Age, or Victory Age. (add'l unlock, something about failure to produce a sufficient amount of Culture.) Must be triggered if available. Technologies
Additional Unlocks
Age of Revolution (Historical Age, Age VII): Required Unlocks - 4 Technologies from Age VI. Must be triggered if the previous Age was a Crisis Age, or Variant Age. Technologies
Additional Unlocks
Age of Aether (Variant Age, Age VII): Required Unlocks - 4 Technologies from Age VI. Previous Age cannot have been a Crisis Age or Variant Age. Must have 5 Recon Balloon Engineers built. Technologies
Additional Unlocks
Age of Ignorance (Crisis Age, Age VII): Required Unlocks - 4 Technologies from Age VI. Previous Age cannot have been a Crisis Age or Variant Age. Locked in by having 20 Education Crisis Charge. Must be triggered if available. Technologies
Additional Unlocks
Age of Harmony (Victory Age, Age VII): Required Unlocks - 4 Technologies from Age VII. Previous Age cannot have been a Crisis Age or Variant Age. Must have 30% of the world's population following your Religion. May result in the end of the game. Technologies Additional Unlocks
Age of Rocketry (Historical Age, Age VIII): Required Unlocks - 4 Technologies from Age VII, or all the Technologies from the Age of Ignorance. Must be triggered if the previous Age was a Crisis Age, or Variant Age. Technologies Additional Unlocks
Age of Utopia (Variant Age, Age VIII): Required Unlocks - 4 Technologies from Age VII, or all the Technologies from the Age of Ignorance. Must have 3 Innovation events trigger. Previous Age cannot have been a Crisis Age, Variant Age, or Victory Age. Technologies Additional Unlocks
Age of Dystopia (Crisis Age, Age VIII): Required Unlocks - 4 Technologies from Age VII, or all the Technologies from the Age of Ignorance. Must have 3 Chaos events trigger. Previous Age cannot have been a Crisis Age, Variant Age, or Victory Age. Technologies Additional Unlocks
Age of Generals (Victory Age, Age VIII): Required Unlocks - 4 Technologies from Age VII, or all the Technologies from the Age of Ignorance. Must have Must be 150% stronger than the next strongest player. Previous Age cannot have been a Crisis Age, Variant Age, or Victory Age. May result in the end of the game. Technologies Additional Unlocks
Age of Information (Historical Age, Age IX): Required Unlocks - 4 Technologies from Age VIII, or all the Technologies from the Age of Ignorance. Must be triggered if the previous Age was a Crisis Age, or Variant Age. Technologies Additional Unlocks
Age of Ecology (Variant Age, Age IX): Required Unlocks - 4 Technologies from Age VIII. Must have 5 in all of the Social Fabrics tracks. Previous Age cannot have been a Crisis Age, Variant Age, or Victory Age. Technologies Additional Unlocks
Age of Visitors (Crisis Age, Age IX): Required Unlocks - 4 Technologies from Age VIII. Locked in by sending out a signal in the SETI Radio Event, triggered among various options when using the SETI Radio Scan Exploration Cultural Power, obtained by completing the Space Race. Previous Age cannot have been a Crisis Age, Variant Age, or Victory Age. Technologies Additional Unlocks
Age of Archangel (Final Age, Age X): Required Unlocks - 4 Technologies from Age IX. Must build 5 Smart Grids. Must result in the end of the game. Technologies Additional Unlocks
Age of Transcendence (Final Age, Age X): Required Unlocks - 4 Technologies from Age IX. Must have 2 Social Fabric Tracks completed. Must result in the end of the game. Technologies Additional Unlocks
Age of Departure (Final Age, Age X): Required Unlocks - 4 Technologies from Age IX. Must result in the end of the game. Technologies Additional Unlocks
Age of the Singularity (Final/Crisis Age, Age X): Required Unlocks - 4 Technologies from Age IX. Locked in by having 30 AI Singularity Crisis Charge (obtained by building Supercomputer Improvements). Must result in the end of the game. Technologies Additional Unlocks
Jossar fucked around with this message at 17:56 on Mar 24, 2024 |
# ? Mar 3, 2024 18:39 |
|
I played the demo and I really liked it. Only gives you 60 turns so you can't do much, but it definitely got me interested in the full game. Certainly seems better than Humankind which i found super disappointing. Always looking for a new Civ style game.
|
# ? Mar 3, 2024 23:57 |
|
Oh hey, I was thinking of making a thread for this closer to release, good to see someone beat me to it. The game... well, the demo struck me as a game produced by some developers with lots of great ideas but maybe not the budget for lots of graphics and polish. Not quite to "budget indie game" level, but if you want a AAA civ-like I gather you might be better off waiting for Ara: History Untold. That said, the more I played the demo (and I found myself playing those 60 turns over and over), the more I fell in love with the gameplay mechanics. Not even just the ages, though those look like a lot of fun, but setting up the production chains and what not in cities, or breaking slightly away from the "everything is cities" model with things like outposts and utility boats/hunter units being able to gain resources on the map, which IIRC was something SMAC did and then the entire genre seemed to permanently forget about. And it had the single best feature ever for a Civ-like game: You can control click on something (like an improvement or ability) that you can't use yet to set a reminder, and the game will pop up a reminder when you can actually build or do that thing. I love this little mechanic so much. This game is going to be a day 1 buy for me no question at this point.
|
# ? Mar 4, 2024 04:17 |
|
Bremen posted:Oh hey, I was thinking of making a thread for this closer to release, good to see someone beat me to it. Jossar fucked around with this message at 15:13 on Mar 4, 2024 |
# ? Mar 4, 2024 15:11 |
|
Gonna get this based purely on how the team apparently took inspiration from fuckin Call to Power 1 and 2. God bless anyone who even remembers those strange gems of game history
|
# ? Mar 4, 2024 15:12 |
|
toasterwarrior posted:Gonna get this based purely on how the team apparently took inspiration from fuckin Call to Power 1 and 2. God bless anyone who even remembers those strange gems of game history Oh I loving loved CTP games. The future tech ages were fun as hell. Dropping space marines from orbit on the AI Civilization that revolted because you just had to build that super computer didn't you?
|
# ? Mar 4, 2024 17:23 |
|
Well, I've been sick with a cold all day today, so absent the energy to do anything else I've been watching pretest Millennia videos. Most of it is just dev diary stuff, but PotatoMcWhiskey's extended, hour-long playthrough from last month with a more complete build of Millennia gave a couple of insights into the game to consider.
Jossar fucked around with this message at 18:11 on Mar 5, 2024 |
# ? Mar 5, 2024 18:02 |
|
Obviously, information is light on the ground at this point, but completed a basic skeleton of the Age tree. On initial review, it looks like the Variant Ages do a good job of being, well, variants instead of straight up-upgrades. But the Crisis Ages unfortunately do mostly look like they're there to punish the players more than encourage alternate playstyles. Definitely a "wait and see" sort of thing though.
|
# ? Mar 6, 2024 15:59 |
|
https://www.youtube.com/watch?v=GnGqXlrTdho Weirdly enough, today's tutorial (the second in a series of five leading up to the release date), which is ostensibly about National Spirits, also teases a decent amount of the Age VIII Space Race and how to properly trigger the Age IX Crisis Age, the Age of Visitors.
|
# ? Mar 7, 2024 16:00 |
|
Jossar posted:https://www.youtube.com/watch?v=GnGqXlrTdho I hope ages don't fly by, one of my biggest complains about Humankind is that due to how ages change, you rarely have enough time to build anything. I never build anything more advanced than a musketman because it was the industrial age before he was popped out of my most productive city. The AI just beelines all the stars to go up an age, so you have to as well. It was a game made of bizarre design decisions. It felt like it was based solely around the complaint that it takes too long to game a game of civ. Which anyone who plays this kinds of games, is a complaint that is met with "maybe you should play something else".
|
# ? Mar 8, 2024 18:05 |
|
twistedmentat posted:I hope ages don't fly by, one of my biggest complains about Humankind is that due to how ages change, you rarely have enough time to build anything. I never build anything more advanced than a musketman because it was the industrial age before he was popped out of my most productive city. The AI just beelines all the stars to go up an age, so you have to as well. It was a game made of bizarre design decisions. It felt like it was based solely around the complaint that it takes too long to game a game of civ. Which anyone who plays this kinds of games, is a complaint that is met with "maybe you should play something else". Jossar fucked around with this message at 19:20 on Mar 8, 2024 |
# ? Mar 8, 2024 19:06 |
|
Jossar posted:From what it looks like in the Steam storefront (the sensible pictures, not the one with British robots attacking Chinese tanks in 7750 BCE), Age 7/8 seems to take around 300 turns, Age 5 looks like it's somewhere around 180-ish, and it took about 60 turns to get to the start of the Age of Iron or thereabouts in the demo. Combined with something I saw in the dev notes about how starting at Age VI or so, you need an extra technology to progress through the Ages, it definitely seems like the game wants you to be spending the vast majority of your time in the "mid-game" unless you try to offramp with an early capital rush/Age of Conquest victory. That sounds great. Yea, midgame is the best part of it, you're still expanding, growing, but you've got a solid foundation. Where you can get good wars in if you want.
|
# ? Mar 8, 2024 20:15 |
|
Been a quiet couple of weeks while the devs work on finishing things off (although they are posting dev diaries), but PotatoMcWhiskey posted a more longform video up until about Age 6 or so, if people want to see more mid-game play: https://www.youtube.com/watch?v=cwzp_F8kOHc
|
# ? Mar 16, 2024 13:34 |
|
Lots of sponsored streams popping up, it's encouraging that Paradox seems to be pushing this game so hard (and I do think it's a quality 4x) but I'm not sure I want to watch hours of a game I can't actually play.
|
# ? Mar 17, 2024 02:10 |
|
Rock Paper Shotgun has a pretty negative review up https://www.rockpapershotgun.com/millenia-review TL;DR they’re not a big fan of the era system and how it often ended up out of their control. There are a bunch of other objections, but I’ll take the review with a grain of salt and an objective memory of at launch Civilization games. I might end up agreeing with various points or I might just conclude the reviewer just had trouble adjusting to a new system in a limited review window. I think it was worth a read but I’m not letting it sway my opinion- I’m leaning towards post-release coverage. LordSloth fucked around with this message at 22:28 on Mar 25, 2024 |
# ? Mar 25, 2024 22:25 |
|
Goon word of mouth is the most effective way to get me to buy a game.
|
# ? Mar 25, 2024 22:46 |
|
Going to wait for the 3MA episode on the game, I think. The era thing could be annoying with higher player counts especially.
|
# ? Mar 25, 2024 22:47 |
|
https://aftermath.site/millennia-4x-paradox-review another rough review
|
# ? Mar 25, 2024 23:39 |
|
Gosh darn it to heck.
|
# ? Mar 25, 2024 23:41 |
|
Megazver posted:https://aftermath.site/millennia-4x-paradox-review another rough review This and the RPS review are horrible. Not the game. The review. It just tells me the game is bad but refuses to elaborate. It’s lazy and both reviews seem to have played the game once for a few hours and given up. The game may well be bad but these reviews are bad at what they are supposed to do too.
|
# ? Mar 25, 2024 23:46 |
|
Antigravitas posted:Gosh darn it to heck.
|
# ? Mar 25, 2024 23:47 |
|
Yeah, I just read the review and it lacks substance entirely. I sure hope 3MA gets together an emergency episode for this…
|
# ? Mar 25, 2024 23:48 |
|
https://www.ign.com/articles/millennia-review The IGN reviewer spends four paragraphs whining about forest clearing tech coming too late from a historical standpoint.
|
# ? Mar 25, 2024 23:50 |
|
I actually recall disliking the demo the first time I played it, but I stuck with it and ended up playing through those first 60 turns a lot and loving the game more each time. I feel like Millennia is probably a game that takes some time to click and maybe that's why the sponsored youtube players seem to be loving it but the reviewers that published obligatory reviews that somehow don't seem to have any screenshots you wouldn't see in the first few hours of play didn't. And to be fair, the stuff even I admit is a weakness, like the basic looking graphics and lacking documentation, is stuff that leaps out at you, whereas the more complex gameplay systems that made me love the demo aren't as apparent. Edit: That IGN one does seem to be more in depth, and I've seen even the youtubers comment that regions are often tile limited more than population limited, though that doesn't strike me as a flaw, really, just something to factor into planning. In particular I expect it's going to be a big motivation to not settle your regions too close together. Bremen fucked around with this message at 23:56 on Mar 25, 2024 |
# ? Mar 25, 2024 23:52 |
|
Antigravitas posted:Going to wait for the 3MA episode on the game, I think. The era thing could be annoying with higher player counts especially. Since we're going full disclosure on reviews: TMA did release some commentary on the NextFest copy of Millennia, though not the full game - https://www.idlethumbs.net/3ma/episodes/the-strategy-games-of-steam-next-fest-2024, Millennia bit is approximately 12 minutes in. It's a very lukewarm review: they said it was better than Humankind on an objective level, but felt like Millennia didn't have it's own "thesis" as to the nature of being a 4X game sufficient to distinguish it in a meaningful way from other offerings in the genre. They did say that they were still curious enough to see how its mid/endgame plays out, because a good mid/endgame could still make it fun enough to have a place in the pantheon of 4xs, but also it's got a big fight ahead of it because we're not starving for choice this year. I remain hyped for Millennia, but the more I keep hearing other people talk about it, the more it's specifically a function of the game being exciting for me personally, and not in a way that can otherwise be articulated. A function of which is that, unfortunately, the best way to really determine "is the game good/right for me or not" is kind of limited to watching one of those several hour-long videos by content creators on YouTube. Although credit where credit is due, Paradox did shell out for a lot of them. Jossar fucked around with this message at 01:13 on Mar 26, 2024 |
# ? Mar 26, 2024 01:10 |
|
LordSloth posted:Rock Paper Shotgun has a pretty negative review up I had this concern with the era system from the demo, tbh. It needs some way of staggering who is in control or to be otherwise divorced from the tech leader somehow. However some parts of that review are just risible. quote:One of the first I had of this was when I realised, a few turns into my first game, that the nation I had chosen to lead was simply a label. In Millennium, Egyptians, Romans, and Americans all start out as blank slates - there aren't any inherent national traits here, nothing Egyptian about playing as Egypt or Brazilian about playing Brazil, other than the randomised names the game selects for your settlements.
|
# ? Mar 26, 2024 01:24 |
|
TheDeadlyShoe posted:Civilization's 'a couple units and a building' approach rarely made any meaningful difference. Calling it 'asymmetry' is just ridiculous Honestly, I consider Millennia's "build a culture as you go" approach to be a distinct strength over picking a civ with static bonuses. One of my favorite things to do in the demo was look over the start it gave me and figure out the best way to shape my nation to make use of it, as opposed to Civ's "pick a civ with a coastal bonus and you probably spawn on the coast."
|
# ? Mar 26, 2024 01:37 |
|
Are there any Civ like 4x's out there worth playing? As i said, Humankind was a huge disappointment.
|
# ? Mar 26, 2024 03:02 |
|
twistedmentat posted:Are there any Civ like 4x's out there worth playing? As i said, Humankind was a huge disappointment. Well, I'm a big fan of this one. Comes out tomorrow, too! AoW4 was more of a battle focused 4x, with more emphasis on your units and the tactics you use in battle than planning out your cities, but was a lot of fun IMHO. Humankind and Old World were the big ones recently but I didn't play either. And I think some goons liked Solium Infernum?
|
# ? Mar 26, 2024 03:15 |
|
I'm still a bit optimistic about the game, tbh. I read RPS often and subscribe to 3MA, but their tastes haven't always coincided with mine. (and I think I might be conflating them with two other podcasts)
|
# ? Mar 26, 2024 03:22 |
|
Bremen posted:Well, I'm a big fan of this one. Comes out tomorrow, too! Old World is fun when i'm not in a war, but every time there is a war, i get utterly smashed. Even if i had overwhelming force, the AI just gets so many bonuses it doesn't matter.
|
# ? Mar 26, 2024 04:58 |
|
Aow and SI are fantastic games, but they are not remotely civlikes. They are wargames first and only. Anyway one I will heartily recommend that fell under most people's radar: Field of Glory: Empires. Tom Chick had some excellent writeups that sold me on the game. It focuses entirely on classical era Europe/Africa/West Asia - Romans, Egyptians, Celts and so forth. Lotta cool gimmicks that deserve a try. Eschatos fucked around with this message at 06:11 on Mar 26, 2024 |
# ? Mar 26, 2024 06:06 |
|
Or I guess another way of putting Millennia, that I've been ruminating on for the past few days is as follows: It's mostly following Civ 4/6 gameplay but has a bunch of additional complication in terms of obligatory systems that matter in a mechanical way but aren't that immediately obvious on a visual level (mostly found in cities), options for deviating from conventional history via research, etc. So it's really just Caveman2Cosmos by professional devs that knew where to scale back on their ambitions (and the ). Which explains why I'm resonating well with it.
Jossar fucked around with this message at 12:01 on Mar 26, 2024 |
# ? Mar 26, 2024 11:57 |
This game is getting roasted on steam reviews - is it that bad?
|
|
# ? Mar 26, 2024 20:13 |
|
At some point if everyone dislikes the game I guess I probably won't give it too much of a try, but it seems like the biggest problem the devs might have is that they successfully sold the different Ages as a way you might control how your game goes, and then really not implementing it that way. If the intention is to put it into the hands of the tech leader, but then also force that tech leader into a crisis if they didn't also spend a bunch of resources on non-tech stuff, seems like it would only play out as a customization option with extreme snowballing, and in other cases could theoretically be a complicated risk/reward of if the current tech leader is totally certain they want to be the one to do the thing. Specifically if 1there will frequently be at least one AI willing to fearlessly tech and trigger a crisis age when they get there first, I can see how that's going to be a feel-bad for people hoping to see other results.
|
# ? Mar 26, 2024 20:33 |
|
JosefStalinator posted:This game is getting roasted on steam reviews - is it that bad? It's been out for like three hours. How do people even know if it's good or bad in that time? I went and looked at one of the reviews and one dunked it for not having multiplayer. It has multiplayer, but the "simultaneous multiplayer" is marked as coming soon, so I guess they assumed multiplayer doesn't work. Though apparently some people are having trouble with IP forwarding and stuff, so it's entirely possible the actual multiplayer doesn't work well (I haven't tried).
|
# ? Mar 26, 2024 20:54 |
|
Eschatos posted:Aow and SI are fantastic games, but they are not remotely civlikes. They are wargames first and only. I'll ask what you recommend for playing Athens in the DLC persia campaign. I've got a game going right now, but only because Argo proposed an alliance with me. And I didn't get a crippling plague on the second turn... I know its just being historical with that but oof. You start at full military flex as far as manpower and money go.
|
# ? Mar 26, 2024 21:23 |
|
Eschatos posted:Aow and SI are fantastic games, but they are not remotely civlikes. They are wargames first and only. AoW4 is absolutely a civlike, considerably more so than FoGE. And it's quite good fwiw. The other recent standout is definitely Old World.
|
# ? Mar 26, 2024 22:20 |
|
|
# ? May 27, 2024 03:10 |
|
Been testing out the game for a few hours, and I still think I like it. Still in the phase of trying to figure out how to translate scurrying around the map into a cohesive strategy though, feel like I don't quite "get" that part just yet. I can understand the critiques that have been thrown out about the game, though I think most of them are blown out of proportion except for the archaic multiplayer system. But I suppose it also doesn't really do enough to win people over to overlook those. Oh well.
|
# ? Mar 27, 2024 01:09 |