CalebR_300
Chieftain
- Joined
- Jul 12, 2016
- Messages
- 40
The general consensus seems to be that Millennia's gameplay is largely disappointing; many good ideas, but implemented haphazardly.
That said, the game still holds a lot of promise, and with (a lot) of tweaks, it could even be great.
So I decided to create this thread so people could pitch in suggestions of what would improve the gameplay experience.
Here's some of the things I would like to see in future updates/with mods:
Era System:
Tiles/Cities:
City States:
Religion:
Combat/Units:
Diplomacy:
Domain Powers/Social Fabric:
UI/Other:
That said, the game still holds a lot of promise, and with (a lot) of tweaks, it could even be great.
So I decided to create this thread so people could pitch in suggestions of what would improve the gameplay experience.
Spoiler :
And perhaps to vent the many frustrations I'm having in my current game, despite faring quite well for all intents and purposes.
Here's some of the things I would like to see in future updates/with mods:
Era System:
- Special ages being tied to individual nations, rather than be applied globally (kind of like golden/dark ages in civ 6). Conditions and effects will have to be tweaked, naturally.
- Gamerule to alter the minimum techs required to advance an era.
- Replace (or option to replace) game ending eras with victory conditions instead.
Tiles/Cities:
- Ability to swap tiles between cities (towns too if possible).
- Fixed cost for tile purchasing with cooldown, or scale cost based on distance to closest city/town, or cap tile purchase cost (Say 100).
- Be able to build manufacturing/urban improvements on hills. Charge more Improvement Points (say, 25%) if you have to.
- Be able to manually build improvements in vassal land would be nice.
- Longer road connections by default and wider minimum spacing for cities. (Mods exist for this, I know).
- I would personally prefer towns to grow naturally over time. Probably outpost castles too. Domain powers could still be used to boost speed however.
- Luxuries should always provide a benefit, regardless of city size.
- Population should provide a small boost to influence (say 0.1-0.2/pop).
- Improvements should act as a road for units, or ability to manually place roads.
- Unemployed citizens should provide some small benefit to the city (like civ specialists, but nerfed).
City States:
- City states should develop and expand by themselves (much like a vassal), and even support a small army (like two stacks or thereabouts).
- Spawn city states further apart.
Religion:
- Existing religious buildings provide more faith for pops and/or house of worship to become available earlier.
- Be able to eliminate a rival holy site that you conquer.
- Inquisition is fixed cost, but spreading religion scales. I feel these need to be made consistent.
Combat/Units:
- No auto razing improvements on conquest, let me choose whether to plunder.
- All units should be upgradable (with the exception of leader units).
- Be able to pass player units through non-hostile units and vice versa. (Stacking on the same tile with allied units would be nice).
- Be able to change what region gathering units send their harvest to.
- A valid means of countering bombard (capital) ships from land.
- Pike units to upgrade to either a heavy pike/tercio/pike and shot, and for arquebus units to upgrade to muskets. (Unit upgrade tree probably needs tweaks overall).
Diplomacy:
- Diplomacy needs a overhaul. Not sure about specifics, but it needs more personality. Warnings of weaknesses, encouragement of trade, grumbling about being too chummy with another civ, that kind of thing.
- Ability to give/take land/cities via diplomacy.
Domain Powers/Social Fabric:
- Clear cut should be available way earlier. For instance, Bronze working for forests, Smelting for jungles, Machines for swamps.
- Perhaps use improvement points for clear cut instead?
- Debuff most of the social fabric bonuses. As it is, the exploration one is fine, diplo is okay, but the rest are way too generous.
- Diplomatic social fabric should probably provide a relations boost rather than gold.
- Scout heal/teleport ability cost needs to either scale or have a cooldown.
- Reinforcement abilities are fairly overpowered when used defensively. Needs a cooldown or stronger debuff.
- A means of 'selling' excess domain XP, especially if the associated social fabric is already maxed.
UI/Other:
- Infopedia needs to be more informative, complete, and include a search function. Upgrade trees for units would be handy.
- Option for notifications regarding: pop growth, border growth, vassal improvements, or hostile units in friendly territory.
- Consistent Undo Button or no Undo Button, because at present, some decisions can be undone, but some can't.
- Display unit veterancy in ledger.
- Option to ignore 'go to' units constantly asking for confirmation reaching their destination.