Monday, February 26th 2024
"Millennia" Release Date Confirmed - March 26
Hello there! Your friendly neighborhood Community Manager, Katten here, this time to introduce you to our CONFIRMED release date for Millennia! So, it's time to stock up on refreshments, order the pizza, and mark your calendars for March 26, 2024! Now, I am sure you are all super excited to see what has changed about the game, or for you newcomers, what the game is all about. Check out this amazing trailer below.
With this, Pre-Purchase is now live, with the Base game available for $39.99 and the Premium Edition for $59.99. The Premium Edition includes two skins for early game units as an instant unlock and our two planned upcoming expansions: Ancient Worlds & Atomic Ambitions! Now, don't those two sound like an "Explosive new start"? I now pass the microphone to the Co-Founder of C Prompt Games & Lead Designer of Millennia, Ian Fischer!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.
Developer Diary | Ages Part Two
Hello, everyone. This is Ian Fischer from C Prompt Games and today I am taking a break from the post-demo push at C Prompt to present a new Developer Diary for Millennia. A quick aside on that—the demo went really well for us and we received a lot of feedback and bug reports. We have watched tons of players streaming the game and read comments in forums from all over. What we have not done is post a lot of responses. I apologize for that; we do wish we could engage more and we have been able to be more active in the past. But—right now—we are deep in development and focused on using all the time we have to make the game. We appreciate all of the feed and bugs. Thank you, and please know that we are reading / watching.
Ok, this Developer Diary is part two on Ages. In the first one, we presented an overview of the basic structure of the Ages system and talked about the mainline, historical Ages. Here, we will build on that and cover Variant, Crisis, and Victory Ages.
A Note on Age Gameplay
We have already covered mechanics and vision for the Ages in a few places so I won't go into great detail here, but I did want to point out a few things about these Ages. To begin with, Variant and Crisis Ages are not "good" and "bad." I know that, at first glance, the general structure of one Historical, one Crisis, and one Variant might make it seem that way (especially with one titled "Crisis"), but that isn't the case. There is no requirement that there be three Ages, one of each type, at every Age advancement possibility, that's just how the initial set of Ages happened to unfold.
Variant and Crisis Ages also aren't designed to be "rewards for doing good" and "penalties for doing bad." Rather, Variant and Crisis Ages are based on the idea of being different. They can be better or worse for individual Nations depending on their position in the game, but you do not get a Variant Age if you're doing really well and a Crisis Age if you're getting stomped.
Instead of player performance, what triggers a Variant or Crisis Age is focus - actions (or inactions) in the world. Doing more or less than the "typical" amount of something. For example, when going from Age two to three, if you do more than the typical amount of exploring early you can bring about the Age of Heroes and if you do more than the typical amount of fighting you can bring about the Age of Blood (and if you're more down the middle, you'll move to Iron).
This is history changing in response to decisions, not the game trying to reward or punish. Similarly, Victory Ages are also not arranged with any kind of performance-based "if you do well, you can get this one" structure (they do tend to have entry requirements but these are more a question of where you have focused than how well you have done)and also surface in response to how history develops in the game.
The Age structure overall gives Millennia a way to provide deeper, more focused experiences but this is especially true with the Victory Ages. Since the Victory Age contains the rules that will be used to win, everyone can know and be focused on what is important. There is a shared win condition, which cuts down on "surprise, you lost" endgames.
The full diary entry for "Variant, Crisis, and Victory Ages" can be viewed here.
Thanks!
We hope you have enjoyed this second Developer Diary on Millennia's Ages. If you like what you have seen (or what you have played in the demo), please consider wishlisting Millennia. Better yet, Millennia is now available for Pre-Purchase!
Source:
Millennia Steam Profile
With this, Pre-Purchase is now live, with the Base game available for $39.99 and the Premium Edition for $59.99. The Premium Edition includes two skins for early game units as an instant unlock and our two planned upcoming expansions: Ancient Worlds & Atomic Ambitions! Now, don't those two sound like an "Explosive new start"? I now pass the microphone to the Co-Founder of C Prompt Games & Lead Designer of Millennia, Ian Fischer!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.
Developer Diary | Ages Part Two
Hello, everyone. This is Ian Fischer from C Prompt Games and today I am taking a break from the post-demo push at C Prompt to present a new Developer Diary for Millennia. A quick aside on that—the demo went really well for us and we received a lot of feedback and bug reports. We have watched tons of players streaming the game and read comments in forums from all over. What we have not done is post a lot of responses. I apologize for that; we do wish we could engage more and we have been able to be more active in the past. But—right now—we are deep in development and focused on using all the time we have to make the game. We appreciate all of the feed and bugs. Thank you, and please know that we are reading / watching.
Ok, this Developer Diary is part two on Ages. In the first one, we presented an overview of the basic structure of the Ages system and talked about the mainline, historical Ages. Here, we will build on that and cover Variant, Crisis, and Victory Ages.
A Note on Age Gameplay
We have already covered mechanics and vision for the Ages in a few places so I won't go into great detail here, but I did want to point out a few things about these Ages. To begin with, Variant and Crisis Ages are not "good" and "bad." I know that, at first glance, the general structure of one Historical, one Crisis, and one Variant might make it seem that way (especially with one titled "Crisis"), but that isn't the case. There is no requirement that there be three Ages, one of each type, at every Age advancement possibility, that's just how the initial set of Ages happened to unfold.
Variant and Crisis Ages also aren't designed to be "rewards for doing good" and "penalties for doing bad." Rather, Variant and Crisis Ages are based on the idea of being different. They can be better or worse for individual Nations depending on their position in the game, but you do not get a Variant Age if you're doing really well and a Crisis Age if you're getting stomped.
Instead of player performance, what triggers a Variant or Crisis Age is focus - actions (or inactions) in the world. Doing more or less than the "typical" amount of something. For example, when going from Age two to three, if you do more than the typical amount of exploring early you can bring about the Age of Heroes and if you do more than the typical amount of fighting you can bring about the Age of Blood (and if you're more down the middle, you'll move to Iron).
This is history changing in response to decisions, not the game trying to reward or punish. Similarly, Victory Ages are also not arranged with any kind of performance-based "if you do well, you can get this one" structure (they do tend to have entry requirements but these are more a question of where you have focused than how well you have done)and also surface in response to how history develops in the game.
The Age structure overall gives Millennia a way to provide deeper, more focused experiences but this is especially true with the Victory Ages. Since the Victory Age contains the rules that will be used to win, everyone can know and be focused on what is important. There is a shared win condition, which cuts down on "surprise, you lost" endgames.
The full diary entry for "Variant, Crisis, and Victory Ages" can be viewed here.
Thanks!
We hope you have enjoyed this second Developer Diary on Millennia's Ages. If you like what you have seen (or what you have played in the demo), please consider wishlisting Millennia. Better yet, Millennia is now available for Pre-Purchase!
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