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Developer Diary | World & Map

Hello! I’m Robert “Xemu” Fermier, the lead programmer and co-designer of Millennia. Welcome to our second Millennia design diary! If you want to learn more about the game overall and our team at C Prompt Games, take a look HERE, and be sure check out the exciting first trailer for the game.

Millennia is a huge game, packed with content and gameplay systems, but a good place to start explaining it all is with one of the most central pieces of the game – how you claim territory, grow your Nation, and explore the map.


Regions

At the start of the game, you control a single Region. Regions are the most vital element of the game economy – they define your borders, allow you to put your people to work, and let you build Units and Buildings. The Capital at the heart of a Region will feel pretty familiar to players comfortable with other 4X games, particularly at the start. Grow your Region’s population to work more tiles, collect more resources, and become an industrial powerhouse.

At a high level, the Region’s Population determines how many workers you can assign, while the territory controlled by the Region determines what those workers can be assigned to. Early on, many of your workers will be “foraging”, gathering from the land directly. This type of gathering is 1:1, so if you have 3 Forests, you can assign up to 3 workers to foraging in those Forests.

This is fine for getting started, but to really get your economy rolling you will want to build Improvements, such as Farms and Hunting Camps … or Oil Wells and Computer Factories when you reach the more advanced Ages. Improvements dramatically boost the value of workers in a Region, providing Goods that are worth significantly more than what foraging alone can generate (of course if you have the right National Spirit perhaps there are some alternative strategies you can find…).

Regions can also be strengthened by constructing “Capital Buildings”, which are permanent upgrades to the Region. These represent infrastructure, monuments, and other ways to improve your Region as a whole. Like Improvements, there are a huge range of these, providing additional resource income, army enhancements, and other bonuses.
Screenshot - Simple Cap Buildings.png


Growing your Nation by gaining more Regions involves Vassals. These are similar to Regions, but they operate mostly on their own. They will grow over time and claim parts of the map, and they contribute some of their income to you each turn as tribute. You don’t have to manage the Needs or worker assignments of a Vassal, and they also don’t incur any of the costs associated with a Region, so they can be a very useful tool in “painting the map” without slowing down your economy. When the time is right, you can convert a Vassal into a Region to utilize its potential more fully.

We will talk a lot more about how Vassals, Needs, Improvements, and Goods work in a future diary, as there are a lot of interesting gameplay details to cover there.


Towns

In addition to settling new Regions, you also settle new Towns. Towns are part of a Region, smaller population centers that boost the central Capital. Each Town also influences the expansion of a Region’s borders, so they present a lot of choices for defining the “shape” of a Region. Do you want to steer your Region towards some vital resources, or to claim disputed territory from another Nation? Do you try to maximize the total area your Region can control, or focus on a more compact, easily defensible setup? Each game will require you to adapt your strategic positioning differently.
Screenshot - Towns Affect Borders.png


Enemies may try to raid your Towns. If a Towns falls, your Region can lose territory that was controlled by the Town. Towns also contribute Militia units to the Capital, bolstering defenses there when attacked, which creates some interesting tactical choices when assaulting an enemy Region. When planning your offense, do you chip away at their Towns to weaken them, or bypass the Towns and strike for the Capital directly?

Initially, your Towns will generate more Wealth for the region based on how many Improvements you have built nearby. As your Nation’s capabilities in civil engineering improve over time, you can expand the Towns to higher levels, increasing this bonus. Towns can also specialize, they can become “mining towns”, “farming towns”, and the like. A Town’s specialization allows it to provide different resources (and require different Improvements). Cleverly using your Towns to accomplish both your strategic and economic goals is very satisfying when you can juggle all the competing interests correctly.

Creating a new Town can only be done with by using a Culture Power, big moments in the growth of your Nation that only happen periodically. While creating a Town is only one of many possible choices of what do with Culture, knowing when and where to expand is an important skill to master in Millennia.


Outposts

Regions and Vassals are not the only way to control territory on the map. You can also send out Pioneers and have them build Outposts. When built, Outposts immediately bring all the tiles in a 1-hex radius under your control. Because they have much looser restrictions of where they can be placed, you can even build them right up against another Nation’s territory to stake a claim. Of course, Outposts are a lot easier to take down than Capitals or even Towns, so make sure you are prepared to defend them against roaming Barbarians and other Nations alike.

The basic Outpost can also build Trade Posts within its territory, allowing you to send valuable Goods to any of your Regions. Because these Trade Posts do not require workers, they can be an extremely potent way to supercharge your economy, particularly when available workers are scarce. Later in the game, more advanced Outpost types become available such as Castles or Missions. These allow you to provide extra abilities to your outposts and can make them a larger part of your overall strategy.
Screenshot - Border Gore.png


Outposts are also very convenient for establishing a road network through your Nation, as each one you build will automatically connect up with other nearby Outpost, Capitals, and Towns. Of course, just the normal progress of a Region and its Towns are often enough to get you roads where you need to go, but where there is a big gap of terrain to cover, Outposts can quickly get the job done.


Outposts also provide a defensive bonus and increase the healing rate for any of your Armies stationed there. There are also many Powers which let you spawn units at a friendly settlement – which includes Outposts. Using Outposts tactically as forward bases or reinforcement hubs can give you a significant military advantage!


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I hope this first look at some detailed mechanics in Millennia has provided a little more insight into some of the basic building blocks of the map-control game. There is a lot more to talk about so stay tuned for our next diary, where we will be talking more about Nations, Governments, and more!
 
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I'm really liking what I'm seeing, freeing up time and chores from the player with the vassals and large regions instead of filling the whole map with cities that each need to have their production and buildings managed.

States in Victoria 3 are the base of the game, and is extreamly better to control a few regions than a lot of cities.
 
I find that regions usually suck and make the gameplay experience worse. :(
Not sure what you mean by this? Regions are essentially just a more appropriate naming for what have been called "cities" in previous 4X games like Civ or Humankind, and are the core of most 4X games.
 
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Hmm...
So, my understanding:
Region = City = Stellaris Sector (centered on the sector capital, resources from each star system, expands on user input)
Workers work tiles to generate resources for Regions.
More Regions is gained by converting vassals, but the creation of vassals is not explicitly mentioned as being in the user's control.
The Capital of the Region can have upgrades, which...are not a part of the map. Fair enough, I guess?

So, overall....
With the system being presented right now, it feels like Civ 5? Modded Civ 5? Civ 4 + Civ 5?
Too early to say if it's good or bad.

I will say that the term 'Region' feels odd, being used for what appears to be an otherwise an unchanged 4X mechanic (city + tiles). While reading, it was hard to see what about the mechanics as presented justifies the difference in naming.
 
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I think terrain types could be smoothed out more and blend better with each other, like what already happens on the coast tiles. Rivers also should not zick zack too much and could be smoothed out (saw them somewhere else very zick zacking)

1696758393070.png
 
I think terrain types could be smoothed out more and blend better with each other, like what already happens on the coast tiles. Rivers also should not zick zack too much and could be smoothed out (saw them somewhere else very zick zacking)

These are no rivers but streets.

Here's a river (which admittedly doesn't fit itself very well into the landscape):
1696759294909.png
 
I think terrain types could be smoothed out more and blend better with each other, like what already happens on the coast tiles. Rivers also should not zick zack too much and could be smoothed out (saw them somewhere else very zick zacking)

Do you have any screenshots of a river that zig-zags too much in your opinion? Rivers can meander a lot IRL.
 
yeah. i found one. not saying it should or could never zick zack but the option to be smooth randomly would look nice. maybe along the lines of terrain smoothing

(but i see a reason now why it might not be possible. terrain improvments use the whole hex so not possible here. sad but not the worst thing)

1696759673014.png
 
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These are no rivers but streets.

Here's a river (which admittedly doesn't fit itself very well into the landscape):
View attachment 1028889
no my lines were for a comparison between smoothed coast to land borders and the contact points between plains and grassland that are somewhat pointy.

but i just think it would look better. it does not look bad in any way like it is right now and will not really influence my decision to buy or not to buy ( i lean on buy right for what its worth)
 
yeah. i found one. not saying it should or could never zick zack but the option to be smooth randomly would look nice. maybe along the lines of terrain smoothing

(but i see a reason now why it might not be possible. terrain improvments use the whole hex so not possible here. sad but not the worst thing)

View attachment 1028891
Ah yes, looks like that's because they put the rivers on tile borders, and they need to keep them exactly on the borders to leave space for the tile improvements. I feel like they would have to warp the tile borders, instead of having strict hex shapes, in order to not let them zig-zag like that.
 
Do you have any screenshots of a river that zig-zags too much in your opinion? Rivers can meander a lot IRL.
Yeah, like a good example of this is the lower Mississippi.
 
Next DD when?
 
I think reading these comments there has been some confusion. Y'all have kind of answered these questions for each other already, but I wanted to make sure you heard it from an authoritative voice:

Regions are considered the entire sum of the hexes controlled within its border. There is a single Capital City that you use to interface with the Region, you make production assignments and assign workers through the City. You can also create Towns in a Region to help it grow and expand.

The border of a Region grows naturally over time as it exerts "influence" over the surrounding territory. Regions spread influence evenly to every unowned hex along their border, and each hex has its own conversion cost that is based on what terrain it is and how far away it is from the Capital City. Building a new Town in a Region not only has its own income for the Region but also acts as a new focal point for the distance calculation, so creating Towns on the border of your Region will make that Region expand in that direction, or creating Towns in the center of your Region can make them easier to protect but you'll be missing out on their boost to border growth.

New Regions can only be gained by converting Vassals. Vassals are basically the same thing as full Regions, they grow their borders, grow their population, and so on, just like Regions, but autonomously. You can influence Vassals in minor ways, but if you want to take control of a Vassal it's best to convert it to a Region to give yourself more tools to shape its growth directly.

Rapid fire answers:
  • Region borders do not blend together. Each Region is distinct within a Nation.

  • The borders for Regions, Vassals, and Outposts are visually distinct, notice the hatching pattern in the Outpost, the thin border for the Vassal (Nice), and the thick border for the Region (Lyon) in the third screenshot.

  • Roads are entirely dynamic and are based on how close together you build your settlements. If your Outpost is in the middle of nowhere, you won't get a road. If it's near one of your other settlements, a new road connects that Outpost to the other settlement. If a settlement is destroyed, roads may disappear if their end-points are now too far away to support the road.
do i have to expand through vassals or can i get region by conquering it.
and can i get another region through settlers?