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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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looking very closer to this one, hope you guys don’t forget about South America countries and do a properly cultural and economic job :) we are more than samba , carnival and football ;)
 
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Great read, thank you for the DD! One thing that's not clear for me at the beginning is whether we will start with something like a Settler unit and be able to choose where do we want our first capital/region, or it will be already placed in a semi-random location like in Stellaris for example?
 
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Will the cultures be standardised like in the Civ series and Humankind, or will they be dynamic? In other words, will we choose from the cultures of that age in each age, or will we create our own culture by taking pieces from cultures in history?
 
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I'm not quite sure if I understood what exactly a Region is.
From the first paragraphs it sounded more like the concept of Humankind/Endless Legend with fixed borders.
But from reading further (and seeing the screenshots) it "morphed" more and more into Cities like in Civilization with dynamic borders.

I think it's the latter. But naming it "Region" instead of "City" - or more precisely: A city and its surroundings - is confusing, imo.

The last screenshot also confuses me. I can see 3 "blue" areas and two "mauve".
The "mauve" ones are next to each other but apparently not connected. So are these two different players that just happen to have the same color or are these to "Regions" of one player that for some reason are not connected?
If the latter I'd suggest to connect them so they have one consecutive "outer border". I'd love to see "inner borders" though - a feature I'm missing in Civilization, for example - so I can see which area belongs to what Region (or City).
Now for the "blue" borders: They all are different. What does that mean? I think the borders around Lyon with the town of Amiens is the Lyon Region?
And I would think that Nice is another region? But why are its borders less bold? Or is it a vassal you mentioned earlier?
And what about area in the south west? Is that an outpost?
And finally: Labels. I see several city and town names in that screenshot but also two "area" labels (Amazon and Sahara). Do you plan on making them distinguishable from each other so I can see from the corner of my eye if a label is important (Amiens = Town = player controlled = strategically important) or irrelevant and "only" flavor. It would also help if the label's background would correspond to the player's color.
 
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First off, super excited for this game. Second, the whole region thing is confusing to me so can anyone help me out?

So my original "region" borders are not changed until I build towns or outposts? and I didn't actually understand how can you build those towns, is it like a production project you build in the capital? from what I understood the Pioneers can be built in the towns or capital just like a settler in CIV, but can an outpost be a town or a region? Can't I build roads without outposts?
 
Sounds good

First i hope we can and that there are incentive to build trade outpost oversea to gain access to resources or provide support to fleets

Also i hope we can easily see frontier between towns and capital cities, as if we can conquer them separately we should be a able to know what tile is controller by which town
 
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Looks very interesting so far!
Growing your Nation by gaining more Nations 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 Region, 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.
Sorry, but this part is very confusing, I feel like some of the terms were mixed up here. In particular, the underlined "Region" feels like it should be "Vassal"

Additionally:
  • I suppose "Nation" is the term you use for a player's "civilization", but you have not yet confirmed that earlier in the dev diary('s). Also, what do you mean by "growing your Nation by gaining more Nation's" here? Was that second one supposed to say "Regions"?
  • You jump to Vassals quite suddenly here, I feel like I am missing a paragraph on how found/obtain normal Regions first.
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.

Will the cultures be standardised like in the Civ series and Humankind, or will they be dynamic? In other words, will we choose from the cultures of that age in each age, or will we create our own culture by taking pieces from cultures in history?
This has already been revealed elsewhere: You select one historical nation at the start (or make a custom one) that stays your identity throughout the game. However, this only gives a minor bonus. For the most part, you develop you culture over the course of the game by selecting National Spirits, which you should read about in the previous dev diary.
 
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I think the implication is that every new Region starts as a Vassal that you have to integrate later.
I suppose that is possible, but if its then indeed they accidentally mixed up the terms a few times.


looking very closer to this one, hope you guys don’t forget about South America countries and do a properly cultural and economic job :) we are more than samba , carnival and football ;)
From what we've seen so far, you should not expect a lot of in-depth content for specific nations, cultures or regions of the world. The cultural effects on your nations are mainly formed by National Spirits. What do you think a nice National Spirit related to South America would be?


First off, super excited for this game. Second, the whole region thing is confusing to me so can anyone help me out?

So my original "region" borders are not changed until I build towns or outposts? and I didn't actually understand how can you build those towns, is it like a production project you build in the capital? from what I understood the Pioneers can be built in the towns or capital just like a settler in CIV, but can an outpost be a town or a region? Can't I build roads without outposts?
Yes, it seems your Region's border are expanded by Towns. Outposts have their own separate borders, but let you send the resources you collect there to one of your Regions.

As for roads, from what I can tell they are built automatically between Regions Capitals, Towns and Outposts. So you can use Outposts to connect the road networks of two Regions that do not directly border.

On the building of Towns:
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.
So you produce Culture continuously, and when the national Culture bar fills up you can build a town or do several other things.
 
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I suppose that is possible, but if its then indeed they accidentally mixed up the terms a few times.
According to one of the reviews, this is indeed how it works. You have to found vassals and then have to turn them into regions.
Also, according to the same review, the imperial dynasty government we see in the third screenshot is focused on turning regions into vassals quickly, while the alternative government, some kind of kingdom, gives bonuses to vassals, thus encouraging a playstyle of not integrating them, or at least not as early.

Another interesting point in the dev diary is the viral illness progress bar. This might be evidence for the theory that crisis ages are unavoidable if you meet the conditions.
 
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So far so good. I kinda hope you guys will include prehistoric era the way Humankind did - you explore the surrounding first before settling down.

Also there is one thing I do not like in this screenshots - same production queue for units and buildings. Age of Wonders 4 did marvellous job and broke away from that theme by separating production queue into two: only for buildings and only for units, and it would be a shame not to continue developing this idea.
 
Also there is one thing I do not like in this screenshots - same production queue for units and buildings. Age of Wonders 4 did marvellous job and broke away from that theme by separating production queue into two: only for buildings and only for units, and it would be a shame not to continue developing this idea.
2 production queue dont make a lot of sense if both are using the same resources

I like having different productino queue but i dont think its necessarily best
It does make army building as important as infrastructure building, which might be good or not depending of the game intention
 
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According to one of the reviews, this is indeed how it works. You have to found vassals and then have to turn them into regions.
Also, according to the same review, the imperial dynasty government we see in the third screenshot is focused on turning regions into vassals quickly, while the alternative government, some kind of kingdom, gives bonuses to vassals, thus encouraging a playstyle of not integrating them, or at least not as early.
Ah, that's quite interesting, thanks! Would you happen to remember which review that was? I don't remember seeing that.
Another interesting point in the dev diary is the viral illness progress bar. This might be evidence for the theory that crisis ages are unavoidable if you meet the conditions.
Oh yeah, looks like it even has the image from the Age of Plague, nice catch! I suppose these might also be the Crisis Points we have heard of before? There's an interesting interaction with the fact that the first Nation to transition determines the global Age: It's a combination of a player taking the lead in technology, but also neglecting/failing to address certain problems that forces everyone into a Crisis Age.
 
2 production queue dont make a lot of sense if both are using the same resources

I like having different productino queue but i dont think its necessarily best
It does make army building as important as infrastructure building, which might be good or not depending of the game intention
I don't think there is a problem in using additional resources in production queue.

At worst it could create a deficit situation which could provide serious debuffs to the player, or simply stop production from completing.

As for the "army building as important as infrastructure building" part, one could change the numbers a little. In AoW4 unused draft is converted into 25% of the food. One could make it into 50% to make it more costly for your empire to start producing units.
 
I don't think there is a problem in using additional resources in production queue.

At worst it could create a deficit situation which could provide serious debuffs to the player, or simply stop production from completing.

As for the "army building as important as infrastructure building" part, one could change the numbers a little. In AoW4 unused draft is converted into 25% of the food. One could make it into 50% to make it more costly for your empire to start producing units.
As someone that has not played a lot of 4X: What is the mechanical benefit to the game of having 2 separate queues?
 
Ah, that's quite interesting, thanks! Would you happen to remember which review that was? I don't remember seeing that.
It's Steinwallen's video, from your "List of articles and videos" thread. He talks about the governments (empire vs kingdom) from 21:30 to 22:50. I cant't find the point where he mentions founding vassals right now, but I'm pretty sure he also said that in the same video.
 
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So early expansion will be very decentralized, then at later stage it may be closer to colony or unincorporated state (vassal with low autonomy), and eventually any new territory would be fully integrated in empire.
 
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As someone that has not played a lot of 4X: What is the mechanical benefit to the game of having 2 separate queues?

Let me use 2 examples - Civilization 6 and Age of Wonders 4.

In Civilization 6 everything you build uses Industry. Be it units or buildings. For example the basic Scout unit costs 30 Industry. While Monument - the first building you can produce - costs 60 Industry. So you are present with a choice - do you build a Scout for 5 turns, so you can explore your surroundings or wait 10 turns for Monument to be built which allows you to expand your borders faster? This leads up to developing some meta ways to play "build 3 scouts, then build granary if you can, if not do something else".

This also means that once you build everything you can for now, there is no reason for you not to recruit units, after all there is no penalty for doing that.

***

Meanwhile in Age of Wonders 4 there are 2 different queues - the Production one and Draft one. Production is the thing you use to build stuff in your city, while Draft is the thing you use to recruit units.

This allows you much greater flexibility. You can keep on recruiting units, while building walls for defence if you are in defensive war. There is no need to choose between one and the other.

It also allows military-related buildings to jump out of the "give xp bonus to units, but also generate industry to produce units, but it can also be used to build other stuff faster" niche it was put into. The production bonus that would exist in Civ 6 has been changed to Draft, so having Stables in your city won't make it built stuff faster, but only recruit units faster.

There is also one more important thing - it further separates militaristic societies from peaceful ones. How does it do that? If you are not recruiting any units, the unused Draft is converted to food. This means that by not recruiting units, your cities will grow faster thanks to extra food. It feels much more realistic that the society not focused on war grows faster than the one constantly sending it's population to war.
 
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