Taefin
Prince
- Joined
- Nov 28, 2020
- Messages
- 459
(Feel kinda bad continuing the discussion under the thread of “why I hate this game” when the team is putting in the effort to engage the player base.)
I would love to keep hearing folks impression of the game now that we are learning dynamics instead of just learning rules/mechanics.
I’d summarize my impression of the game so far as: Millenia is a collection of surprisingly well balanced mechanisms, that when put together gives the impression of leading a living nation through each era of an alternative history/universe. The game starts as a puzzle to optimize Stone Age advancement, until the first thing goes wrong. Then it becomes 9 different games of making the best of your circumstances in each new era, playing within very logical constraints and opportunities. Everything from the parallel tech tree to tiered govt/NS trees encourages you to fully invest in the current era, rather than gaming out what you will do to satisfy a win condition 2000 years in the future or beeline some game-breaking future tech. And the mechanics are simple enough for the rudimentary AI to play mostly competently, suggesting that game parameters will be mod-able to the individuals players taste to, e.g. AI actually upgrade their units, fighters don’t require pressing a deployment button inaccessible to the AI, I can imagine emulating the rebellion part of Civ6 dramatic ages in a way that actually works, etc.
I would love to keep hearing folks impression of the game now that we are learning dynamics instead of just learning rules/mechanics.
I’d summarize my impression of the game so far as: Millenia is a collection of surprisingly well balanced mechanisms, that when put together gives the impression of leading a living nation through each era of an alternative history/universe. The game starts as a puzzle to optimize Stone Age advancement, until the first thing goes wrong. Then it becomes 9 different games of making the best of your circumstances in each new era, playing within very logical constraints and opportunities. Everything from the parallel tech tree to tiered govt/NS trees encourages you to fully invest in the current era, rather than gaming out what you will do to satisfy a win condition 2000 years in the future or beeline some game-breaking future tech. And the mechanics are simple enough for the rudimentary AI to play mostly competently, suggesting that game parameters will be mod-able to the individuals players taste to, e.g. AI actually upgrade their units, fighters don’t require pressing a deployment button inaccessible to the AI, I can imagine emulating the rebellion part of Civ6 dramatic ages in a way that actually works, etc.