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Millennia | Announcement

Hello, everyone!

We’re excited to present the first Dev Diary for Millennia.

In this, we’ll talk a little about the vision and features for the game and also about
us, C Prompt Games. You can expect additional Diaries that go into more detail on
various features and the thought behind them in the coming months, leading up to
our release next year. If you like what you see, you can wishlist the game right
now!


C Prompt Games

Before we get rolling, we should say a few words about who we are.

C Prompt Games was formed by experienced strategy developers who have worked together on some of your favorite stuff. We are probably most known for our work on the Age of Empires franchise.

We love working in smaller teams – there are around twenty people on Millennia currently. Our office is in Colorado, but we are organized to support hybrid remote / in-office development and the team is in numerous other locations, including Texas, New Mexico, and Oregon.

At our core, we are life-long hardcore strategy gamers and we have basically wanted to make a 4X since forever. We started Millennia in 2019 -- it is definitely a labor of love and we are very excited to start being able to share it with you.


What’s This?

If you haven’t seen anything else about the game, Millennia is a new turn-based 4X that features alternate history, custom tech trees, and deep economy and combat.


In The Beginning…
image3.jpg

We have carried the concept of Millennia around for a long time (please note my intentional avoidance of a pun there). That is fairly typical of our process. We tend to have a lot of rough game directions percolating and these get worked on here and there until we feel like it is the right time for one of them.

In the case of Millennia, a few things motivated us to make this our next game:

  • As strategy game developers, 4X is a cornerstone of the entire genre. It’s something we love and something we want to work on. (Designing alongside Bruce Shelley while at Ensemble certainly provided some motivation in this direction.)

  • As strategy game players, we saw 4X as receiving less attention than it deserved. To us, the amount of obvious player interest was far greater than the number of games being provided and amount of new gameplay being explored. Certainly, we personally wanted more 4X games and we had talked to a lot of fans who felt the same way.

  • Shortly after we started to flesh out the systems that would become the pillars of Millennia, we really felt the spark. Not only did we see how things could fit together, but we also started to see something unique, something we really wanted to play ourselves. (The Age model in particular quickly developed into something that everyone saw potential in and was excited about.)

During the early stages of development, C Prompt shared a prototype of Millennia with our friends at Paradox and happily discovered agreement on those motivations.


Vision

4X is a large genre and can support a lot of different experiences. One of the experiences we felt had been overlooked was that of player authorship, of feeling like you’re the one writing the story. When we played, we often felt less like we were leading a nation and more like we were trying to remember boardgame rules.

So, from a very high level, one of our goals was to steer in the direction of more open-ended, systems-based gameplay - to deliver a feeling of being the guiding spirit of a nation.

First and foremost, that direction informs a lot of our decisions.


Pillar: Alternate History
image2.jpg



A key innovation in Millennia is the Age-based design.

There are ten Ages in a “normal” game, ranging from the Stone Age to the near-future. Each Age provides the experience of the Age – the Iron Age has Iron Age technologies, Iron Age units, Iron Age buildings, and rules specific to the conditions of the Iron Age.

If you keep things within “normal” parameters, you might progress through 10 “standard” Ages, each delivering historical gameplay.

However, Millennia allows history to go off the rails. If you make some different decisions, you might steer your timeline into alternate Ages. These Ages are still historically themed, but explore some “what-if” territory. The Age of Aether is based on a history where the internal combustion engine doesn’t come about as soon as it did and steam-power develops further. The Age of Blood is based on a war raging out of control and spreading across the world.

Ultimately, most of the things you have to use in a game come from the Ages, so you can end up with very, very different scenarios depending on the specific history and alternate history you timeline moves through.


Pillar: Custom Tech Trees
image5.jpg



Millennia features a system called “National Spirits.”

Think of National Spirits as “things a nation can be famous for.” Are your people known as great engineers? Is one of your major cities seen as the center of global banking? Does the world fear your unbeatable warriors?

Mechanically, each National Spirt is a technology tree. You get to pick National Spirits from a set at different points in a game. Doing so makes the technologies of the National Spirit available to you.

Through National Spirits, you get customize your Nation, to decide what you will be famous for, during the course of the game.


Pillar: Deep Economy and Combat
image4.png



Economy and combat are key to Millennia.

As you lead your nation, you’ll need to design the right economy for your strategy. Not all resources in Millennia are the same. Cutting down trees for Logs can provide Production, much like mining Copper. However, with the right Improvements, you can create a chain where your Logs are made into Paper which is then made into Books, getting you Knowledge (or Religion or Government or Wealth) instead of Production.

Some resources are (like the Logs) broad and capable of steering into a variety of different Goods while others are more focused and less flexible. How you decide to structure your economy has an impact on your capabilities and your ability to respond to changing conditions.

One of the places this is felt is with combat. The best military for you to field changes based on your economic design (and the Age you have moved into and the National Spirits you have selected). You might be better with more Production to train troops, or more Warfare Domain to support them, or more Wealth to pay the upkeep on expensive elite troops or…

Beyond the economy, combat offers its own interesting decisions. Different types of Units have different capabilities. You design your Armies by assigning multiple Units to fight together, allowing you to create different Army types for different needs.


Next
image6.jpg



This is the tip of the iceberg -- Millennia is a huge game. The outline above is an introduction but there is plenty to cover regarding the pillars, plus a substantial number of major systems that haven’t even been mentioned.

Over the next few weeks, we will present additional Dev Diaries to showcase more of the game and to dive deeper into specific features. Next up, in two weeks, we’ll talk about the building blocks of your nation, Regions, Towns, and Outposts, and also cover a bit of the World Map itself.

We hope you’ll check back and join us for more on the game.

And, of course, if this sounds good, please wishlist the game on Steam and join the community.

YouTube - https://pdxint.at/MillenniaYouTube
Twitter - https://pdxint.at/MillenniaTwitter
Facebook - https://pdxint.at/MillenniaFB
Discord - https://pdxint.at/MillenniaDiscord

Embrace the Chaos!
 
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Yes and ?
so do you want spartan civ to be focused on slavery and oppression in that case?
They were still known for having good soldiers despite losing most wars due to manpower issues

Yes. In fact, the only tolerable use of Sparta is portraying them as the vile, irredeemably awful society that produced nothing of value that they actually were, rather than the lionised myths about their supposed military supremacy that didn't actually exist. Focusing on their very historical slavery and oppression would at least be educational for the many, many people that know them because of 300 and other such BS.
 
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I am stuck playing slightly unstable modded versions of Civ 5 with abandoned mods, needless to say, it is not peak gaming experience lol, no matter how much I may love Civ 5.
You don't have to be! Google "Civ5 Vox Populi" and grab the installer from the civfanatics forums. It's a great mod in active development that adds new features both from other Civ games (like vassalage from Civ4) and inspired by Paradox games (deal values and warscore), heavily rebalances the game (science is less OP and city-state diplomacy more interesting), vastly improves the AI, both tactical and strategic, and comes with its own version of Expanded User Interface (I think that's the correct name), which shows a lot more information at the same time and cuts down on many unnecessary menus and clicks. What's more, there are plenty of submods being developed specifically with VP in mind (ranging from QoL stuff to new combat, diplomacy or government mechanics and custom Civs with up to 4 unique components), ensuring that their balance is in line with the rest of the game, unlike when you play with a ton of mods scrounged from all over the workshop (been there, done that).
Wow, this really reads like an infomercial, huh...
 
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Lol, Civ 6 was pure mobile game look. One of the many reasons why 5 and 4 were leaps and bounds better
Amen, brother! Civ5 for combat, Civ4 for diplomacy and colonies revolts function. To me every Civ after the 4th are just more and more "cartoonish game for mobile". No doubt on that. Like why have they removed the possibility to create revolts on different continents which will spawn a new country!? That was amazing.
 
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Hello, everyone!

We’re excited to present the first Dev Diary for Millennia.

In this, we’ll talk a little about the vision and features for the game and also about
us, C Prompt Games. You can expect additional Diaries that go into more detail on
various features and the thought behind them in the coming months, leading up to
our release next year. If you like what you see, you can wishlist the game right
now!


C Prompt Games

Before we get rolling, we should say a few words about who we are.

C Prompt Games was formed by experienced strategy developers who have worked together on some of your favorite stuff. We are probably most known for our work on the Age of Empires franchise.

We love working in smaller teams – there are around twenty people on Millennia currently. Our office is in Colorado, but we are organized to support hybrid remote / in-office development and the team is in numerous other locations, including Texas, New Mexico, and Oregon.

At our core, we are life-long hardcore strategy gamers and we have basically wanted to make a 4X since forever. We started Millennia in 2019 -- it is definitely a labor of love and we are very excited to start being able to share it with you.


What’s This?

If you haven’t seen anything else about the game, Millennia is a new turn-based 4X that features alternate history, custom tech trees, and deep economy and combat.


In The Beginning…
View attachment 1024059

We have carried the concept of Millennia around for a long time (please note my intentional avoidance of a pun there). That is fairly typical of our process. We tend to have a lot of rough game directions percolating and these get worked on here and there until we feel like it is the right time for one of them.

In the case of Millennia, a few things motivated us to make this our next game:

  • As strategy game developers, 4X is a cornerstone of the entire genre. It’s something we love and something we want to work on. (Designing alongside Bruce Shelley while at Ensemble certainly provided some motivation in this direction.)

  • As strategy game players, we saw 4X as receiving less attention than it deserved. To us, the amount of obvious player interest was far greater than the number of games being provided and amount of new gameplay being explored. Certainly, we personally wanted more 4X games and we had talked to a lot of fans who felt the same way.

  • Shortly after we started to flesh out the systems that would become the pillars of Millennia, we really felt the spark. Not only did we see how things could fit together, but we also started to see something unique, something we really wanted to play ourselves. (The Age model in particular quickly developed into something that everyone saw potential in and was excited about.)

During the early stages of development, C Prompt shared a prototype of Millennia with our friends at Paradox and happily discovered agreement on those motivations.


Vision

4X is a large genre and can support a lot of different experiences. One of the experiences we felt had been overlooked was that of player authorship, of feeling like you’re the one writing the story. When we played, we often felt less like we were leading a nation and more like we were trying to remember boardgame rules.

So, from a very high level, one of our goals was to steer in the direction of more open-ended, systems-based gameplay - to deliver a feeling of being the guiding spirit of a nation.

First and foremost, that direction informs a lot of our decisions.


Pillar: Alternate History
View attachment 1024060



A key innovation in Millennia is the Age-based design.

There are ten Ages in a “normal” game, ranging from the Stone Age to the near-future. Each Age provides the experience of the Age – the Iron Age has Iron Age technologies, Iron Age units, Iron Age buildings, and rules specific to the conditions of the Iron Age.

If you keep things within “normal” parameters, you might progress through 10 “standard” Ages, each delivering historical gameplay.

However, Millennia allows history to go off the rails. If you make some different decisions, you might steer your timeline into alternate Ages. These Ages are still historically themed, but explore some “what-if” territory. The Age of Aether is based on a history where the internal combustion engine doesn’t come about as soon as it did and steam-power develops further. The Age of Blood is based on a war raging out of control and spreading across the world.

Ultimately, most of the things you have to use in a game come from the Ages, so you can end up with very, very different scenarios depending on the specific history and alternate history you timeline moves through.


Pillar: Custom Tech Trees
View attachment 1024061


Millennia features a system called “National Spirits.”

Think of National Spirits as “things a nation can be famous for.” Are your people known as great engineers? Is one of your major cities seen as the center of global banking? Does the world fear your unbeatable warriors?

Mechanically, each National Spirt is a technology tree. You get to pick National Spirits from a set at different points in a game. Doing so makes the technologies of the National Spirit available to you.

Through National Spirits, you get customize your Nation, to decide what you will be famous for, during the course of the game.


Pillar: Deep Economy and Combat
View attachment 1024062


Economy and combat are key to Millennia.

As you lead your nation, you’ll need to design the right economy for your strategy. Not all resources in Millennia are the same. Cutting down trees for Logs can provide Production, much like mining Copper. However, with the right Improvements, you can create a chain where your Logs are made into Paper which is then made into Books, getting you Knowledge (or Religion or Government or Wealth) instead of Production.

Some resources are (like the Logs) broad and capable of steering into a variety of different Goods while others are more focused and less flexible. How you decide to structure your economy has an impact on your capabilities and your ability to respond to changing conditions.

One of the places this is felt is with combat. The best military for you to field changes based on your economic design (and the Age you have moved into and the National Spirits you have selected). You might be better with more Production to train troops, or more Warfare Domain to support them, or more Wealth to pay the upkeep on expensive elite troops or…

Beyond the economy, combat offers its own interesting decisions. Different types of Units have different capabilities. You design your Armies by assigning multiple Units to fight together, allowing you to create different Army types for different needs.


Next
View attachment 1024063


This is the tip of the iceberg -- Millennia is a huge game. The outline above is an introduction but there is plenty to cover regarding the pillars, plus a substantial number of major systems that haven’t even been mentioned.

Over the next few weeks, we will present additional Dev Diaries to showcase more of the game and to dive deeper into specific features. Next up, in two weeks, we’ll talk about the building blocks of your nation, Regions, Towns, and Outposts, and also cover a bit of the World Map itself.

We hope you’ll check back and join us for more on the game.

And, of course, if this sounds good, please wishlist the game on Steam and join the community.

YouTube - https://pdxint.at/MillenniaYouTube
Twitter - https://pdxint.at/MillenniaTwitter
Facebook - https://pdxint.at/MillenniaFB
Discord - https://pdxint.at/MillenniaDiscord

Embrace the Chaos!
Jeez these pics are really WIP. And the war mechanics...hope the Devs will change their minds about it. At least they didn't go full Victoria 3 and remove it all together.
 
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Hey, the game looks good. I just had a question as to how choosing an alternate age like the aether age, would impact the game as you move on to the following stages. Like will there be a long-lasting impact from choosing an alternate age?
SInce it seems that each (variant) age has a different tech tree, I guess that depends on a few things:

  • What's in a tech?
  • How different are the variant tech trees compared to the standard tech trees? I imagine some things will have to stay the same.
  • How relevant and visible will the researched techs be in later ages? Are techs researched in the age of Iron or Heroes still relevant in the Age of Information? It was mentioned that you can still go back to research older tech after advancing to the next age, so I imagine this is a yes, especially for things like the shipbuilding tech we saw.
I am not very familiar with civ-like games, so I'm not sure on how the techs typically function.
 
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Good lord, could we maybe already dispense with the myth of the Spartans being great warriors? They lost most wars they fought in, and were nasty, oppressive slave owners even by the standards of Ancient Greece. https://acoup.blog/2019/08/16/collections-this-isnt-sparta-part-i-spartan-school/
Ok Messinian.

Jokes aside, very interesting text. That being said there is some merit in emphasizing the hyper-militarization and fanaticism of the Spartiates. Perhaps in a future build we may see drawbacks introduced to the various types of civilizations, in the Spartan case less technological progress and social tension.
 
I wonder if the rogue AI thing is like, an alternative military-focused age-up and that's it or if something significant results from it. Does everyone declare war on you instantly Stellaris-style? It would be a shame if it was just like "future age but dystopian and with extra big murder robots" and that's it.
 
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I wonder if the rogue AI thing is like, an alternative military-focused age-up and that's it or if something significant results from it. Does everyone declare war on you instantly Stellaris-style? It would be a shame if it was just like "future age but dystopian and with extra big murder robots" and that's it.
Similarly to the Age of Plague it might be a Crisis Age, where each player needs to focus on surviving. In this case, there could be rogue AI attacking everyone.
 
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Yes. In fact, the only tolerable use of Sparta is portraying them as the vile, irredeemably awful society that produced nothing of value that they actually were, rather than the lionised myths about their supposed military supremacy that didn't actually exist. Focusing on their very historical slavery and oppression would at least be educational for the many, many people that know them because of 300 and other such BS.
Why must this only happen to the Spartans though? Nobody is ever arguing for the Norse pagans of the early medieval period to be treated this way, even though they are mostly known for conquering, raiding and taking slaves and have their own mainstream series trying to lionise them (Vikings). Same deal with the Mongols, they are widely treated as "villains" but that's only in some abstract way, like a comic book bad guy who has killed millions of people but its only implied so nobody cares. Nobody sits in these forums writing paragraphs about the "HORRIBLY EVIL" Mongols.

I don't have any particular love for the Spartans, but I cannot understand this trend, where some historical period/state is popularized as really noble, in contradiction to the nuance of reality, and then a bunch of people try to be contrarians by arguing it was totally evil, pushing the opposite extreme.
 
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Looks nice and could be an great competitor to the Civ-Row, which need defenitly an Competitor to be great again. Keep up the cool new Work and if it´s good i will look into it.
 
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