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THE BAR
Oct 20, 2011

You know what might look better on your nose?

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.

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THE BAR
Oct 20, 2011

You know what might look better on your nose?

Multiplayer works just fine, if you can live with remote play hotseat... and use RemotePlayWhatever to force the matter. :ssh:

THE BAR
Oct 20, 2011

You know what might look better on your nose?

The biggest issue is that playing nice with people doesn't really work. The treatise system, where you both gain some kind of resource after paying an exorbitant amount of diplomacy, doesn't work as of this patch. Both players get a big, nice zero added to whatever resource you're making a treatise for.

The AI is also very unwilling to make friends on harder difficulties, so you really do need the extra 10 movement to your envoys from the Olympian spirit, just so they can sneak past all the AI units and set up shop in its city.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Jabor posted:

Is there any way to raze foreign cities, or are you only allowed to do that to neutrals?

The AI has put some annoyingly close to my cities, so I want to free up the space.

Nope! Eat that Chaos and bad tiles.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

toasterwarrior posted:

4) Speaking of which, most nation ideas end up as a mixed bag. It's important to remember that you need a multiple of an idea's iconic units or improvement in order to take the final perk, and I'll be honest and say that a lot of these are not worth buying all the perks for. You kinda have to feel it out: for example, I think Moundmakers has middling bonuses associated with an improvement that needs the best terrain type in the early game, but it also has a top-tier perk that halves food requirements for the rest of the game, freeing up a lot of tiles for something else.

I'm currently doing a culture game for multiplayer with the mound builders, and you really only need the mounds themselves and the food halving thing. It's pretty fun to generate a culture power every two turns, forever, by feeding all your culture into your permanently 50% boosted capital.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Zurai posted:

Agreed. Mound Builders is absolutely loving busted if you have a start with enough grasslands. I had my capital pumping out 42!!!!!! culture per turn by the end of Age 3. Being able to use a culture power every 2-3 turns is just monstrous, and that's just one aspect of the boosted capital. You also get tons of bonus research, production, needs satisfaction, etc etc. And since the bonus lasts 5 turns, you can alternate between that and another cultural power as needed. Or just boost two cities.

The dumbest thing about them might not even be the culture, but the fact that getting the innovation event for them means that each mound, without being worked, produces sanitation and one improvement point. If you have enough grassland, you effectively never run out of improvement points, as each mound will pay for itself in 12 turns.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

You can't write possessive 's in your custom nation's name. This is mortifying's.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

toasterwarrior posted:

First patch in 6 hours or so.

Did they release any notes?

THE BAR
Oct 20, 2011

You know what might look better on your nose?

toasterwarrior posted:

Nah, nothing on their Discord. All I saw was that it's balance changes and bugfixes, but no big features yet,

Right-o, thanks.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Millennia Patch 0 posted:

Balance

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

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.

Gameplay

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).

AI

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.

UI / Art

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.

Multiplayer

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.

Bugfixes

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.”

That is.. barely worth restarting a game for. Ah well.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

They can declare on you three turns later, it's not worth the culture power unless they're about to take a region or something.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Treaties still continue giving me and the other player a big fat 0 in whatever resource we signed up for. Maybe it's a hotseat thing.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

skeleton warrior posted:

I took God-King, made stonecutters cheaper, and then every time I incorporated a vassal, I found that literally every flat square that wasn't a special resource had a stonecutter on it. Like 9 stonecutters per city. Guess how many quarries they had?

That's my main theory for why the AI sucks at building middens to combat sanitation. It builds whatever's the cheapest that'll do -something- positive for it, and middens are 32 points.

E:

Or it builds whatever's the most expensive it can afford, and 32 improvement points is just too much for it to scrape together in one turn for most of the game.

THE BAR fucked around with this message at 07:09 on Apr 15, 2024

THE BAR
Oct 20, 2011

You know what might look better on your nose?

When attacking barb camps in the early game, during that half second warcry or whatever as the combat screen loads, does anyone else hear Status Quo's Whatever You Want?

THE BAR
Oct 20, 2011

You know what might look better on your nose?

I'm disappointed they didn't change a single thing during the actual beta. These are all the same changes we had a week ago.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

AtomikKrab posted:

I also uh... almost put myself into the religion crisis age. managed to pull out at 19/20 charge

You don't have to fear crisis ages, unless they go against your current strategy. The Age of Intolerance is actually kinda neat if you're religious, because you gain access to Holy Avenger cavalry, which deals double damage to anything not following your religion. It's a huge shot in the arm and can really surprise an opponent.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Yeah that'd be preferable, probably.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Jabor posted:

A chaos event where the downside is "everybody gets hosed up" sounds like you should absolutely pick it every time.

It's comical how Chaos either costs you 6 improvement points or spawns armageddon.

E:

Oh no, bread, the worst food, is even worse for 5 turns out of a potential 500.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Jossar posted:

I tend to not worry about the AI expansion and just focus on playing tall, but even then yeah: the first city is usually a diplo-annex or an early conquest if I have enough dudes, then a proper settle protected by a stack after I've finished off the Tribal gov tree. I'm gonna switch to Master and see if this still holds up or I get flattened by the AI though.

Pretty much the same on Grandmaster. The AI likes to show up with a huge army when it declares, but it's weirdly risk-averse when it comes to taking your cities. It'll burn your countryside and towns to a cinder, though.

I usually expand through neutral cities first, only getting my own settlers for areas that are good enough for integrating. I assume playing on anything smaller than large maps throws a spanner in this.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

skeleton warrior posted:

I never bother with the "spawn warband" power.


Since it now also spawns one, it's way more useful. Not always a thing you'll pick, but instantly getting a dude out in the early turns can be really good.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

https://forum.paradoxplaza.com/forum/developer-diary/millennia-update-2-public-beta.1673445/

That's one vicious mauling to the Shogunate, oof

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Three patches in, not a single change to the wonky balancing of the early age governments.

And I guess the +1 pop to everything ( while ignoring caps) for Oath of Fealty is by design. Sure.

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THE BAR
Oct 20, 2011

You know what might look better on your nose?

Spartans really need to be buildable, even moreso with the overall worsened culture gain.

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