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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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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.

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.
I was just about to reply to that question. Couldn't have said it better.
 
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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.
 
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Vassals are basically the same thing as full Regions, they grow their borders, grow their population, and so on, just like Regions, but autonomously
I know most questions regarding vassals - like if they can Rebel and so on - will be explained in later Dev Diary, but could you answer at least one?

Is there some limits on Vassal Growth (something like -25% FIDSI) or do they behave normally and follow the same rules as Capital Cities?
 
So, can you found cities from ground up, immediatly settling a vassal instead of a region?
Or do you need to rely on existing vassal to expand beyong towns and outposts?
 
Will the game include paradoxian elements like revolt risk, stability and losing vassals/regions into new nations if mismanaged? this system looks primed for it and that's an element that has always put PDX games over civ type games.
 
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If new regions can only be gained by converting Vassals does that mean there is no such thing as settler units?
 
If new regions can only be gained by converting Vassals does that mean there is no such thing as settler units?

Well, though we now know you get Regions by converting Vassals, we don't exactly know how you get Vassals. Conquest might be one option, but creating entirely new cities will require some way of settling them.

Outposts require you to send out Pioneers and Towns are built via a Culture Power. It would then not surprise me if creating a Vassal requires some type of Settler unit that also needs a Culture Power.
 
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I remembered I wrote this note for CIV 6 a long time ago:

- You should guys make every nations have their own flavor in architecture/buildings/cities NOT like CIV series = all nations have the same cities/buildings = the map looks the same which is VERY BORING!!

- It will be really so cool when you play as Greek let's say and then when u discover Arabian cities u see something like Aladdin Arabian nights!
This will give the player passion/motive to keep discovering the map and other nations to see their own architecture/cities/culture :)

Please devs do it.
 
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Will the game include paradoxian elements like revolt risk, stability and losing vassals/regions into new nations if mismanaged? this system looks primed for it and that's an element that has always put PDX games over civ type games.
To be fair to Civ, and thus emphasis on the underlined part, Civ VI does have all this. Especially pronounced in the Dramatic Ages mode, but also Vanilla.

Thanks @Fried-B-man for answering the questions.
New Regions can only be gained by converting Vassals.
Ok. I'm sure my next questions will be covered in the respective DD but I think this is crucial for understanding how peaceful expansion works:
How come Vassals into existence? Do they just spawn with some default allegiance, which would be weird? Or are they created by the player but after the creation the player loses the full control, which would also be weird?
Or is it something tech dependent? Ie in earlier ages I can only create Vassals per default as my administrative tech is not sufficient to excert full control on these "far away" lands but with later techs this is no issue.

Region borders do not blend together. Each Region is distinct within a Nation.
Would you reconsider this? 30 years of playing such games have ingrained: "Distinct borders next to each other = different players".
 
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Would you reconsider this? 30 years of playing such games have ingrained: "Distinct borders next to each other = different players".
It good
When conquering a city, its annoying that you dont know in advance the territory you will gain

Inernal border have just different shape and size, but same color for a player, so seems esay to tell both who own what and what kind of ownership it is
 
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Inernal border have just different shape and size, but same color for a player, so seems esay to tell both who own what and what kind of ownership it is
Exactly my point :)
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).
 
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Well thats what FriedB said
"Region border do NOT blend together" aka internal border
But that would be no "internal border" but external borders. At least on a graphical level. Which is what I am having problems with.
Colors are fine and such. But colors could become problematic to distinguish for example if they are very similar to each other or for visually impaired people (ie color blindness).
 
Region borders do not blend together. Each Region is distinct within a Nation.
Is it possible to move hexes (or towns with surrounding hexes) from one owned region to another?
Is it possible to merge regions, converting a region capital into a town?
Are there any caps on hex or town number, hex distance or town distance in one region (given there is enough culture or other resources to buy more)?
Is it possible to convert outpost into a town of region with shared border?
New Regions can only be gained by converting Vassals.
Are these new regions (vassals) always belong to another nations or there may be different starting regions of one nation? Looking at the screenshot, I suggest that Nice and Lyon should belong to one (french) nation even before vassalization.
 
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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.
 
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