Review embargo is over today and it's not looking good.And waiting for Millenia
Review embargo is over today and it's not looking good.
Even the multitude of YouTubers who Paradox has paid for months to promote the game aren't really fawning over it. IGN gave it a 5/10: https://www.ign.com/articles/millennia-review
I don't think I've ever seen a more brutal line in a review than this. . .Review embargo is over today and it's not looking good.
Even the multitude of YouTubers who Paradox has paid for months to promote the game aren't really fawning over it. IGN gave it a 5/10: https://www.ign.com/articles/millennia-review
When you ask your mom from the back seat if we can get Sid Meier's Civilization, and she shoots you down by insisting, "We have Civilization at home," Millennia is the Civilization at home.
Not 'seems', it IS entirely devoid of personality, and that's by design.I don't think I've ever seen a more brutal line in a review than this. . .
But, I'm not surprised Millennia is getting bad reviews. It always seemed like the devs started with "Let's make a Civ competitor" and then never made it much farther than that. Like, from what I've seen of Ages (including game play videos), they just seem like more a involved version of ages from Civ6, not some kind of evolutionary leap forward that you'd either need or want from a competitor to a major franchise. Also, just a kind of random observation, but the game seems almost entirely devoid of personality.
Sorry, I'm not taking about the blank nations and so on but the aesthetic and generally feel of the game. It has a very "default late 90s/early 2000s game" template kind of feel to it. Like, Old World's aesthetic has a very, well, old world feel to it while, again, Millennia's doesn't have really have any kind of personality beyond "functional," which is always very boring, at a minimum.Not 'seems', it IS entirely devoid of personality, and that's by design.
They set out to give the gamer an ntirely Blank Slate to build his/her own Civilization. But a Blank Slate means just that: no Leaders, no specialized architecture or units or social/civic policies - everything is Up For Grabs during the game - including the progression of Eras/Ages. I applaud the idea, but I also found it incredibly boring after the first couple of games in their Demo: random units from randomly-named Civs/Factions whose only point of difference is the color, and those are all Primary: not even the 'subtlety' of Bavarian blue, Spartan dark red or British 'redcoats'.
Mea Culpa. The utter blandness of the Civs/Factions in the Demo simply overwhelmed any other impression I had of the game. Hopefully, in later ages of the game they get more distinct, but the Demo's limit of 60 turns did not in any way give me a feeling of "One more turn" either.Sorry, I'm not taking about the blank nations and so on but the aesthetic and generally feel of the game. It has a very "default late 90s/early 2000s game" template kind of feel to it. Like, Old World's aesthetic has a very, well, old world feel to it while, again, Millennia's doesn't have really have any kind of personality beyond "functional," which is always very boring, at a minimum.
Whereas I'm *far* more ignorant than you about History, I do not agree. If anything, blank civs would make multiplayer a lot less cheesy. I remember playing an archipelago map in multiplayer where my neighbour had Brazil. He built up a little culture pool just to get this insane battleship. I had a handful of ships, both melee and ranged, like frigates and the like, and he one shot my entire army in one turn and I didn't even see the tail of his battleships... that was wasted time. Another time Columbia declared war on me, he hadz 7 movement points horsemen that could pillage each of my improvements. This was insane. It's a way to learn the "game", but kind of a cheesy one IMO.Not 'seems', it IS entirely devoid of personality, and that's by design.
They set out to give the gamer an ntirely Blank Slate to build his/her own Civilization. But a Blank Slate means just that: no Leaders, no specialized architecture or units or social/civic policies - everything is Up For Grabs during the game - including the progression of Eras/Ages. I applaud the idea, but I also found it incredibly boring after the first couple of games in their Demo: random units from randomly-named Civs/Factions whose only point of difference is the color, and those are all Primary: not even the 'subtlety' of Bavarian blue, Spartan dark red or British 'redcoats'.
What they forgot to include - and they are by no means alone in this - is some nod to the fact that whenever you start a game - nominally 10,000 or 4000 or 15,000 BCE, you are never starting at a truely blank Beginning. The little or not-so-little groups of people wandering the map at the Start have been doing so for 10s or 100s of thousands of years, and the map, climate, biome, whateveryioucallit has caused them to modify how they do things, and think about things: faction-specific 'uniques' are not random, they are a product of many factors and many centuries so that they appear random to the casual observer (us gamers). The only way to make Millennia's Blank Slate Start work would be to push the start date back several million years or so and make the starting technology Walk Upright for everybody, but that makes for a very long, very dull First Era indeed.
The best thing about Millennia (at least based on the Demo games) is that it is another set of examples of What Not To Do in Civ VII game design. I confess I've toyed with the idea of a Blank Slate Start all the way back to Civ V: some system where you 'earn' all your Uniques as you progress through the game. Now I know from Grim Demonstration how badly that works without a careful consideration of what everybody Starts With, no matter when they start. In short, there are reasons the Calusa, Chinese, and Nafutians did things differently and thought about things differently, and some of those are so basic to who and where they were that they cannot be left to chance or choice du ring the play of the game. The problem is to identify the Basic Identifiers from the Adopted As They Went to incorporate appropriate 'starting sets' for each Civ/Faction, not remove all sets of ever ything to give everyone an 'even start'.
Any pre-colonial New World civs are going to have "anachronistic" unique components.Things is, they often are anachronistic like the Shoshone scout in Civ5.
Having EVERYTHING be unique for every civ is just plain not feasible. Unique unit sets work on games with highly limited timeframes, like Total War for instance, but it's completely impossible for Civ.Of course, every civ should have its own unique SET of units, of ALL units, because culture is a thing. I think that by going to your reasonment, this might be a much more high concern than blank civs.
I know, that was just for the example.Any pre-colonial New World civs are going to have "anachronistic" unique components.
I know. I was just explaining that what makes a civ particularity is not the "miracles" their uniques accomplish, but the way they illustrated themselves. (it can be from "that" or "this" time) And that each civ has its uniques, like languages, habits, clothes... and that's not because one civ archer has different clothes than another one that it's better or inferior.Having EVERYTHING be unique for every civ is just plain not feasible. Unique unit sets work on games with highly limited timeframes, like Total War for instance, but it's completely impossible for Civ.
Review embargo is over today and it's not looking good.
Even the multitude of YouTubers who Paradox has paid for months to promote the game aren't really fawning over it. IGN gave it a 5/10: https://www.ign.com/articles/millennia-review
Up until a few months ago, I would have agreed with almost everything here: start blank, 'develop' all your Unique attributes (units, buildings, districts, even social/civic policies) as you play: a 'Civ-Building Toolkit'Whereas I'm *far* more ignorant than you about History, I do not agree. If anything, blank civs would make multiplayer a lot less cheesy. I remember playing an archipelago map in multiplayer where my neighbour had Brazil. He built up a little culture pool just to get this insane battleship. I had a handful of ships, both melee and ranged, like frigates and the like, and he one shot my entire army in one turn and I didn't even see the tail of his battleships... that was wasted time. Another time Columbia declared war on me, he hadz 7 movement points horsemen that could pillage each of my improvements. This was insane. It's a way to learn the "game", but kind of a cheesy one IMO.
For solo, of course some civs have really early unique units. Things is, they often are anachronistic like the Shoshone scout in Civ5. Unique archers for Amanitore in Civ6 are not unique slingers, so one can imagine there is time from there to adopt a unique archer unit. By the way, uniques are here to represent, illustrate the History of a civ, not its reality in the details, and allow for what's similar to a militaristic golden age or a particular illustration of their deeds. Of course, every civ should have its own unique SET of units, of ALL units, because culture is a thing. I think that by going to your reasonment, this might be a much more high concern than blank civs.
Maybe the most educated people in the world are not interested by engineers careers because maybe they are not supported by the state (a part that you control by creating them). Obviously, if you don't build anything for engineers, as educated your city would be, there would be no room for them. You can attract scientific elites without your people being educated. In fact that's the other way around : in Civ6 for example, it is assumed that a campus and a library will attract great scientists, or create them, it is guaranted while in reality this doesn't happen like this. It's a lot more complicated. As to not being able to cut woods until the information era, I see it as the most worrying fact here, but maybe it is to represent the fact that a tribe cannot and do want want to deforest the land ? Until information era is still a bit harsh in my opinion though. But after all, we are in information era and despite the fact that the man has no consideration whatsoever for nature anymore, there is still some good part of Amazonia forest to cut still. So it must require probably some good machines of mass-cutting to deforest, while in Civ you could maybe take care of the amazon forest by the medieval era. Well, there's also the fact that we colonized it "recently" and that the natives were tribes that lived in harmony with it. But whatever the justifications : those are all gameplay mechanics and one probably have to do with them, I probably would do very bad with them or complain and all, but I do not doubt some others could adapt better.but then the reviewer described how Knowledge, Education and Specialists are three entirely different things. So you can have the most educated city in the world but lack engineers, or be scientifically advanced but suffer from a crippling lack of educational facilities, as those three things require three separate building chains. Which occupy space - and you can't clear forests to get more space for them
Maybe that's just legend. And if it's recognized, then we can imagine that their culture would make people exercice with bows as soon as some degree of childhood, or have military traditions that made them use their archery units more efficiently than the egyptians, or against the egyptians or whatever. As a country, they have limited neighbours and maybe it was kind of a shifumi thing, every weapon has its strenghts and weaknesses. Maybe they inherited those traditions from a "great general" that had really an insight about ranged warfare, he was like (in terms of Civ obviously) giving all archers within 2 tiles +10 strenght and when vanishing he gave all ranged units +5 strenght ? All that is about Tradition. Or again, maybe that's just legend and that Nubians archers "happened" to do well in a battle, and became famous that way, and/or they reiterate exploits because they were famous and paralizing the enemies warriors already... you to say, actually.To be completely honest with Millennia, many attributes identified as 'unique' to some group or the other since 4000 (or 10,000) BCE would be really hard to fit into a Development model: to use Amanitore in your post as a quick example, what made her Nubians develop exceptional archery skills, and not the Egyptians living just down river from her? The first thing I discovered about trying to put together a 'development model' for any set of uniques is that it is Damn Hard and requires a huge amount of detailed research into all the factors that potentially went into the original development - and Potentially deserves to be capitalized because there is frequently on-going debate among the academic sources about what did cause something to develop here instead of there, or anywhere at all.
Reputation works on two parties: those who have a reputation - as archers, as warriors, as philosophers, etc - and those who face them. The Nubians may have been no better with a bow than any other group in Africa, but they had a reputation as 'people of the bow' so they themselves expected to do better, and their enemies had to always be aware that the Nubians had a reputation - acquired no matter how - of being very good with a bow and arrows. It affects everybody involved, even if only at the most subtle level.Maybe that's just legend. And if it's recognized, then we can imagine that their culture would make people exercice with bows as soon as some degree of childhood, or have military traditions that made them use their archery units more efficiently than the egyptians, or against the egyptians or whatever. As a country, they have limited neighbours and maybe it was kind of a shifumi thing, every weapon has its strenghts and weaknesses. Maybe they inherited those traditions from a "great general" that had really an insight about ranged warfare, he was like (in terms of Civ obviously) giving all archers within 2 tiles +10 strenght and when vanishing he gave all ranged units +5 strenght ? All that is about Tradition. Or again, maybe that's just legend and that Nubians archers "happened" to do well in a battle, and became famous that way, and/or they reiterate exploits because they were famous and paralizing the enemies warriors already... you to say, actually.
Eh, the benefit of the 3D animated leaders is that people like them. They add a lot of personality to the game, they’re interesting historical recreations, they contribute to emergent storytelling. They’re fun. Fans aren’t going to want to give them up.As to leaderheads, their only benefit IMO is that they allow an instantaneous recognition of the faction you face off. But that could maybe be done even better by showing up a mini-map with your interlocutor civ in red on this map.
I don't think I've ever seen a more brutal line in a review than this. . .
When you ask your mom from the back seat if we can get Sid Meier's Civilization, and she shoots you down by insisting, "We have Civilization at home," Millennia is the Civilization at home.
Well I'm a fan too and I feel they are just overboard ridiculous and annoying. They do not contribute to emergent storytelling to me, except by seeing them mentionned in forums and Youtube videos, but that's not even storytelling... Fun maybe, like "loving to hate them" or something, but that's it.Eh, the benefit of the 3D animated leaders is that people like them. They add a lot of personality to the game, they’re interesting historical recreations, they contribute to emergent storytelling. They’re fun. Fans aren’t going to want to give them up.
If no civ has uniques (except city names, like in Civ1 and Civ2 but without leaders), it would not matter to know who exactly you are facing except its geographical location. By the way there would still be the civ name near the map, so that you can do emergeant storytelling... if being France and facing Toltecs helps. (I'm for the return of Culturally Linked Starting Locations as an option too, and maybe a new one, "Contemporary Culturally Linked Starting Locations" for better storystelling and "recreation of History" Just a name is enough for storytelling, and beside that we have city names uniques too to represent it on the map !)I don’t think that would even be good at “instantaneous recognition” because a minimap is a snapshot of your current game only.
I can't agree with this at all. The leaders 100% contribute to emergent storytelling. For example, I remember in Civ 5, I loved having Suleiman on the map because he always allied with me. His jovial greetings gave me a real kick. With his friendliness, he became a real character. In Civ 6, I get a kick out of Kristina calling me a philistine who can't appreciate art.Well I'm a fan too and I feel they are just overboard ridiculous and annoying. They do not contribute to emergent storytelling to me, except by seeing them mentionned in forums and Youtube videos, but that's not even storytelling... Fun maybe, like "loving to hate them" or something, but that's it.
I just disagree with this "no uniques for any civ" idea entirely. It'd be incredibly boring to me. You complained earlier about how they are unbalanced strategies that you had a bad experience with in multiplayer. Yeah that's unfortunate, but Civ isn't a competitive multiplayer game, so I don't think the devs need to focus on perfectly balancing every faction--that would really be to the detriment of the game and reduce any fun. The vast majority of players love that every civ has its own unique style or flair.If no civ has uniques (except city names, like in Civ1 and Civ2 but without leaders), it would not matter to know who exactly you are facing except its geographical location. By the way there would still be the civ name near the map, so that you can do emergeant storytelling... if being France and facing Toltecs helps. (I'm for the return of Culturally Linked Starting Locations as an option too, and maybe a new one, "Contemporary Culturally Linked Starting Locations" for better storystelling and "recreation of History" Just a name is enough for storytelling, and beside that we have city names uniques too to represent it on the map !)
Same here. The animated and cavorting cartoonic 'Leaders' add nothing to my enjoyment of the game after the first 2 - 3 times they yammer at me, and of course the Leader you are 'playing' you never see cavort so Who Cares?Well I'm a fan too and I feel they are just overboard ridiculous and annoying. They do not contribute to emergent storytelling to me, except by seeing them mentionned in forums and Youtube videos, but that's not even storytelling... Fun maybe, like "loving to hate them" or something, but that's it.
If no civ has uniques (except city names, like in Civ1 and Civ2 but without leaders), it would not matter to know who exactly you are facing except its geographical location. By the way there would still be the civ name near the map, so that you can do emergeant storytelling... if being France and facing Toltecs helps. (I'm for the return of Culturally Linked Starting Locations as an option too, and maybe a new one, "Contemporary Culturally Linked Starting Locations" for better storystelling and "recreation of History" Just a name is enough for storytelling, and beside that we have city names uniques too to represent it on the map !)