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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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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?
Isn't sequential equivalent to the "online hotseat" mode?
 
Isn't sequential equivalent to the "online hotseat" mode?
Yes and no. The "online hotseat" mode as described seems more like "play by email" so each player can make their turn whenever they like while with a "true" sequential MP mode all players still connect to a common host at the same time - similar to people sitting at a table for a board game.

Depending on the implementation of the former it could be that it's (on the user's side) virtually indistinguishable from the latter.
 
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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.
For me, while there are interesting core concepts in Millennia (the ages, the national spirits, domain XP), they really are wasted on a lack of creativity and willingness to lean into those concepts from a basic design standpoint, and then using flawed base level design decisions to justify limiting them even more, I hoped it would look better once we got a look at the later ages but unfortunately it really looks like just more of the same, very minimal changes to gameplay. And it's very telling that for all the talk about how the ages are equally valid and variant and crisis ages aren't good or bad, in the videos what you see is exactly what you expect from good and bad ages: players actively avoiding the crisis ages and pretty exclusively trying to get the variant ages. Just seems like a ton of wasted potential from the ground up in the design choices.
 
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For me, while there are interesting core concepts in Millennia (the ages, the national spirits, domain XP), they really are wasted on a lack of creativity and willingness to lean into those concepts from a basic design standpoint, and then using flawed base level design decisions to justify limiting them even more, I hoped it would look better once we got a look at the later ages but unfortunately it really looks like just more of the same, very minimal changes to gameplay. And it's very telling that for all the talk about how the ages are equally valid and variant and crisis ages aren't good or bad, in the videos what you see is exactly what you expect from good and bad ages: players actively avoiding the crisis ages and pretty exclusively trying to get the variant ages. Just seems like a ton of wasted potential from the ground up in the design choices.

I agree somewhat, i hope they will (re)introduce more equality between the ages by giving each, even the default ages, a pre requirement so it doesn't feel like avoiding some but actively reaching certain ages.
I feel like it far too often reaches the default ages because the Empire with the most research will reach them before the pre requirements for the interesting ages are met. I also think empires are pushing the default ages to actively avoid the others, which is super easy as it does only require research. But maybe that is the design idea. Which does feel contradicting to the idea of having global ages that need adjustment when all it requires to avoid the interesting ages is just a tech-rush.
 
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I've already pre-ordered, and I'm unlikely to ever play multiplayer (though it's possible), but the combination of lack of simultaneous multiplayer and lack of modding tools makes me a sad panda.
For me its not even the missing features themselves that are the main problem.

The fact that something most people would've taken for granted (simultaneous multiplayer) is missing at release is alarming to me. Why didn't they have time to implement this during their development cycle? What else didn't they have time for?

It's definitely worrying enough for me to give the game a wide berth at launch.
 
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in the videos what you see is exactly what you expect from good and bad ages: players actively avoiding the crisis ages and pretty exclusively trying to get the variant ages. Just seems like a ton of wasted potential from the ground up in the design choices.
Those are early-access streamers trying out the new toys. They often don't even know what the ages do. They're definitely not making optimized decisions.

There's no reason to avoid crisis ages in particular, AFAICT, since they affect everyone. It's all about which techs benefit you more than your rivals. Historical ages do cost more research so it's probably good to avoid them when possible? [e: not even, since the extra cost also applies to everyone.]
 
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Those are early-access streamers trying out the new toys. They often don't even know what the ages do. They're definitely not making optimized decisions.

There's no reason to avoid crisis ages in particular, AFAICT, since they affect everyone. It's all about which techs benefit you more than your rivals. Historical ages do cost more research so it's probably good to avoid them when possible?
But that's partially the thing, since they're early access streamers and not playing optimally and are playing to show off different aspects of the game, you'd think they would actually be going into crisis ages to show their gameplay if it was actually something interesting and fun. But they're not. So it's very telling that even if you're not playing optimally you're going to just always be trying to avoid crisis ages and always trying to get the variant ages over historical ones. It just demonstrates again how fundamentally flawed the design is around how they're implementing the ages system, like the facts that you can't string alternate ages together or that historical ages can't have prerequisites like other ages because of a weird thing about the game not liking it when you have no techs to research, another example of the flawed base design concepts.
 
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no simultaneous turns in multiplayer? tell me whats the average age of your demographic/playerbase and ask yourself who has time to play anything but simultaneous turns in multiplayer? we got jobs and lives to attend to you know? expecting 4x players to play multiplayer 'hotseat' with normal turns is a fever dream.

guess we'll not be getting the game till that's available (which most likely will happen a lot later along the line when the game is on discount so i guess its a win?
 
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But that's partially the thing, since they're early access streamers and not playing optimally and are playing to show off different aspects of the game, you'd think they would actually be going into crisis ages to show their gameplay if it was actually something interesting and fun. But they're not. So it's very telling that even if you're not playing optimally you're going to just always be trying to avoid crisis ages and always trying to get the variant ages over historical ones. It just demonstrates again how fundamentally flawed the design is around how they're implementing the ages system, like the facts that you can't string alternate ages together or that historical ages can't have prerequisites like other ages because of a weird thing about the game not liking it when you have no techs to research, another example of the flawed base design concepts.

I think you're way off base. Every stream I've seen has been blitzing for tech and barely skating by with enough military to *just* survive, however, a military focused empire could simply engage with chaos instead of buying its way out of every event with gold (as the streamers do), generating staggering amounts of military XP, and swamping the enemy empires with barbarians and uprisings, not to mention maxing veterancy and high tier leaders. There is IMHO a clearly visible path toward military victory by embracing military National Spirits, crisis ages, and utilizing chaos to one's own advantage---I've heard some people even consider it a "ladder" ;)

Also, a screenshot of Age of Visitors shows crazy alien tech, weapons, mechs or power tanks, and alien energy sources, so it's not at all clear yet what kind of advantages one might be able to reap by overcoming a Crisis Age. As @Roxolon said, it's way too early to say for sure that Crisis Ages are fundamentally worse than vanilla or alternate Ages. It looks like they could be much better or much worse, depending on how one has built their empire.

I think once they get simultaneous multiplayer up and running, Crisis Ages will also be a way to punish players too focused on tech and culture who have neglected their military. Ursa Ryan's stream of beating "Grandmaster" difficulty was in some ways very impressive, but his military and vassals would not have survived if other empires had been slamming him with even half the global chaos events he paid his way to avoid. I also think the technology cost is way too low, and it allowed the streamers to avoid engaging with a lot of game systems by simply pushing to the next age and overwhelming the AI empires with focused mechanics that seemed (again IMHO) to work because the tech tree seemed to take them about 20 turns per Age (instead of the 50 the devs said they were aiming at) and because they were never under serious, sustained military pressure from without (AI aggression) or internal revolts (they seemed to completely bypass chaos events as did the Ai empires, which meant military positioning was never a strategic consideration after the warring with neighbors in the first three Ages), meaning a vast majority of the games were spent at peace or in brief wars of aggression.

I also don't think we know enough about the difference between historical Ages and Variant Ages to say that Variants are always better. The Age of Heroes looked cool, but I'm not convinced it's unilaterally "better," as I haven't seen a clear comparison of what buildings and abilities are available in the parallel historical and Crisis Ages.
 
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