Looks great so far, looking forward to more videos and dev diaries! Right now I am most curious about how much techs get obsoleted in later Ages. It would be a shame if the effects of Variant Ages are not visible anymore later on.
I'm curious about the needs system: Food -> Housing -> Luxuries -> Information -> Power -> Education -> Sanitation. At what city size does each of these needs become relevant, for later City growth? Also, it was mentioned there are over 100 possible goods available. Will this be further explained? Is there a simplified version of what these possible good combinations do for you, in a nutshell?
Its amazing, that finally someone is creating a turn based strategy, that isn't just following static evolution. I can only imagine how amazing it will be to actually have impact on the worlds development. Not just by conquering cities, but the history. Hope it will be as agood as it sounds. I think Civilization is finally going to meet its match :)
Looks great. Obviously graphics are a work in progress but even if they weren't it shouldn't be a deal breaker. Civ beyond earth had higher quality graphics than 5. But few people preferd BE over 5.
Can i suggest the name of spartans to elite warriors, in my opion, that would make it feel more like your making your own civ (also if we call raiders, raiders not vikings why call not call spartans something else)
Just wanted to add that I like pretty world maps, but I care much more about the interplay between the systems and emergent interesting decisions. I imagine that graphics complaints don’t come from heavy users of grand strategy games.
The combat 'short scenes' actually really concern me now. Hopefully its not like Endless Space, because whilst it was cool for the first few times the combat scenes are just repeated it got old real fast. If by 'short scene' they mean the combat animations in say the Civ games that's fine. If it is the former, I REALLY hope there is a toggle option to disable them as I fear they will get old real fast like in Endless Space T.T
I wonder how micro-heavy this game will be? It sounds like there's a lot of systems to balance rather than just taking x turns to build a granary. Hopefully there's different options for the level of depth of gameplay.
@@millenniagame Awesome. I'm all for super micro-heavy games, but I also like to sitback after work and play a quick game and not have to worry about needing to manage 800 things.
@@millenniagame It seems the combat is going to lean towards more abstract and less micro heavy. Have you tried to learn lessons from games like Victoria 3 that recently tried this approach to quite a bit of negative feedback? I am very interested in this type of system working because I despised the micro in Victoria 2, but it seems like it’s tricky to get right.
I hope it won't be like in " Humankind": I hope players' units will not be able to attack each other without declaring war. And rivals in the form of AI will not be sociopaths who hate a living player. I hope the unique features that can be chosen for nations will have weight, will not be repeated and there will be many of them.
my main wish is for the combat to feel larger scale, like seeing your army just be 5 vs 5 is really immersion breaking for me at least. Really hoping this game does the concept justice and everything looks great but the combat seems like it may need tweaking to fully realise how fun it could be!
Ideas of this game sounds astonishing for me. Very original approach to 4x grand strategy genre. But guys can you tell if their will be differences for some civilisation if it’ll start in certain conditions? What I mean is that if Egyptians will start their game in Siberian tundra then their civilisation should get very different traits dependent on the climate. It is like the ideas of Toynbee implemented in the game. What do you think guys about such dependency on climate?
It's sounding great so far! I have a bit of a question about the supply chains (partially era stuff too) Basically, will variant/crisis era offer the potential for resources you otherwise wouldn't get? I'm it seems like part of the idea is that variant ages have a different technological path and it's be an interesting way of having ages feel relevant even as you move past them.
I wonder whether roads are just utilized with militarial purpose or have a economical effects. Distribution infrastructure such as roads and ports should function as one of the factors governing the economy.
In addition, the impact of population on productivity in the agricultural economy before the Industrial Revolution should be clearly reflected. I think it's nonsense that in other games pre-modern civilizations are more productive than big cities at the center of distribution because they have a lot of mountains or hills,
Will it be possible, alternate history wise, to cause technological leaps earlier or later than in our timeline? Like if you have a particularly prosperous Iron Age maybe you skip dark / medieval times to have an earlier Industrial Revolution?
I don't know if you'll see this comment, but looking at the game screenshots now, the illustrations are very good, but the in-game graphics look like games from the 2000s or mobile games.
I'm hearing some concerning ideas on history. Spartans being "elite soldiers", History being the result of "decisions"... I expect Millenia to be a fun game with a gimmick focused on alt history that feels a bit like a puzzle game at times. I really doubt it's a good historical simulation. I'm looking forward for the game but I hope that people won't get the wrong ideas from this video. Let's not hype a "civ killer".
Civ scratches almost all my itches. If this has deeper combat mechanics it will be great, the product management sounds good too. However, you need to get a team together to fix those graphics or this would be a nonstarter for me.
Hoping for a civ 6 killer, or anything that combines the timeline of civ games with pdx complexity. Civ 6 is too boring. One thing you guys need to do that can beat out civ 6 and humankind is mod support, on the level of other pdx GS games, not the limited half ass mod support of both of those mentioned games, I will be expecting that as this is a PDX game, and PDX is known for mod friendliness
Please don't inspire to much from civ or humankind. I think the map grahpics have to be reworked completely or else it looks identical to these other games with the hexagons and stuff
I’m so excited to see how this game will develop. It seems like their taking an unordinary way.
cant wait to see more! especially the combat!
Can't wait for it!
Holy hell I'm so hype, having an anno-like supply system in a 4x with grand strategy diplomacy and replayability.
Looks great so far, looking forward to more videos and dev diaries!
Right now I am most curious about how much techs get obsoleted in later Ages. It would be a shame if the effects of Variant Ages are not visible anymore later on.
I'm curious about the needs system: Food -> Housing -> Luxuries -> Information -> Power -> Education -> Sanitation.
At what city size does each of these needs become relevant, for later City growth? Also, it was mentioned there are over 100 possible goods available. Will this be further explained? Is there a simplified version of what these possible good combinations do for you, in a nutshell?
We will be releasing a video later that fully dives into the Economy system! And we will have Developer Diaries for it.
I'm really looking forward to this! Looks great so far.
Looking foward to the development +++
Its amazing, that finally someone is creating a turn based strategy, that isn't just following static evolution. I can only imagine how amazing it will be to actually have impact on the worlds development. Not just by conquering cities, but the history. Hope it will be as agood as it sounds.
I think Civilization is finally going to meet its match :)
Looks great. Obviously graphics are a work in progress but even if they weren't it shouldn't be a deal breaker. Civ beyond earth had higher quality graphics than 5. But few people preferd BE over 5.
Very exited about the alternate history of the game, I just wonder, will we be able to play it on an "Earth" type map ?
If not in base game i expect modders to hop on it almost immediately
Yes, a big Earth map is essential for me.
Can i suggest the name of spartans to elite warriors, in my opion, that would make it feel more like your making your own civ (also if we call raiders, raiders not vikings why call not call spartans something else)
We completely agree, this is something that we will be looking into!
@@millenniagame great to hear! I'm super happy you respond to all the comments ❤️
Of course I respond to all of them
@@millenniagame ❤️💕
@@millenniagamewhat about "Standing Army"?
Just wanted to add that I like pretty world maps, but I care much more about the interplay between the systems and emergent interesting decisions. I imagine that graphics complaints don’t come from heavy users of grand strategy games.
The first crumbs looks great - looking forward to it! 🥰
Keeping this one on my radar
The combat 'short scenes' actually really concern me now. Hopefully its not like Endless Space, because whilst it was cool for the first few times the combat scenes are just repeated it got old real fast. If by 'short scene' they mean the combat animations in say the Civ games that's fine. If it is the former, I REALLY hope there is a toggle option to disable them as I fear they will get old real fast like in Endless Space T.T
I wonder how micro-heavy this game will be? It sounds like there's a lot of systems to balance rather than just taking x turns to build a granary. Hopefully there's different options for the level of depth of gameplay.
There will be! We want to reward in-depth learning, but also allow for anyone to pick it up and have fun ^^
@@millenniagame Awesome. I'm all for super micro-heavy games, but I also like to sitback after work and play a quick game and not have to worry about needing to manage 800 things.
@@millenniagame It seems the combat is going to lean towards more abstract and less micro heavy. Have you tried to learn lessons from games like Victoria 3 that recently tried this approach to quite a bit of negative feedback? I am very interested in this type of system working because I despised the micro in Victoria 2, but it seems like it’s tricky to get right.
I hope it won't be like in " Humankind": I hope players' units will not be able to attack each other without declaring war. And rivals in the form of AI will not be sociopaths who hate a living player. I hope the unique features that can be chosen for nations will have weight, will not be repeated and there will be many of them.
Looking forward to this
my main wish is for the combat to feel larger scale, like seeing your army just be 5 vs 5 is really immersion breaking for me at least. Really hoping this game does the concept justice and everything looks great but the combat seems like it may need tweaking to fully realise how fun it could be!
Fingers crossed that both _Millenia_ and _Ara: History Untold_ will succeed and shake up the historical 4X genre.🤞
Can't wait for this!
Stoked!!
Ideas of this game sounds astonishing for me. Very original approach to 4x grand strategy genre. But guys can you tell if their will be differences for some civilisation if it’ll start in certain conditions? What I mean is that if Egyptians will start their game in Siberian tundra then their civilisation should get very different traits dependent on the climate. It is like the ideas of Toynbee implemented in the game. What do you think guys about such dependency on climate?
Amazing! I hope you succeed. I grew up playing Age of Empires 2 and Mythology, I’m looking forward to your next creation. Great concept 😊
It's sounding great so far!
I have a bit of a question about the supply chains (partially era stuff too)
Basically, will variant/crisis era offer the potential for resources you otherwise wouldn't get? I'm it seems like part of the idea is that variant ages have a different technological path and it's be an interesting way of having ages feel relevant even as you move past them.
Cant wait ❤
I wonder whether roads are just utilized with militarial purpose or have a economical effects.
Distribution infrastructure such as roads and ports should function as one of the factors governing the economy.
In addition, the impact of population on productivity in the agricultural economy before the Industrial Revolution should be clearly reflected. I think it's nonsense that in other games pre-modern civilizations are more productive than big cities at the center of distribution because they have a lot of mountains or hills,
Will it be possible, alternate history wise, to cause technological leaps earlier or later than in our timeline? Like if you have a particularly prosperous Iron Age maybe you skip dark / medieval times to have an earlier Industrial Revolution?
Im surprised that paradox finnaly enters the 4X history games, I hope its just as great as civ6.
We will see real world map??
When is the game coming out? 😢
interessant idee
I don't know if you'll see this comment, but looking at the game screenshots now, the illustrations are very good, but the in-game graphics look like games from the 2000s or mobile games.
The game is still very WIP! So this does not the reflect the end product ^^
(It won't change)@@millenniagame
So far the only criticism I have is the UI is a bit small and hard to read, otherwise it all looks very cool
I'm hearing some concerning ideas on history. Spartans being "elite soldiers", History being the result of "decisions"...
I expect Millenia to be a fun game with a gimmick focused on alt history that feels a bit like a puzzle game at times. I really doubt it's a good historical simulation.
I'm looking forward for the game but I hope that people won't get the wrong ideas from this video. Let's not hype a "civ killer".
Civ scratches almost all my itches. If this has deeper combat mechanics it will be great, the product management sounds good too. However, you need to get a team together to fix those graphics or this would be a nonstarter for me.
I hope it will release cheap
What would you consider a cheap price?
I’m sure this is gonna be a great game, but this feels a lot like civilization. How are gonna make it unique?
Age of Rogue AI sounds kinda cheesy, maybe the age of the singularity?
Жду жду жду
Hoping for a civ 6 killer, or anything that combines the timeline of civ games with pdx complexity. Civ 6 is too boring. One thing you guys need to do that can beat out civ 6 and humankind is mod support, on the level of other pdx GS games, not the limited half ass mod support of both of those mentioned games, I will be expecting that as this is a PDX game, and PDX is known for mod friendliness
First?
Yes!
+1
If it doesn't take the civilization path and takes the humankind path it would be a HUGE failure
Please don't inspire to much from civ or humankind. I think the map grahpics have to be reworked completely or else it looks identical to these other games with the hexagons and stuff
Looks meh. Make the graphics better.