4th run done.
Even if Millennia does not bring some immediately apparent innovation, I think it does a very good job taking and combining what was best in all present games and cutting off as much bs that was in them as possible.
For example, embarcation/disembarcation mechanics prevents that nonsense display and unexpected disembarcations that are present even now in Civ VI. When a higher level building appears as a result of technological development, you can just upgrade the lower level buildings in older cities and build the new buildings outright in newer cities, no need to go through the entire charade of, e. g., Ancient Walls->Medieval Walls->Renaissance Walls. Even Humankind has preserved this kind of crap, although it comes disguised as already built in new founded cities. Btw, Old World also requires to go through the whole chain. But why, why on earth I must first go through this mandatory building of the wooden field outhouse first, if I already possess the technology to build an excellent Japanese WC, which on top of everything else can also sing me a jolly commercial, give me a relaxing massage and do a quick medical checkup while I'm doing my business? Full marks to Millennia in this respect.
I've just touched the start of trading mechanics. It looks like you can send resourses between your cities, and there's a proper international trade. For example, if one of your cities is rich in something, you can send the surplus elswhere to make better use of it. I will cry happy tears if that's really like that.
Very true. Unit movement is smooth and easy. No arbitrary worked tiles range. No unnecessary manual counting. No unnecessary clics. This game is a pleasure to play, so far
I agree 100%. What I still like the most is the "freedom" and the wide variety to make things. You have tons of choices, lot of options are given to you, and you choose what do you make and how. There is no clear best way, or the usual "order of chores" which gives you 99% of the time the best result (build this building, build that building, now train a worker, now train a warrior, then go with this building). I tried ambitious settling with settlers and taking minor nations via military, as well as tried expanding via diplomacy (for example with envoys) and other means (for example with pioneers) while focusing on my capital region. Both of these options have their ups and downs, and feels equally interesting for me.
The scale how much things can go differently is absolutely huge, and I absolutely love it. For example, had a very aggressive wide run, picking Raiders, ignoring everything else and go full berserk. Took enormous territories quickly, but was behind in tech, had a poor economy and experienced a very high unrest (even my starting region rebelled and formed a new nation lol, I tried it intentionally). Next game: the total opposite. Barely even expand beyond my small starting valley, never used a single settler, weak army, focused on my capital region with improvements and goods chain, and put all resources into diplomacy and exploration, and tried to utilize that dimension. A totally different experience.
I was wrong on the importance of army composition: fell into the trap of just seeing the numbers below the armies, thinking "Hah, I'm twice as strong, easy-peasy" and my bottom-half was served to me on a silver plate. Didn't bother to check what army I'm attacking, and managed to run into a composition that counters mine. Yes, it's very basic, would like more depth in this, but feels decent overall. Lesson learned... (okay actually not, I did it multiple times even after that, but maybe I'll eventually learn)
Barbs attacked my vassal region and made it free, converting it back into a minor nation. All those efforts with envoys and fighting and everyting went down the drain. I love it! This dynamic is what I like so-so much!
Found some hidden gems as well in my last playthrough, for example a simplified casus belli:
and there is actually a zoom-in and zoom-out for minimap too! I haven't even noticed it in my first few playthroughs lol
Also, it is most probably not the best looking strategy game ever, but I wouldn't necessarily call it ugly:
Last but not least, potatomcwhiskey had a quick go at it again. Someone posted the video in the other thread, but I thought I'd advertise it here as well, because
YAY better icons!!! And turn counter for movements (how many turns you reach that tile), influence highlighting (which tile you'll get) on the map. The general feel is still the same, the UI is still wonky in many places, some icons are still ... ugh... and notifications are still aenemic, but good to see some progress (I'm assuming he is using a later build than the demo and hoping that it's not the other way around XD ).