Millennia - Last update, update #8, and sale!

The_J

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The devs from Paradox have announced today the release of the last patch for Millennia, the 8th patch.
The patch itself is overall minor, includes a range of bug fixes, added some things for modding support, and fixed some localization issues.
Spoiler full list :

Update 8

General Fixes
:
  • Deployed Units (Envoys, Merchants, etc.) regain movement between turns while deployed.
  • Upkeep costs round +0.5 and -0.5 more consistently (most noticeable in Age of Blood when upkeep and upkeep reduction should equal out but sometimes didn't).
  • Assigning movement commands into fog of war no longer results in movement paths still being drawn occasionally after finishing movement.
  • Assigning movement commands to a mixed stack of shallow and deep water units is handled more consistently.
  • Transport Ships are now exhausted correctly from launching amphibious assault attacks on land (this fixes an exploit that resulted in infinite Warfare XP).
  • Conquering a Region with a 3rd nation's units inside the borders properly pushes out units that shouldn't be allowed inside the new owner's borders.
  • Bombarding a capital would no longer causes defenders to not heal between turns in some cases.
  • Attacking a settlement that has non-combatants garrisoned on the tile but no combatants garrisoned properly invades the settlement now.
  • City Influence from Goods is computed more consistently.
  • Researching additional techs in Age of Blood now reduces the Age Advance tech properly.
  • Some special Upgrade effects that short-cut the Upgrade Line system have their costs match their tooltips and properly display additional costs now (mainly affects Dub Peasant from Chivalry National Spirit and Artist Upgrades from Great Masters National Spirit).
  • Wasteland Hills tiles play the correct ambient audio (audible when zoomed in or when large areas of Wasteland Hills are present on screen).
  • Ice Fishing Event (Frozen Start) no longer gets stuck in some cases.
  • Chaos: Party Split (Age of Generals) now presents the correct tooltip.
  • Innovation: Arcane Studies (Age of Alchemy) no longer results in a tooltip of "+0 Arcana" after Age of Alchemy ends.
  • Siege Masters: Decommission no longer overrides the Trebuchet's Pack and Unpack abilities.
  • Age of Monuments "Arts Monument" dedication gave a bonus to Faith Regional Efficiency. This effect only increased the faith spread of your religion, and didn't help generate the faith need. This has been replaced with a more clear bonus to Unrest Suppression.

Modding:
  • Added mod support for custom Age Paintings.
  • Modded Action Cards are more consistent when loading save games.

Localization:
Fixed localization issues related to:
  • Explorer Unit's expedition chance
  • Manhattan Project
  • Yellowstone Landmark
  • Organized Religion Tech
  • Goods Infopedia
  • Megaproject Infopedia
  • Reduce Unrest Power
  • Immigration Power
  • Local Reforms Power
  • Incite Rebellion Power
  • Silicon Valley National Spirit
  • Special Operations National Spirit
  • Messenger National Spirit
  • Fundamentalist Government
  • Iconoclasm Chaos Event
  • Great Firewall Innovation Event
  • Fly-by-Wire Innovation Event
  • Nation Builder menu
  • Settler Start game setting



At the same time, Millennia is also currently on sale, with the base game being 50% off for 19.99. The DLCs have discounts as well.
 
Yes, full of great ideas that could have been extended in so many ways. I really liked this implementation of the age system and the approach to customising your civ—huge replayability. Seems like some more investment in graphics could have paid off with a longer run.
 
Yeah it's certainly a good example to cite when people get into 'graphics don't matter only gameplay matters' debates. When you go low budget on the graphics and bet all on your gameplay, it's a big risk.

Shame it's all come to an end. What's even sadder is that I'm getting multiple "never heard of it" comments and people mixing it up with Humankind on our social media shares which points to a marketing problem too.
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I think one big issue was the visual identity; the skull with the crown just didn't communicate much. Legitimately think they would have been better off showing the alternate history craziness this game has.
 
I think one big issue was the visual identity; the skull with the crown just didn't communicate much. Legitimately think they would have been better off showing the alternate history craziness this game has.
Yeah, they should have tweaked the "evolution of man" timeline with essentially an "evolution of fashion" to show how fashions changed over the centuries. A compilation of the advisors from Civ 3.
 
Yeah it's certainly a good example to cite when people get into 'graphics don't matter only gameplay matters' debates. When you go low budget on the graphics and bet all on your gameplay it's a big risk.

Shame it's all come to an end. What's even sadder is that I'm getting multiple "never heard of it" comments and people mixing it up with Humankind on our shares which points to a marketing problem too.
.
Millennia definitely had a massive marketing problem from the start, an underrated part of which was the way it was teased by Paradox: I was primed to expect a game on the Clausewitz/Jomini engine, not the rather humbler offering it turned out to be. The obviously AI-generated logo it initially had also did it no favors
 
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