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Developer Diary | Achievements, Modding & Multiplayer

Welcome to one of our final pre-launch Design Diaries. I am Robert “Xemu” Fermier, co-designer and lead programmer of Millennia. Today I would like to cover an area that is very near and dear to my heart, Achievements!

But before we dive into those, I also wanted to say a few words about the future of the game, specifically in regards to two particular areas: Modding, and Multiplayer.


Modding

At launch, there will not be any direct modding support in the game. We know it is important, so it is something we are intending to add post-launch. While I cannot get into scheduling specifics just yet, expect to see modding support, with Steam Workshop integration, sometime in 2024.

We know that good modding support is key to longevity for both players and mod-creators. Most of our core gameplay systems are very heavily data-driven so I am looking forward to seeing what the community can do once we open those systems up.

(Here’s just a very, very small sample of what one of the Buildings in the game looks like under the hood)
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Multiplayer

We are very excited to support the multiplayer community for Millennia! Many of our core gameplay systems such as Ages, National Spirits and our Army composition system are specifically designed to have interesting counter-play in multiplayer.

There are two different forms of multiplayer available at launch: Local Hotseat and Cloud Hotseat. Both of these modes act very similarly to how playing the single-player game does – each player takes their turn in sequence before passing control to the next player.

For Local Hotseat, all those players are at the same machine (though with modern advances in screen-sharing and remote play, they need not all be in the same location!). To start a Local Hotseat game, just create a game as normal and slot in Human players instead of AI players.

Cloud Hotseat is a more streamlined version of the old “Play By Email” system – each time you take your turn the game state is saved online, and then next player in order can download it and take their turn. Players do not need to be in the same place, or playing at the same time, and you can participate in as many concurrent Cloud Hotseat games as you like.

We also have plans for a third multiplayer format, “Simultaneous”. In this version, players take their turns at the same time while all directly connected to a Host player. As you can imagine, this changes some of the dynamics in the game a fair bit, but also allows for games to be completed in a shorter amount of “clock time”. While the direct gameplay time experienced by the player is about the same as in Hotseat, it is much more concentrated in Simultaneous play.

Simultaneous play will not be available at launch, but it figures prominently into our post-launch plans. Stay tuned for more information about this mode and when it will be available!
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Achievements

Ok, now that we’ve had a look into the future of Millennia, moving on to one of my favorite areas to discuss, Achievements! I am a huge fan of Achievements across all the different platforms they exist on. (Side note: I personally have over 180,000 Gamerscore and nearly 7,000 Steam Achievements).

When it came to creating the Achievements for Millennia, I wanted to make sure we had a good reason for each of the Achievements to exist. The different Achievements break down into several different categories so I thought I would share my reasoning behind why each of them is in the game as well as giving you a look at a few of them.


Age Achievements

First off, we have the largest category, all the Age-specific Achievements. Ages are one of the key features in the game so I knew that they would be a pillar of the Achievement design. Every Variant and Crisis Age has a specific Achievement for being the one to set the Age into the timeline – it is not enough to just follow an AI player into one!
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Each Victory Age also has an Achievement, but to get these you have to actually win via the special gameplay mechanic that Victory Age introduces. Unlike the Age setting Achievements, for these it only matters that you win, not who set the Age. So if the AI takes you into the Age of Conquest, you can turn the tables on them and try to dominate the world yourself!
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There is even one Achievement for experiencing ONLY the default historical Ages all the way up to “current” time (Age 9). This is not an uncommon way for players to first experience the game, before they learn how to manipulate the game more effectively and I wanted to make sure there was something that marked this “vanilla” timeline as well.


Difficulty & “Game Over” Achievements

On the heels of the Age-specific victory Achievements, there are a handful of more general Achievements covering the ways games can end without a Victory Age. There is one for hitting the turn limit (and winning), one for being the last Nation remaining in the game, and even one for losing.

What about difficulty Achievements? There really are only a few, though it does take a fair amount of skill and familiarity with the game to complete all the “difficulty neutral” ones. But I believe that players should engage with the game at a difficulty level they find compelling, not only the hardest difficulty levels.

That said, there is one Achievement specifically granted for winning the game against our “Master” level AI players - that’s one step below the highest level. There is another for winning the game in a fairly low number of turns (though a bit more generous than the 60 turns some players managed to win by in the Demo!). Hopefully these Achievements may cause some players who normally play the game at easier settings to try their hand at something a bit different.


“Bread Crumb” Achievements

Finally, there is a category of Achievements that are primarily there to shine a light on some mechanics in the game that may be easy to miss. There are Achievements for creating a Custom Nation, for starting a Religion, for creating a Faction, and for completing an Expedition. These not only help guide players towards these mechanics to discover them, but they also can provide a few Achievements that are reliably triggered in the middle of a game, helping improve the pacing of Achievements in the first few play sessions.
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I hope everyone who plays Millennia enjoys earning these Achievements and experiencing all the game has to offer. We have put a lot of effort - and even more love - into this game over the past 4 years and there is a wealth of mechanics and content for players to explore and play with.

You will be able experience it all for yourself when the game comes out March 26th! Meanwhile, you can wishlist or pre-order the game on our Steam store page.
 
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Hello and thank you for the update!

May I ask if there's any rough estimate as to when the simultaneous multiplayer will be available?

Judging by the reaction on Discord, for many people it's a big letdown to not have it available on release. For example, for me personally it's a straight up difference between buying and not buying the game, because I only play these games in multiplayer. Hotseat and other ways of sequental turns are absolutely not an option for my group of friends.
 
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I love you, Xemu. I have the same outlook on achievements and it's heartwarming to see somebody share it, much more when that somebody is a developer. Breadcrumbs, intermediate achievements, victory ones, "quirky" - all good stuff, all much needed. Pavlov would be proud
 
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No modding at release is a big mistake, imo. By the time it's available, you are banking on there still being enough overall community interest in the game to keep modders motivated.
 
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Really disappointed in the lack of modding support at release, thats honestly enough to make me not want to preorder on its own :/ Will there at least be a dev console or similar available in the game? Games like stellaris and eu4 have definitely spoiled me as to both easy casual modding and easy console-command usage to get around any minor annoyances in games or ensure i get rarer outcomes that i want to explore rather than it being entirely up to rng.
 
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I don't really care for modding but having no simultaneous MP is a trip back into the 90s/early 2000s... IIRC the last game that I played this way must have been SMAC.
 
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While my YT feed is full of paid actors playing the game with glee i found this post and my final thought was whomever is responsible for pushing it out of the door with half of the necessary features missing for a smooth launch should be reprimanded. This is begging to be a "performed under our expectation" side note on the next quarterly report.

P.S. I'm frustrated because I see large potential in this title despite my criticism and I want it to succeed. But I can't support something I realise is aiming for mediocrity based on greed or incompetence.
 
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While my YT feed is full of paid actors playing the game with glee i found this post and my final thought was whomever is responsible for pushing it out of the door with half of the necessary features missing for a smooth launch should be reprimanded. This is begging to be a "performed under our expectation" side note on the next quarterly report.

P.S. I'm frustrated because I see large potential in this title despite my criticism and I want it to succeed. But I can't support something I realise is aiming for mediocrity based on greed or incompetence.
and the fact the dev are the same of Age of empires 2 (AKA the games you would like play any time) is very weird...i had tons of hope in this game...but...not look much appetibile for me.
 
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No simultaneous turns in 2024 is almost hilarious if it wasn't so sad, and no official modding support on launch also seems like a bad idea, although it means my title as Millenia modder stays extremely exclusive for just a while longer:cool: (There is probably not even a dozen of us).

I'd really have expected that after the "event" that was/is City Skylines 2 PDX wouldn't let any of their published games get launched in such a half baked state, but I guess they really want that reputation.
 
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I'd really have expected that after the "event" that was/is City Skylines 2 PDX wouldn't let any of their published games get launched in such a half baked state, but I guess that really want that reputation.

This is the thing that mostly drives my frustration as somebody on the outside.
 
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Or simply Pdx done the contract with Millennia BEFORE the disaster of CS2

Which basically means either PDX does not know or do not want to alter it with this hindsight?
In my book this does not sound any better. Because either the Dev or PDX is seeing the iceberg and is just duck-and-cover and hoping for the best.
 
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Or simply Pdx done the contract with Millennia BEFORE the disaster of CS2
The way I understand these type of publisher deals to work things are generally negotiated as development progresses, so proper MP might have always been a post release goal, or PDX allowed them to drop it so that they could release earlier/on the first planned time.
 
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I wish this game to succeed and I appreciate all the hard work done by the team through these last four years, but no MP on release is hard to digest. It made me also rethink buying on release
 
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Native speakers of languages not officially supported will have to wait a while until a translation mod can be created...
 
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Dear C-Prompt Games & Paradox Interactive

I really wanted to like Millenia.
I was ready to look past the bland presentation even though I was afraid it would cost the game so many sales
I was willing to ignore the nagging voices about the balancing of the game and the fate of the AI based on what I saw so of the game so far.
Unfortunately I can't possibly not hear the alarm bells ringing after this Dev Diary.

But rest assured that purchasing Millenia still figures prominently into MY post-launch plans...
 
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After playing through the demo several times, I'm looking forward playing the full game.

I couldn't care less about multiplayer, but I hope it gets sorted for the folks that enjoy that aspect of strategy games.

The achievements also look great---I appreciate how detailed it seems they are going to be.
 
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This makes me sad as i was waiting to push this game to my friend group so that we could have fun game nights together. I do understand that simultaneous turns would require quite a bit of redesign to be put in place compared to what we’ve seen.
Nonetheless wouldn’t a sequential online multiplayer be much easier to implement? Something similar to what is in CiV 5?
 
This makes me sad as i was waiting to push this game to my friend group so that we could have fun game nights together. I do understand that simultaneous turns would require quite a bit of redesign to be put in place compared to what we’ve seen.
Nonetheless wouldn’t a sequential online multiplayer be much easier to implement? Something similar to what is in CiV 5?
Civ 5 could be played simultaneously.
According to some googling the last Civ that didn't have a simultaneous option in the menu was 2 but even there it could be activated by changing an .ini file.
 
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Civ 5 could be played simultaneously.
According to some googling the last Civ that didn't have a simultaneous option in the menu was 2 but even there it could be activated by changing an .ini file.
Oh i know it could but there was also an option for the turns to be played one after the other with an option for a turn timer. It’s something i feel would be easier to implement with the current design.
There was also a mixed option where turn would be simultaneous except for player wars where the game would revert to turn by turn.