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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 |
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# ¿ May 10, 2024 19:03 |
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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 |
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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 |
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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 |
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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.
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# ¿ Mar 6, 2024 15:59 |
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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.
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# ¿ Mar 7, 2024 16:00 |
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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 |
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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
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# ¿ Mar 16, 2024 13:34 |
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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 |
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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 |
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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.
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# ¿ Mar 27, 2024 01:09 |
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Ugh, I should not have stayed up all night just to finish a game the day it dropped. After a couple of false starts, I finally got a setup that I liked and went all-in on Production with God-King Dynasty. My neighbours (Russia and China) were bullying me right from the start, but the feedback loop meant that I was eventually able to turn the tide, and if I couldn't expand that much, then I could at least build super tall. Eventually Russia and China decided that I was too much of an annoyance (combined with an Age of Plague drop from Aztecs ruining everyone's economies) and decided to both make nice with me while fighting a forever war with each other for most of the game. I'm pretty sure each of them still backstabbed me at least once later on during the run - Chinese during the midgame and Russians near the end. Other continent didn't really get involved with our squabbles at all, but caused plenty of headaches with Age shenanigans. Apart from that first shot with the Aztecs, the other front runner was Egypt, who I felt like I was trading science leader with on and off until we reached Age of Rocketry and the combination of my efficiency/production maximizing bonuses from Shogunate/Sultans and spamming Arcanum buildings in the Age of Alchemy let me build everything I needed to finally run ahead. I probably could have gone full production and won with Age of Departure, but I was worried that four cities wouldn't be enough to outcompete the other civilizations even if the cities were boosted like crazy, since the AIs on the other continent did seem to still be mostly keeping up techwise (even if at a disadvantage). I'd already been grabbing a ton of Insight Social Fabrics to get the Age of Alchemy, hence the pivot to Transcendence. Since I was running ahead in Science, I decided to grab Space Agency to see if I could use the Space Race to help fill out Social Fabrics that I wasn't generating a lot of points on. I guess it worked? I mean it didn't feel like it was particularly due to Space Agency, but I ended up with all 10s in the middle of Age IX, at which point Russia broke off trade ties with me and turning the rest of the run into a rickety cart ride where I spammed late-game defensive units in the hope that would be enough to scare them off from actually declaring war. I played the last 2-3 ages very dumb, but fittingly enough after a certain point I just needed to strap a rocket to my backside and gun it for the victory condition anyway. Government path is standard tall/science build (Imperial Dynasty > Republic > Democracy) Anything else people want to know about this run? I definitely feel like I learned a lot and will try to make less mistakes going forward, but figured I might as well get this kind of run out of my system.
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# ¿ Mar 27, 2024 11:10 |
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Unfortunately the lesson I'm quickly coming to learn is that unless the AI is explicitly coming over to your house with a gift basket and offers of open borders, it's always secretly planning to kill you and thus you need to always have a much larger back-pocket defensive army than you'd otherwise have if playing "optimally". That and sticking to your borders absent a specific goal that involves moving out with a bunch of troops apart from a few Scouts. Other things of note based on how you're describing how the game went:
EDIT: Since we're talking about events and Plague, I had an Innovation event in my last game which offered that as long as the site was infected it generated Culture instead of its normal tile yield. Game actively incentivizing you to sit and fiddle while everybody dies around you. Also might want to try grabbing Age of Heroes if you're sick of Plague since it blocks a non-standard Age IV? They might have changed that on release though. Jossar fucked around with this message at 23:37 on Mar 27, 2024 |
# ¿ Mar 27, 2024 23:27 |
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EDIT: Lol, sniped by somebody else using utility ships. Glad to see you enjoyed them, Bremen! Alright, second game down. Things got a bit wonky again, although unlike last time it was more a set of high level screwups rather than low level: on the ground execution was much better, which probably contributes to the lower turn count even with screwing around for various reasons that will be made clear below. Used a bonus starting Scout to work my way towards an Exploration heavy build. Game was very favorable to me, with there being a lot of space between me and my neighbors, lots of Landmarks on offer, and even an early Envoy to vassalize some nearby city states. Unfortunately for me, this pissed off India, who saw my takeover of the city states in their direction as a threat and committed to an early war dec. Unfortunately for them, all of my southern neighbors had agreed to ally with me and we'd done a pretty good job of clearing out the barb camps so I was free to focus entirely on India. The scouting meant that I was also crazy far ahead on science (which I never let up on throughout the rest of the game) and poised to march the world into the Age of Heroes with a ton of high xp troops. As soon as I hit Age III, India rolled over and died immediately to a doomstack of Heroes. Munich's heavy coastal influence, including that great set up for Coastal Towns you see there, combined with all the Exploration XP from scouting led me to decide to go all in on Natural Seafarers. It's kind of a weird build path going forward, because your ocean tiles pretty much handle all of your Food, Gold, and Exploration XP needs but as a result you need to think even more carefully about what goes on land since you have even more limited space than usual in that respect. I was lucky enough to draw the Innovation event which gave Docks a Production bonus to help with that early on though. The Exploration focus catapulted me through most of the game, further expanded on by Explorers (which let me grab the eponymous unit, cross the continents an Age early, and explore the entirety of the map) and Scholars (which pivoted in a more direct way to Science, of course the Luxury bonus didn't hurt either). I probably could have gone Space Race again, but the other feature of having a ton of Docks is that I was making piles and piles of money and so decided to go International Finance for my final National Spirit pick. It took a lot more time to get off the ground than I was expecting, but I was making so much money by the end it was ridiculous. A couple of turns of savings could buy an entire far-future army all at once. Beating India up meant that I had a ton of Vassals and was in a good position to go wide via Kingdom and then Feudal Monarchy. Feudal Monarchy in particular was providing me with a crazy amount of Diplo and Govt XP... all of which I lost when transitioning to the final government type. Really, neither Democracy or Communism provided that much benefit and I should have saved popping the Culture power until after I'd already finished International Finance. Somewhere around Age VI/VII is when things started going wonky from the high level perspective. I was worried about Age of Revolutions popping in a ton of Revolutionaries that I wouldn't be able to handle, so I popped the Age of Aether. This was a mistake because not only was I already neutral to Barbarians thanks to a perk in Explorers, but it meant a lot of stuff that was otherwise normally available with moderate bonuses was instead highly variable due to a lack of access to Aether - which I was in a bad position to grab in my mostly coastal cities. This also meant that I couldn't go Age of Utopia in Age VIII which might have synced up with the build a bit better due to all of the underwater cities you get at that point. I could have won a really fast Transcendence victory, but I did that yesterday so I wanted to go for Age of Archangels instead. In retrospect, this was the sort of thing I could only get away with because I'd basically won the game already: the other AIs were lightyears behind and couldn't really catch up. Everyone else had been busy with city growth as well, so I was only 25% of the world's total population instead of 50%. I had to destroy at least two more nations via wars until I hit the point where my infrastructure was fully up and I could fire the doomsday laser and wipe a city off the map every turn. Interesting to note: the AI doesn't really seem to know who fires off the Archangel, so where a human player will see you having a scout balloon nearby and go "Wait a minute..." the three remaining computer Nations were happy to just sit and stay allied with me as cities turned into craters across the planet. Presumably if they made it to the Age of Archangel themselves they wouldn't have any compunction about firing on me though to maximize their own chances of winning. Jossar fucked around with this message at 05:35 on Mar 29, 2024 |
# ¿ Mar 29, 2024 04:45 |
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Did you attack a city somewhere? Taking over cities by force generates Chaos (I think 20-ish, but could be less earlier) that lasts until the event pops.
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# ¿ Mar 29, 2024 13:12 |
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Dunno, I was making a ton of gold from treatises in the last game that I posted. Maybe International Finance overrode the bug? That run also made me more understanding as to why Chaos events draining gold can be annoying - even if you don't use gold that frequently in the early game, there's still a lot of value in rushing Culture out a turn early or banking up to save on a really annoying build. I think what my runs have taught me is that you can make friends, but you need to beat up somebody else first (or at least build up a big army) to show that you're not an easy target. Then the early-game stomping tends to calm down and settle into a more "diplomatic" situation unless you're locked into a forever war by bad luck. But as THE BAR said, might not apply on Master or higher. I hear on Grandmaster the AI gets REALLY aggressive. Jossar fucked around with this message at 22:12 on Mar 29, 2024 |
# ¿ Mar 29, 2024 22:06 |
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CommissarMega posted:Yeah, that's what I'm afraid of. Either I nursemaid Envoys across a Huge map (which I admit is my fault), or I never really unlock Olympians' potential. Anyone have a suggestion for a better first Age 2 Spirit? Kinda hard to say without at least cursory knowledge of what your area looks like. Any chance we can get a screenshot?
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# ¿ Mar 29, 2024 22:30 |
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Oh hey, SJM! Should have figured you would enjoy this game, given that you're the one who got me to try out C2C in the first place. Anyways, last night's game is... A guide to making the most of a bad situation? Sure, let's go with that. I spent most of my early game getting bodied by Spain and the Ottomans. Wild Hunters is great for food, but unfortunately its other various bonuses don't really cohere into a neat and tidy whole unless they're otherwise paired with a bunch of good on-map resource/tile drops. Or maybe I was just unlucky in that this was sort of a hybrid Seafarers/Hunt spawn. I couldn't really think of a good pivot, so I decided to find religion, but didn't really expect that I'd be able to catapult myself to conquering the continent with Crusaders, so I went Theologians. On the one hand I couldn't really fight for good outpost spots, but with all the extra Culture I was able to keep spamming the Truce Diplomacy power to force stop all my enemies' wars until they got bored and left for more profitable prey. So I had finally reached the point where I was left alone, but I had three core cities, a couple of outposts, and a single vassal I captured from the Ottomans. So it was time to go tall. Over the course of the rest of the playthrough this became a frankensteinian mash up of Science and Culture, going through Scholars and Pop Culture respectively to round these out. Using Culture to boost Science is kind of a wonky proposition as Eureka's science output falls off a cliff after using it about 2-3 times in an Age, even with Scholars, but if all you're trying to do is outrace the other players, that's all you need. Standard tall early game governments (Imperial Dynasty/Republic) apply, but Fundamentalist worked better to round out the build since I was the world leader in religion due to Spain adopting mine by default. Transcend is usually the easiest of the "I need to win right now" endgame victory conditions, and honestly if I'd been going all in on it from the start I might have been able to do it (using a combination of Pop Culture Celebrity abilities and the final tier government for Religion's Cultural Power that lets you generate 50 of each XP), but this was such a ramshackle mess that I went for the saving grace of all hopeless runs - the AI Crisis Age. I initially thought that this would destroy all the other players who were still in Age VIII and let me win by default, but it turns out that there's a lot of things wonky about the in-game text (you need 30 Crisis Charge to lock in the Age, but you only get the message after 50, for instance) and it only destroys all the players from BEFORE Age VIII. Winning legitimately took a bit more effort, requiring a beeline to the victory Improvement and then having my vanguard cities hold out against the Rogue AI while I cannibalized all of my Improvements to make room for Brain Trusts and AI Personality Cores. Ten cores later and victory. Lessons to be learned: I keep inadvertently forgetting that you have to assume the AI thinks you're a weakling and will try to bully you unless shown up. Otherwise, I dunno... don't focus so much on trying to maximize out the National Spirit that you miss the core production focus of the early to midgame? Eh, win's a win. Should probably at least try Master difficulty at some point soonish though. Felt a little too easy, even in this scenario to just force the Nation AI to leave me alone for the rest of the game.
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# ¿ Mar 30, 2024 10:36 |
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Cythereal posted:I'm looking into this as a Civ fan who felt pretty cold on 6, and the idea of the variant ages sounds neat. I played a Novice game earlier to try and do a couple of achievement unlocks, and... sorta. The AI nations will indeed become less competent as you go down in difficulty, and as mentioned even on medium level difficulty the AI will eventually learn to leave you alone if you have a high enough set of passive defenses. But unfortunately the Barbarians and "neutral" party threats remain pretty much at the same level of annoyance no matter what, so there is at least a minimal threshold of active gameplay that you have to go through, if only to make your local environs safe to then have a mostly peaceful game afterwards. And even then Barbarian-esque threats can return later depending on certain Ages. EDIT: I forgot, but I also tried to test out a run on Grandmaster too for screwing-around purposes and I think this remained consistent but in the opposite direction. Barbarian AI remains unchanged, actual enemy nations become cracked. Jossar fucked around with this message at 22:30 on Mar 30, 2024 |
# ¿ Mar 30, 2024 22:23 |
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twistedmentat posted:
The best bonus is one that lets you start running ahead of the rest of the pack early given the limited resources at the start, so most of the recommendations I've seen are either for an early Production bonus or an early Scout.
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# ¿ Apr 2, 2024 22:53 |
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I will say that although I didn't get quite as crazy numbers as my dad's friend is showing, I was able to build pretty wide with good numbers in my Archangels game on a medium map just through the use of Kingdom/Feudal Kingdom, later replaced by International Finance as the supplementer so I was able to get things like a 30+ 350% Prosperity vassal city, and nearly two dozen overall. And that was without going all-in on vassal focused National Spirits for most of the game, although I did beat up a lot of other Nations and steal their cities, especially later on. So I wouldn't rule out that it's impossible if you're specifically trying to break the game as hard as you can. Quoting from earlier in the thread: quote:Jossar fucked around with this message at 13:11 on Apr 3, 2024 |
# ¿ Apr 3, 2024 13:02 |
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And to be honest, Seafarers already felt like it was outputting decent money before, so now it's just crazy! Haven't gotten to play a lot recently, might postpone it until all the changes come out if they're not too far away, but then again most of the games I'm playing seem to be in the middle of an update spree.
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# ¿ Apr 16, 2024 00:01 |
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"Your 'Earth Currency' is no longer welcome here!"
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# ¿ Apr 16, 2024 09:05 |
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Update now live for people off the beta branch: https://store.steampowered.com/news/app/1268590/view/4208126261069120016
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# ¿ Apr 22, 2024 15:06 |
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"I'm escaping to the one place that hasn't been corrupted by capitalism... SPACE!" So yeah, first match post-patch. Earlygame was my standard of getting bullied by AI into building tall, building up via a wealth pivot, and then using my tech lead to go on a rampage and swap to wide. Unfortunately either Chaos/the Rebels got buffed or I stayed on the offense for a bit too long in the midgame, but come the Age of Revolutions, the Rebel deathstack did a lot of damage to my peripheral outposts and knocked me into a Chaos spiral that sent me into the Age of Dystopia. Dystopia then proceeded to define my endgame: I had the wealth to endure the individual Chaos events, but the constant Riots wrecking city Needs encouraged me to go Communist in order to ensure total damage control. From that point it was just about leveraging the synergy between Modernization and Communism to build as high production as possible for an Age of Departure victory. Not really a fan of Communism or Modernization: I do appreciate that they exist for people who want to try and keep earlier fundamentals of Millennia relevant lategame and Level 5 Towns are amusing, but both of them encourage you to go crazy with region redesign/new region creation in a way that's really time consuming and persnickety for the last couple dozen turns. At the very least, I wish at least one of them would give a bonus to Specialists instead - nobody needs this many Improvement Points once you hit Age VIII, let alone beyond. Lessons to be learned: quit while you're ahead in a war where you've gutted your opponents, at least if the Age of Revolutions is on the table. There's other lessons to be learned, but most of them are also about overextension to some extent. Jossar fucked around with this message at 05:15 on Apr 29, 2024 |
# ¿ Apr 29, 2024 05:11 |
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# ¿ May 10, 2024 19:03 |
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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.
Jossar fucked around with this message at 12:09 on Apr 29, 2024 |
# ¿ Apr 29, 2024 12:06 |