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4X Millennia - Civ-like from ex-Age of Empires devs and Paradox Interactive

Space Satan

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https://www.paradoxinteractive.com/games/millennia/about





ABOUT THIS GAME​

Create your own nation in Millennia, a historical turn-based 4X game that challenges your strategic prowess across 10,000 years of history, from the dawn of humanity to our possible futures. Set the course of history and experience different timelines in every playthrough as you write an epic story through your actions. Lead your people through times of crisis and ages of discovery, face great challenges and opportunities, and build a civilization that prospers through the ages.


Guide_Your_Nation.png

Dictate the course of history across ten ages, from the first cities to space travel. Accomplish certain objectives and you can move time into a Variant Age - an alternate history with new rules, new technologies, and new units. But beware Crisis Ages; following a path of chaos and disorder may plunge the world into a future filled with war, sickness or ignorance. Then again, a wise ruler can always turn a crisis into an opportunity.... Choose the path with care, as the ages you pass through will have a lasting impact on your people and the world.


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Customize your nation by adopting unique Nations Spirits over the course of your game. Will you be a nation of warriors or explorers? Are your people lead by a Great Khan or a builder of monuments? Are you known for defining pop culture or for dominating global finance? What parts of your culture will reverberate across history?


Master_a_Deep.png

Manage your economy with care and create a juggernaut of growth and construction. Start with basic resources to gain food, wealth, and production. As your advance, decide how to best convert these simple goods into more valuable products through research and improvements. Specialize your regions, turning iron into weapons or tools, wood into paper or lumber, gold into coin or jewelry. Ship surplus goods where they are needed, allowing the breadbasket of your empire to feed far-flung colonies or your industrial heartland to supply troops near your enemy.


Unlock_Technologies.png

Pursue knowledge to research scientific and cultural advances, unlocking new units, buildings, and improvements to grow your cities or strengthen your armies. Research Defense to train the first archers, Smelting to master iron production, or Guilds for making wine. Variant and Crisis Ages feature unique alternatives, introducing everything from Cloud Estates in the Age of Aether to underwater cities in the Age of Utopia.


Achieve_Victory.png

Achieve your ultimate success through a Victory Age. Toward the end of the game (or earlier if your strategy is sound), dominance allows a nation to dictate the winning conditions. The rest of the world must decide if they will struggle to achieve victory before the leader ... or oppose the leader's attempt. Risk everything to take victory in the Renaissance or carefully plan for triumph in the modern era.

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Not developed by Paradox but I welcome ANY competition to civ. With Humankind and Old World to started to challenge Fixaris cancerous monopoly, I hope others will hop in. And who knows, maybe SOMEONE will eventually decide to make their own Alpha Centauri, without one unit per tile degeneracy
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1268590/view/3745362374591155726

Millennia | Announcement

Hello, everyone!

We’re excited to present the first Dev Diary for Millennia.

In this, we’ll talk a little about the vision and features for the game and also about
us, C Prompt Games. You can expect additional Diaries that go into more detail on
various features and the thought behind them in the coming months, leading up to
our release next year. If you like what you see, you can wishlist the game right
now!



C Prompt Games

Before we get rolling, we should say a few words about who we are.

C Prompt Games was formed by experienced strategy developers who have worked together on some of your favorite stuff. We are probably most known for our work on the Age of Empires franchise.

We love working in smaller teams – there are around twenty people on Millennia currently. Our office is in Colorado, but we are organized to support hybrid remote / in-office development and the team is in numerous other locations, including Texas, New Mexico, and Oregon.

At our core, we are life-long hardcore strategy gamers and we have basically wanted to make a 4X since forever. We started Millennia in 2019 -- it is definitely a labor of love and we are very excited to start being able to share it with you.


What’s This?

If you haven’t seen anything else about the game, Millennia is a new turn-based 4X that features alternate history, custom tech trees, and deep economy and combat.


In The Beginning…

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We have carried the concept of Millennia around for a long time (please note my intentional avoidance of a pun there). That is fairly typical of our process. We tend to have a lot of rough game directions percolating and these get worked on here and there until we feel like it is the right time for one of them.

In the case of Millennia, a few things motivated us to make this our next game:

  • As strategy game developers, 4X is a cornerstone of the entire genre. It’s something we love and something we want to work on. (Designing alongside Bruce Shelley while at Ensemble certainly provided some motivation in this direction.)

  • As strategy game players, we saw 4X as receiving less attention than it deserved. To us, the amount of obvious player interest was far greater than the number of games being provided and amount of new gameplay being explored. Certainly, we personally wanted more 4X games and we had talked to a lot of fans who felt the same way.

  • Shortly after we started to flesh out the systems that would become the pillars of Millennia, we really felt the spark. Not only did we see how things could fit together, but we also started to see something unique, something we really wanted to play ourselves. (The Age model in particular quickly developed into something that everyone saw potential in and was excited about.)


During the early stages of development, C Prompt shared a prototype of Millennia with our friends at Paradox and happily discovered agreement on those motivations.


Vision

4X is a large genre and can support a lot of different experiences. One of the experiences we felt had been overlooked was that of player authorship, of feeling like you’re the one writing the story. When we played, we often felt less like we were leading a nation and more like we were trying to remember boardgame rules.

So, from a very high level, one of our goals was to steer in the direction of more open-ended, systems-based gameplay - to deliver a feeling of being the guiding spirit of a nation.

First and foremost, that direction informs a lot of our decisions.


Pillar: Alternate History

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A key innovation in Millennia is the Age-based design.

There are ten Ages in a “normal” game, ranging from the Stone Age to the near-future. Each Age provides the experience of the Age – the Iron Age has Iron Age technologies, Iron Age units, Iron Age buildings, and rules specific to the conditions of the Iron Age.

If you keep things within “normal” parameters, you might progress through 10 “standard” Ages, each delivering historical gameplay.

However, Millennia allows history to go off the rails. If you make some different decisions, you might steer your timeline into alternate Ages. These Ages are still historically themed, but explore some “what-if” territory. The Age of Aether is based on a history where the internal combustion engine doesn’t come about as soon as it did and steam-power develops further. The Age of Blood is based on a war raging out of control and spreading across the world.

Ultimately, most of the things you have to use in a game come from the Ages, so you can end up with very, very different scenarios depending on the specific history and alternate history you timeline moves through.


Pillar: Custom Tech Trees

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Millennia features a system called “National Spirits.”

Think of National Spirits as “things a nation can be famous for.” Are your people known as great engineers? Is one of your major cities seen as the center of global banking? Does the world fear your unbeatable warriors?

Mechanically, each National Spirt is a technology tree. You get to pick National Spirits from a set at different points in a game. Doing so makes the technologies of the National Spirit available to you.

Through National Spirits, you get customize your Nation, to decide what you will be famous for, during the course of the game.


Pillar: Deep Economy and Combat

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Economy and combat are key to Millennia.

As you lead your nation, you’ll need to design the right economy for your strategy. Not all resources in Millennia are the same. Cutting down trees for Logs can provide Production, much like mining Copper. However, with the right Improvements, you can create a chain where your Logs are made into Paper which is then made into Books, getting you Knowledge (or Religion or Government or Wealth) instead of Production.

Some resources are (like the Logs) broad and capable of steering into a variety of different Goods while others are more focused and less flexible. How you decide to structure your economy has an impact on your capabilities and your ability to respond to changing conditions.

One of the places this is felt is with combat. The best military for you to field changes based on your economic design (and the Age you have moved into and the National Spirits you have selected). You might be better with more Production to train troops, or more Warfare Domain to support them, or more Wealth to pay the upkeep on expensive elite troops or…

Beyond the economy, combat offers its own interesting decisions. Different types of Units have different capabilities. You design your Armies by assigning multiple Units to fight together, allowing you to create different Army types for different needs.


Next

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This is the tip of the iceberg -- Millennia is a huge game. The outline above is an introduction but there is plenty to cover regarding the pillars, plus a substantial number of major systems that haven’t even been mentioned.

Over the next few weeks, we will present additional Dev Diaries to showcase more of the game and to dive deeper into specific features. Next up, in two weeks, we’ll talk about the building blocks of your nation, Regions, Towns, and Outposts, and also cover a bit of the World Map itself.

We hope you’ll check back and join us for more on the game.

And, of course, if this sounds good, please wishlist the game on Steam and join the community.

Embrace the Chaos!
 
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sebas

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Strap Yourselves In Codex Year of the Donut
Pillar: Deep Economy and Combat

Proceeds to show 2 cannons firing point blank into what look like unarmed militia.

But anyway, a 4X that doesn't straight up copy Civ or MOO when?
 

Alfgart

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Divinity: Original Sin 2
Looks like a Civ V mod. Nothing interesting or new so far. Pass
 

Axioms

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This is Age Of Empires concepts added to Civ 4. Dunno why people say Civ 5. Also seems to have a few ideas from Endless Legend.
 
Joined
Apr 10, 2018
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Insert Title Here Strap Yourselves In
paradox = mana refill bars and other cookie clicker mechanics
absolutely subhumanoid garbage guaranteed
don't buy don't pirate
 

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