A solid foundation to build upon
Millennia has been a pleasant surprise in a genre that I have, for the most part, written off. It does much to revive the 4x (eXplore, eXpand, eXploit, eXterminate) turn based strategy genre. That said, it still has some issues that may turn off prospective players, especially when it comes to presentation.
So what is Millennia? To put it simply, its a Civilization game. Of course, this is oversimplification, but it can’t be argued that Millennia borrows a lot from the Civilization series, while adding a unique spin. Basically, its a turn based 4x game where the player starts from a single city and is tasked with guiding their chosen civilization through the ages; expanding borders, building new cities and vanquishing rival nations.
So far, nothing out of the ordinary. If you played a Civilization game, you’d feel right at home. However, the true difference between the two games can be seen in the gameplay mechanics and developer choices. This means that through this review, I’ll be forced to often compare and refer to the Civilization series. Readers’ discretion is advised!
Means of Production
One of the first departures Millennia makes from its counterpart Civilization is in the use of strategic resources. In modern Civilization games strategic resources are either used to build certain units/buildings or give flat bonuses to food/production/wealth/etc.. In Millennia, strategic resources may give flat bonuses, but their extraction is just the first part of the process. Take for example wheat. In Civilization games wheat gives a flat bonus for food production. In Millennia, it does so as well, but, building a farm on a wheat tile gives you double the wheat production, which then can be turned into flour by a mil tile that is later baked into bread by an oven tile. In this process, the food production of wheat nearly triples itself with the end product of bread.
This is one of the huge changes Millennia introduces into the Civilization formula. Resources are useful by themselves, but can be refined and turned into far more complicated products which offer better bonuses, not to mention can become important in later ages. The fact that processing and manufacturing is done by constructing improvements on tiles, rather than in the main city, also adds to the importance of tile management which Millennia makes a further departure in.
In Civilization games, a city has a maximum radius of tiles it can exploit. In Millennia, a city can use every tile it claims in its borders. This makes city state (or tall) builds far more viable, and allows the creation of complex production chains without kneecapping city growth. Millennia also eschews the district system of later Civilization games and replaces it with towns. The town can give production bonuses based on its type and tile improvement adjacency, act as unit spawning points and contribute to the overall regional development of the city, not to mention they can be used to further a city’s border expansion.
Rome Wasn’t Built in a Day
Another change Millennia brings to the Civilization formula is in city growth. While food is still the most basic need for any city to grow, as it reaches certain population thresholds and eras, more requirements will rise in order to continue said growth. Things like housing, sanitation and luxuries will become needed as the player advances through the ages, and their cities respond accordingly. While a city can construct plenty of buildings that help answer these needs, unlocked through research, it will still need tile improvements in order to answer its increasing population needs.
This puts more emphasis on tile economy and improvements, as well as fueling further border expansion. Whether it is creating outposts in order to bring in more resources for factories to belch luxury goods, claiming whole shorelines to build housing or garbage dumps or setting a production line of religious manuscripts to feed the increasing religious needs of the population, the population itself becomes an important factor in the game. Ignoring or neglecting city demands can have quite adverse effects on the player civilization as a whole, while a satisfied city can become a behemoth of wealth and production.
Choice
One of the more interesting takes of Millennia has on the Civilization era mechanic is the inclusion of choice. Each civilization can choose the path of progress it is interested in, or more to say, specializes in. A civilization of great faith can choose an age of harmony rather than the tumultuous age of revolutions. A civilization of constant expansion and war can choose an age of conquest and so forth. These eras come with their own unique technologies, buildings and units, which help further specialize said civilizations. Of course, not all eras are good or even wanted, Neglect sanitation in your cities and you may be railroaded into the age of plagues. Unable to satisfy your population’s religious needs? Say hello to the age of heresy. Of course, these ages can be avoided if taken sufficient action, and the game gives you plenty of warnings beforehand.
This is, in my eyes at least, a far better mechanic for civilization specialization and advancement than the golden/dark ages mechanic which Civilization VI expansions introduced. Instead of needing to achieve arbitrary goals, the way the player plays the game has a far greater impact on their civilization’s advancement. A warmonger player may enjoy and prefer to advance in a technological line that gives them more military prowess and power. At the same time, a more peaceful player may wish to focus on research and trade, which will then be reflected in their era advancements.
A Day’s Labour
A huge change, and for experienced Civilization players, a seemingly step back is the tile improvement system. In modern Civilization games, tiles are improved by workers, which have suffered continued degradation with successive games. More and more of their duties had been relegated from them while they became a consumable unit. This, in my eyes at least, had been an annoying change, forcing more micromanagement of units and production, in particular due to raging barbarian activity.
In this regard, Millennia seems to take a step back by reverting to the Infrastructure Point (IP) system. IPs are generated by city buildings, improvements and certain government reforms. They are used exclusively to build tile improvements and fix them in case of a roving barbarian warband. This system, hailing back to the first Civilization games just works well and removes an unnecessary complication that future Civilization games added unto themselves. It may be simple, but it works and allows players to focus on other areas of the game, rather than turn into boring middle managers.
Mana, Mana, Mana!
I’ve mentioned governments, and in the game, every era comes with its own governments. The player must choose in each era which government to take. Each government has its own strengths. For example, in the age of reason era, the republic gives many bonuses for city growth and wealth accumulation, enabling bigger cities. To unlock these bonuses, the players must sink domain powers, or as any experienced Europa Universalis IV player would simply call them: mana.
There are six forms of mana, or domain powers: Government, warfare, exploration, diplomacy, engineering and art. Domain powers can be accumulated through events, pillaging barbarian camps, exploring the world and constructing city buildings. They are useful for many things. Exploration powers for example, can be used to claim bordering tiles for cities, spawn scouts and explorers and so forth. Warfare on the other hand, allows healing units on the march, upgrading them with the change of eras, spawn more units, etc… Each of the domain powers increases in usage with technological advancement. For example, later eras allow the player to use engineering power to terraform the land itself – turning mountains to hills and shallow seas into land.
Of course, there is another sink for domain powers, and that is the domains themselves. Every two eras (for a total of four) the player is given a choice to further specialize their empire by picking a domain. These domains, much like the government, require respective powers to unlock their bonuses. If you are interested in making an oceanic empire, then choosing the domain Ancient Seafarers is a must, but be ready to tool your empire towards the accumulation of exploration points in order to unlock said bonuses.
As written above, these domains can be powerful assets, in particular when it comes to managing an empire. That said, the need to sink quite a lot of mana in later eras makes them quite expansive. Not only that, but using domain powers in general increases their cost with each activation. Meaning at some point, it may be uneconomical to use them, especially if you need to save up to unlock domain bonuses.
War, War Never Changes
Reverting another change the Civilization series had done, Millennia brings back the army stacks. However, unlike in past Civilization games, the armies themselves are limited by slots, which only increase via research. Units divide to the usual spear/melee/ranged/cavalry etc… Each unit type counters another and thus its recommended to make mixed unit armies. As units survive battles they gain veterancy which gives them bonuses to attack and defense.
In addition, Millennia has added general units. These can be formed by promoting a unit into a leader role. While general units are often weak in comparison to their former units, they give a tactics advantage. The side with better tactics gains an advantage in overall attack power, thus making generals very important in later eras when army size swell and conflict becomes much… Bigger.
Another welcomed change is the ability of naval units to engage with cities and enemy armies on the shore line. I can’t express my joy at bombing barbarian warbands with my Carracks.
That said the combat itself reminds me of Civilization: Call to Power. It plays out on a pop up screen with no player input. This can be annoying at times, especially with the amount of fighting the early game has. That said, it is possible to skip the battle scene, though the lack of input in combat still feels to me as a tad of a step back, rather than a bold change.
The Return of the Specials
One of the things that I do appreciate in Millennia is the revival of the old Civilization: Call to Power special units. Not all units are, in fact, combat units. There are quite a few special units that can be spawned that have special roles. Diplomats help integrate vassals quickly or improve relations with foreign nations. Daimyos give buffs to the cities they reside in, while Shoguns make excellent generals. Merchants set up trade routes while pioneers build outposts to gather resources or turn into castles that protect the region from enemy intrusion.
The return of special units to a Civilization game is very much warranted, since it also increases the non-warfare options, which Civilization games have seemingly abandoned as time went by.
Shoot the Messenger
Talking about diplomacy, Millennia introduces a whole host of it. Of course there are the usual non-aggression pacts, open borders and alliances. That said, there is more nuance to diplomacy and international relations. Relations can improve and deteriorate due to choices done, leading to outbreak of hostilities due to added tension that can be caused by later developments such as religion and ideology.
For example, in one of my games, relations with a rival power deteriorated to the point of skirmishes between our armies on neutral ground. That said, this was not open warfare, just open hostility. This gradient helps make international relations more interesting than the usual dichotomy of war and peace
Victory, at any Cost
Victory conditions in the game are quite flexible. The choice of what victory a player goes for is dictated by what era path they’ve gone through. If, for example, the player chose a religious path and achieved the age (or era) of harmony, then they are able to win the game by propagating their religion. If the player wishes for a more scientific victory, the age of transcendence allows them to do so. This choice of eras means that no player can rush for victory in early and medium game, while giving the player the ability to choose the kind of victory their empire build creates.
Teething Issues
So far, my review of the game had been mostly positive. I have liked many of the changes done to the now fossilized Civilization formula. Yet, the game is still far from excellent and requires quite a few more additions before I could call it a masterpiece. These issues can be ironed out in patches and an expansion or two, and I do hope they would be because this game deserves it. For now, here are the issues I had with the game:
Lack of customization: The game has literally nothing in customizing a map. The options are just size, terrain shapes (islands, inland sea, pangea and continents), number of players and their AI difficulty. Nothing else. Very reminiscent of the barebones customization that Civilization V had at the start.
Roving barbarians: The amount of barbarians on the map, and the fact you can’t adjust their difficulty, makes the early stages of the game quite harrowing, and later ones quite tedious, when it comes to the barbarian menace. Its the usual Civilization problem of the barbarian tide.
Useless city states: City states, which litter the map, are soulless and exist only as either hindrance to players, future cities to incorporate or simply raze. They don’t build or develop, and feel simply as though someone had to tick the box of “city states” in the design document. I wish more could be done with them
Nations: While I like the fact that nations in the game receive a flat bonus rather than era specific units and structures like in later Civilization games, I do wish more can be done with them. While Millennia does away with the issue of civilizations being useful only in certain eras, it doesn’t add anything else to the mix which will give greater distinction between the current nation selection. Especially in the aesthetics department, as there is no visual difference between different nations.
UI and presentation: several of my friends had commented that the outdated graphics and art style can be a detriment for them in purchasing the game. I didn’t really see any issue myself, but then again I am one of the few insane people that plays Civilization: Call to Power in anno domini 2024. That said, I do agree that the User Interface (UI) is quite bulky and unintuitive, especially for a novice of the genre. There is much that can be improved in terms of UI, and I do hope future patches will tackle this issue, among other things.
Summary
Overall, I find Millennia to be a fresh take on the calcifying Civilization series. It has solid mechanics, a lot of depth and plenty of potential to build upon. Not to mention it offers much more content than recent Civilization games had at launch. However, lack of customization and the issues it creates marr what could be an excellent game if it had just a few more months of baking. Regardless, I’d recommend it to any Civilization player that wants more of their favorite game series. Needless to say, I am quite excited to see where the developers will take the game next.








