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Millennia | Update 7 Open Beta

Hello! We are getting ready to roll out Update 7 for Millennia, and we've made it publicly available for testing on our Open Beta branch on Steam.

If you haven't use our Open Beta before you can access it through the "Properties > Betas" settings for Millennia on Steam we have a forum here for Open Beta feedback as well.


UPDATE 7

Featured Changes

The main theme for this update is Polish and Quality of Life changes.

We've been working on some of these since before the launch of Atomic Ambitions, and some of these are new changes that we've been able to undertake now that we've had all hands free again.

The main things we're excited about are some long-standing feature requests from the community, as well as updating our Simultaneous Multiplayer out of Beta! (We're well aware that the announcement coming as part of an Open Beta update is somewhat ironic).
  • There is now a way to set priority on Improvements to prevent Goods from being used up by other Improvements.
Before, Sawpit in this case will take all Logs before the Papermaker gets any:
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After setting Papermaker Priority:
1733355575363.png
  • There is now a third lock state on Improvements. The new intermediate state preserves the current operation – it prevents assigned workers from being removed but allows new workers to be assigned to the Improvement. The new state is “fully locked” and prevents both removal of existing workers and assignment of new workers.
1733355668062.png

Grey is the same as before, Yellow uses the existing behavior (lock-in), and Red is the new behavior (lock-out & in).​
  • You can now enter Victory Ages from any previous Age.
    • Age of Conquest can now be accessed from Monuments or Plague,
    • Age of Harmony from Alchemy or Heresy,
    • and Age of Generals from Ignorance, Atom, Aether, or Harmony
  • Added new Goods: Beavers and Hardwood in Forests, and Cocoa in Jungles.
    • Hunting Camps can be built in Forests when Beaver is present (provides Meat and Leather).
    • Hardwood provides twice as many Logs when present.
    • Plantation improvements can be built in Jungles when Cocoa is present (provides Cocoa, which can be made into Delicacies).
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  • Added an option to scale tooltip size.
  • Enabled new Achievements.
  • New Power "Spawn Wasteland Scavenger" replaces Spawn Conquistador and Spawn Explorer in Age of Wasteland.
  • Updated Siege to work against Cities, Vassals, and Towns with no buildings present to damage, harming defending militia.

Balance
PLEASE REMEMBER THAT BALANCE CHANGES WILL ONLY APPLY TO NEW GAMES.
  • Tinkerer Ideal in Machinery National Spirit moved to Tier 2.
  • The cost of the Conquistador’s Spawn Pioneer Unit Action now scales with use.
  • Target priority on Towers increased. Towers are now more likely to be attacked and killed before other defending Units.
  • Most special Units, those unlocked by Innovations or National Spirits, are now part of existing Unit lines (as opposed to being independent), meaning they can be upgraded.
    • Spartans and Hoplites join the Infantry line from Pike onward.
    • Samurai and Naginata join the Infantry line from Muskets onward.
    • Bow Raiders join the Support line from Mercenary Crossbow onward.
    • Soldiers join the Support line from Modern Machine Gun onward.
    • Knights of the Order join the Shock line from Cuirassier/Merchant Cavalry onward.
    • Old Guard Cavalry join the Shock line from Main Battle Tank onward.
    • Old Guard Grenadier join the Assault line from Submachine Gun onwar.d
    • Knarr join the Light Ship line from Man of War onward.
    • Galleon join the Light Ship line from Ironclad Battleship onward.
    • Raiders and Horse Archers are now in the Mobile line, upgrading into Dragoon.
    • Short Sword and Damascus Sword are now in the Assault line, Short Sword upgrades into Damascus, then into Longsword.
  • Deep Water Utility Ship changed from ATK 10 / DEF 20 to ATK 1 / DEF 10.
  • Updated Shells and Irradiated Water to allow shells to survive into Age of Wasteland (also updated Fishing Boat Improvement to be place-able on Irradiated Water if there are Shells).
  • The Age of Archangel Devastation Tech now applies correctly to Nuclear Strikes.
  • Nuclear Core Goods can no longer be Imported or Exported through trade.

Gameplay
  • Victory in Age of Generals now requires accumulating Ideology Points for your Faction (preventing victory as soon as the Age is entered).
  • Improved the way workers are automatically reassigned from one Improvement to more productive assignments.
  • Unified all Unit Deploy actions so that all of them can be used from anywhere inside a Region.
  • Age of Wasteland now preserves your largest Region if all of your Regions are below 20 pop, instead of a Region at random.
  • Disabled Flower Child National Spirits Peace Convention when in Age of Wasteland.
  • Changed Vassals to better repair damaged buildings based on their level of development.
  • If the Region an Outpost is connected to is lost, the Outpost now automatically connects to a new Region.
  • When Advanced Start fails to place the intended number of Cities, the player is awarded an additional Settler and some Wealth.
  • Un-Deploying Units that are allowed to enter foreign territory (Envoy, Merchant, etc.) can now also un-deploy into foreign territory.

AI
  • The AI now has a better concept of Improvements phasing out and will actively delete certain Improvements to make room for more productive options.
  • AI personalities now have a bigger impact on diplomatic actions.
  • Reworked hostility from proximity, now considers which City or Town was there first (modified by personality).
  • Improved AI’s ability to coordinate offensive Armies.
  • AI player more reliable at sending Navies to attack.
  • AI player will no longer order Utility Ships to join in naval attacks.

UI / Art
  • Removed the Beta pop-up in Simultaneous Multiplayer.
  • When a Landmark is contained within a Region, the name of the Landmark now appears in tooltips that show sources of income.
  • Created new Scrap and Mechanized Improvement categories. Related Improvements are now grouped under these headings.
  • Negative Sanitation from “Bads” now shows in tooltips.
  • The Compel button is no longer displayed when Diplomacy is locked.
  • All Age advancement techs now show the name of the Age being advanced to instead of a generic “Advance.”
  • Information for all deployable Units is now more consistent and also makes use of new nested tooltips for Deploy and Vassal Integration where appropriate.
  • Accumulated Chaos from certain Goods is now shown in UI. (Most things that influence Chaos change the rate, the amount of Chaos received per turn, not a “lump sum” amount of Chaos.)
  • Updated tooltips for Target Infrastructure for greater clarity.
  • Improved tooltips for all Prospect Unit Actions.
  • Updated Challenge Mode tooltip to be more concise.
  • Standardized some building requirements displayed in tooltips to make these easier to understand.
  • Added new help topic for Advanced Start.
  • Made Combat Prediction in tooltips modify in cases where a Nuclear Strike will be used.
  • Expanded information for Compel in Diplomacy UI to include how to unlock the ability.
  • Fixed an issue so that tootips for the Visionaries Domain Power now include that it grants Specialists as well as Culture.
  • Adjusted display of DLC source in tooltips that was causing some buildings to show incorrect information.
  • Added a “News from Abroad” message to better communicate when another Nation has used a nuclear weapon.
  • Added a new effect for strategic bombing attacks.
  • Added additional information in tooltips to clarify terrain or location bonuses for Wind Farm, Solar Farm, Tidal Power, Geothermal Power, Villas, Plantations, and Farms.
  • Adjusted how Army names are applied to better handle cases like Armies disembarked from ships.
  • Per player feedback, revised Arcana FX to make it easier to see.
  • Adjusted Diplomacy-related UIs and display of ally information (to prevent situations like showing that an ally will join in a war against the Nation you’re about to attack when the Nation you are about to attack is the ally).
  • Added some additional warning when upkeep will cause Units to be disbanded.
  • Updated display of City status icons to better handle changing conditions (for, example, no longer show City Attack if you declare peace with the owner of the Units in range).
  • Changed the display of Project tooltips so that they better reflect changes in the same turn (for example, if an increase in production causes an increase in Project output).
  • Improved the tooltip for the Envoy’s Integrate Vassalized Territory ability.
  • Added a nested tooltip for “Deployed Units” to improve clarity of itemized Wealth tooltip.
  • Clarified Embassy requirement is Diplomacy-related UI (now shows “Does not have Embassy.”)
  • Improved clarity of Town Specializations in tooltips.
  • Updated targeting tooltip for Adopt Religion to clarify that it can replace your current religion and that it cannot be used to adopt a religion you already follow.
  • Updated phrasing for some siege attacks to more consistently mention targeting "Strategic Targets."
  • Added tooltip to Commanders' Legacy Ideal explaining you cannot complete it if your Field Marshal dies.
  • Added the same outline display used on Units when they are obstructed by buildings or trees to Army banners.
  • Cleaned up Expedition tooltips to not show unnecessary blank spaces in some situations.
  • Removed redundant text in Age of Monuments Super Monument Quest.
  • Fixed several tooltips that were cut short in most language settings.

Simultaneous Multiplayer
  • Since many desynchs can now be “healed”, changed the display of out-of-synch to only appear after a desynch issue has persisted for at least two turns.
  • Improved the Simultaneous Multiplayer lobby, fixing various related issues including players joining inappropriately (e.g., when the game is full).
  • Fixed an issue with AI difficulty levels not updating correctly for players when changed by the host.
  • Fixed an issue with players being assigned the wrong nation, player position, or color when loading a game.
  • Updated messages displayed if host migration occurs.
  • Added ability to copy the Game ID from the lobby.
  • Fixed issue with desynch related to Units set to guard.
  • Greatly improved the performance of out-of-synch healing between turns.
  • Added some missing UI sounds to the lobby.
  • Fixed issues with the search button being interactive at times when it should not be.
  • Fixed rapid clicking on the Cloud saves checkbox causing problems.
  • Improved general display of savegames when you have a lot of savegames.
  • Improved game join overall. Prevent join when it should not be possible, better handle join order and reconnection, better handle join and missing players in savegames.
  • Fixed search to correctly show the game host’s name.
  • Added additional tooltips in Simultaneous Multiplayer lobby.
  • Added rollover sounds in Simultaneous Multiplayer lobby.
  • Removed “beta” from all mentions of Simultaneous Multiplayer.
  • Fixed an issue with players being stuck in the loading screen if the host disconnects.
  • Fixed icons for Upgrade Improvement, Combat, and Razed Improvement showing incorrectly while waiting for next turn.
  • Improved capabilities of between-turn desynch healing.
  • Fixed an issue with the Compel Diplomacy option causing desynch issues in Simultaneous Multiplayer games.
  • Fixed a condition where destroyed Units could cause bad game state.
  • Adjusted the operation of Unit Actions to avoid possible desynch errors.

Cloud Multiplayer
  • Changed Cloud Multiplayer to return to the Cloud Hotseat Game List after exiting (instead of going back to Main Menu).
  • Fixed an issue with a player elimination in a Cloud Hotseat multiplayer game preventing savegame from uploading.
  • Fixed an issue with players seeing the Game Over screen for other (eliminated) players in a Cloud Hotseat multiplayer game.
  • Fixed an issue with Cloud Hotseat turn processing not correctly advancing to next player in some cases, after a player has been eliminated from the game.

Modding
  • Added the ability to add custom map generators through mods.
    • Map Generators are used to generate certain shapes of hexes when loading a Map Type. Create your own Generators for an even greater control over the map-making process!
  • Custom Map Types had an issue that caused maps to change the location they are loaded from after being uploaded to the Steam Workshop. This was causing unforeseen differences to modded maps before and after upload. We have fixed this issue, but if you play or create Custom Map Types, please read the following...
    • NOTE TO PLAYERS: As a result of this fix, existing save games on workshop-downloaded map types will no longer load and need to be started over. We never aim to damage existing saves, but this was a necessary side effect, unfortunately. We do not expect this to happen again.
    • NOTE TO MODDERS: Existing Map Type mods on the Workshop will NOT need to be updated in order to be playable. However, the Map Type's Name and Description WILL need to be updated, as the previous Name/Description was dependent on the map's load location (and thus would break after uploading to the Workshop before anyway). Replacing "ExampleIslands" with the internal name of your new Map Type, the formatting looks like this now:

      UI-MainMenu-MapType-ExampleIslands
      UI-MainMenu-MapType-ExampleIslands-Tooltip

The official Example for making Custom Map Types has been updated to reflect this. (Link to the Workshop page here.)


Bugfixes
  • Fixed an issue where tooltips for tiles could show the same information multiple times (“Fallout”).
  • Fixed an issue where using Undo could cause a Unit to disappear (and other less obvious bad game state).
  • Undo now works for undoing a Conquistador upgrade when you have Noble Court researched.
  • Fixed condition where certain Goods would show multiple times in tooltips.
  • Fixed missing text in tooltip explaining a condition of blocked placement for an Improvement.
  • Fixed missing text in Earthquake and Fire Chaos Events.
  • Corrected tooltip and Infopedia information regarding discovering Landmarks with Scouts.
  • Fixed typo with “Envoys” (where it should be singular).
  • Fixed text related to Special Forces to describe functionality correctly.
  • Fixed typos in Government Infopedia.
  • Fixed typo in DEFCON nested tooltip in some languages.
  • Fixed condition where Air Units did not appear correctly in the “next” queue.
  • Fixed an issue where undoing a routed transport unit destruction would put the transported unit in a bad state.
  • Fixed an issue with Age of Blood Crisis Meter not calculating correctly at all game speeds.
  • Fixed the Safe Passage Ideal in the Ancient Seafarer’s National Spirit to work on all Dock-type Improvements, not just Docks.
  • Fixed a condition where the failure description for some Expeditions could have missing text.
  • Fixed an issue with Strategic Bombing not toggling correctly if the Bomber was in a stack with a Fighter.
  • Fixed issues with spawned Improvements not being blocked correctly by certain terrain types.
  • Fixed an issue with some Outpost Improvements showing that they were Region limited.
  • Fixed a formatting error some Expedition event text (this was only wrong in English).
  • Fixed typo in Age of Atom.
  • Fixed a formatting error in State Religion Office’s tooltip.
  • Fixed an issue where some effects on the map could display when loading a game.
  • Fix to allow Combat Viewer on strategic bombing.
  • Fix to allow Combat Viewer correctly in cases where nuclear attacks against ground Units that can participate in anti-air combat occur.
  • Fixed an issue where certain icons on the map would not appear in the correct location when displayed at times other than the player’s turn.
  • Fixed various issues related to Undo.
  • Fixed an issue related to selecting Units is the same location through the outliner.
  • Fixed an issue where, in certain circumstances, a Unit’s location could be disconnected from where the Unit was shown on the map.
  • Fixed an issue where some UI elements could incorrectly display after a game had ended.
  • Fixed an issue where Inventor’s Laboratory and Worlds Fair could should valid placement atop Landmarks.
  • Fixed an issue with Age of Wasteland Ruins not all working in the same manner.
  • Fixed an issue with Explorers, Conquistadors, and Wasteland Explorers not having the correct starting success chance for Expeditions.
  • Fixed an issue with player not being shown the year number of the game correctly in hotseat multiplayer.
  • Fixed tooltips not registering on the top portion of Goods icons.
  • Fixed an issue with some computer player Units being unable to path in snow and lush deep forest terrain. (This was also causing roads to not appear in certain cases when they should.)
  • Fixed an issue where Barbarians could sometimes attack players with Barbarian neutrality.
  • Fixed an issue with the transition to Wasteland not dealing correctly with lush terrain.
  • Fixed an issue where Diplomacy options intended to be available when not at war were still available when at war.
  • Fixed an issue with nested tooltips related to Religion in the Russian translation.
  • Fixed a number of cases where fallout could be applied multiple times and stack in the same hex.
  • Fixed an issue where air units could be in bad locations after movement or undo.
  • Fixed an issue when loading the autosave created at the very start of an advanced start game.
  • Fixed bug causing the Wadi Rum Landmark's name to show in English for all languages.
  • Fixed the Bow Hunter Unit's tooltip being partially in English for all languages.
  • Fixed multiple instances where outdated text could potentially be shown in some languages.
  • Fixed confirmation pop-ups that were missing “are you sure?” in some languages.
  • Fixed several tooltips that did not display fully in all languages.
  • Fixed certain Megaproject tooltips showing incorrect text in French.
  • Fixed a number of Infopedia entries missing in some languages.
  • Fixed the 'Bads' Infopedia entry missing in some languages.
  • Fixed an Ideology icon showing incorrectly in the Megaproject Infopedia entry for some languages.
  • Fixed the Megaproject Infopedia showing in English in all languages.
  • Fixed the Denounce Heathens Action tooltip showing English in the Chinese version of the game.
  • Fixed a bug where Armies could show their exhausted appearance before completing their move (so you would sometimes see tents “walking” across the map).
  • Fixed some issues with display of resource types that are no longer relevant (generally was only a problem when changing Religions).
  • Fixed issue where Units could spawn without the correct combat XP buffs being applied.
  • Fixed bug where Wasteland Deforestation could show incorrect tooltip in some situations.
  • Fixed an issue with AI players using the For the Fatherland Innovation.
  • Fixed an issue with ejected Units gaining visibility before they should.
  • Fixed an issue with Super Monument alerts not appearing when they should.
  • Fixed several issues with display of Units / actions between turns.
  • Fixed an issue where AI controlled Units could get in a bad state when air and land Units are in the same location.
  • Fixed an issue with Raze Improvement causing a bad game state in certain situations.
  • Fixed an issue with Armies (Navies) not correctly handling merging when shallow and deep water terrain are involved.
  • Fixed a situation where newly created Units could sometimes not handled merge with Armies on multi-turn moves correctly.
  • Fixed an issue with certain Units overlapping in the Combat Viewer.
  • Fixed a scenario where players could become unable to exit the Age of Heresy.
  • Fixed an issue with old saves before this change where failed undeploys could cause players to be unable to advance the turn.
  • Fixed an issue with Call Ambush (from Mercenaries National Spirit) tooltop could reveal the location of Units through fog of war.

Misc
  • Sounds now play to indicate victory or defeat in combat when the Combat Viewer is set to “Never.”
  • Un-Deploying Units that fail to find a valid location within 5 hexes are destroyed.
 

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  • 12Like
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11/10 update.

But also, now that we have a new source of leather, i think it would be cool if leather could be turned into clothing. Niche late game use and makes sense as a luxury good.
 
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Thank you for taking on many reported bugs and player wishes at last! I understand that working on the DLCs prevented you from doing so more regularly in the past. Hopefully, we're going to see more updates like this so that more and more tickets in the bug forum can be closed with the status 'Fixed'.

I'm really excited about this!
 
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Indeed a great list of changes. I extra appreciate that you added the functionality to select input ressources in production chains and the new intermediate "lock state" for workers :)
 
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There is now a third lock state on Improvements. The new intermediate state preserves the current operation – it prevents assigned workers from being removed but allows new workers to be assigned to the Improvement. The new state is “fully locked” and prevents both removal of existing workers and assignment of new workers.

Absolutely amazing. It was driving me nuts, when I locked some metalworks at 2 employees (so I could export some ore into other cities) yet every time population increased, the metalworks would be at 3 employees.

Most special Units, those unlocked by Innovations or National Spirits, are now part of existing Unit lines (as opposed to being independent), meaning they can be upgraded.

TFW no way to upgrade Bow Hunters :(
 
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Thanks a lot, som many fixes!
Just started playing this game two weeks ago and I am stuck. Really like the gameplay and the challenges. Also there is something about it that makes it so quick and modern. There is so many of these games that are to complex and time consuming in animations. This is rapid and feels very well coded. I really really hopes the development of more dlc's continues and that this community playing it continue to grow.
 
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Nice to see that development work still continues.
 
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Happy to see the adding of priorities for improvements, definitely one of my most desired quality of life changes.
 
Great changes, but there are still some improvements I'd like to see:
  1. fully describe innovation's growth and growth of innovation's growth in tooltips: sources like Taj Mahal or some improvements are absolutely unaccounted for
  2. more controll over worker autoassignment - other games in genre allow to choose with outputs to prioritize, here in Millenia I often need to manually remove workers from housing since wealth is for me one of the lowest priority
  3. better multimedia for end of game - for now it's just a text "you won/lost", which is very unsatisfying
  4. more of challenging achivements, like make a city of 100 pops or make all players follow your relligion (currently trivial with compel, should't be)
  5. more reasons to make own relligion or follow someone else's
  6. more difference between nations and relligions
  7. completely rework diplomacy: all changes are helpfull, but feel like work-arounds.
    1. Power level estimation is wrong when playing tall. From my one city and hardly any units nor tech, with enough production I can quickly create huge army strong enough to destroy any enemy
    2. AI does not care at all about its own interest. Difficulty level should not play any role at all, for now its like "I'm far behind in tech, but I won't do science treaty because I don't like you". It should be reverse, "I hate you, but I need your science, and I'll improve my opinion when you give it to me"
    3. speaking of traties, they are too equal. Stronger party should receive less benefit, since there is not much to learn from some savages. And in this situation the weaker side would actually be gratefull for help and not afraid of increasing the advantage even further
    4. weird time locks - why would I send gold to AI if I'll need to wait 3 turns to do anything with the increased opinion, by which time the increase will decay almost to 0
    5. there is no notion of peacfull coexistence, "if you are close I hate you". AI does not see merchants nor inter-city trade, does not value the very fact of having a military ally close by nor anything
    6. last patch started showing acceptance modifiers, but with weird signs instead of proper numbers. I very like the system in EU4, when all modifiers are visible and there is no randomness
    7. compel system should be switched to some acceptance bonus, and give some actual benefit to receiving player, so it makes sense to human players. For now it works like magic, you cast a spell with your mana and the demand gets accepted.
 
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9.5/10, great list of changes, love the new priorities and lock system. Fully agree with @Dekakaruk, the diplomacy is slightly more transparent but could still use a total rework. And the annoyance of moving units triggerring a hard movement stop and a notification every time a new unit comes into their LOS, is still there? Thats a shame, that's basically the main reason I can't bother to finish any game. An option to at least turn that off would be great
 
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Are there any plans to add mod support for multiplayer?? My friends and I would like to play with the longer roads mod, it was a bit of a letdown to be asked to deactivate mods.
 
  • There is now a way to set priority on Improvements to prevent Goods from being used up by other Improvements.
Before, Sawpit in this case will take all Logs before the Papermaker gets any:View attachment 1226345

After setting Papermaker Priority:View attachment 1226346
Though this is a nice tool to have, it does not solve the much more annoying problem of improvements which can process different things. We still can't choose what a kitchen processes. In my current game on the open beta it is again annoying that I would like to process olives (2 wealth) but it takes automatically my heavily buffed meat (5 food, 1 culture).
 
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May we please have a "resync" option for the simultaneous host, which automates the process? I'm finding that every 2-5 turns, I get a desync issue, even when on the same high-speed LAN (gigabit symmetric internet, gigabit LAN)
:(.

For the first few hours, it's not the worst thing in the world to have to make a new lobby, hit load, and then send an invite, but by turn 100ish, it's nonstop frustrating since you never know whether continuing despite desync will cause data loss or not. Simplifying it to "if the host sees that there's a sync issue, they just click a button, forcing the clients (and maybe the host) to reload automatically to match the host, with no further action necessary from anyone" would reduce a LOT of the pain, even if it's still a common occurrence! As much as I'd love a full fix for the simultaneous multiplayer desync issue, simply trading ~1-2 minutes of annoyance every 20 minutes for 15 seconds of annoyance every 20 minutes would be a MASSIVE and INCREDIBLE improvement.

Even better: whenever a desync is detected, just automatically force a sync immediately. Don't wait and hope it solves itself, just force a sync so that players can feel confident that downtime is minimized. You'd never lose more than a single turn, likely just 1-2 actions.

I'd also like to be able to view the map once other players have left - not take any actions or gain new information, but just to be able to open a save file and review my position during times the other players are not available.

Better desync error messages would be nice, too. A way of gauging "this is a bad desync" or "this is something that doesn't matter" would still improve the pain points!
 
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