Millennia Review – Microsoft Windows

Millennia Review

Millennia Review
Millennia, a turn-based empire builder inspired by real and alternate history
 
Developer: C Prompt Games
Engine: Unity

Introduction

We have Millennia, a turn-based empire builder inspired by real and alternate history, so is it any good? Let’s find out. Have you ever asked your mom for Sid Meier’s Civilization and she said, “We have Civilization at home?” Well, this is the “Civilization at home” in this instance.

A Sprawling Mess: The Tile Economy Woes

The tile economy in Millennia is my main complaint. Your city can claim any tile on the map, and you can construct upgrades there to produce resources. Sounds typical, doesn’t it? False. It seemed like I was always running out of room, especially in bigger cities. Important resources frequently call for certain tile enhancements, and the majority of enhancements only provide one kind of resource. There are only so many city buildings, and they cannot be combined. This implies that by the Renaissance, all of your towns would resemble disorganized chaos with infrastructure covering every tile. It’s unnatural and visually unpleasant.

The images make matters worse. Buildings are cut through by roads, and urban development engulfs waterways. Even if the landscape appears fine at first, over a hundred turns, this jumble frequently obscures it.

Later Game, Longer Wait

There are several drawbacks despite the tile economy being a persistent pain in your side. Production chains were developed in later times, allowing for the efficient use of limited space to produce bread and other foods by processing resources like grain into flour. When commerce is taken into account, these networks get more complicated, which adds an interesting level of interaction. It was insufficient, though, to alleviate the annoyance of the tile economy. Civ 6’s districts, which provided a good mix between sprawl and a congested capital, were something I kept missing.

However, the issues don’t end there. There are more bewildering resources added to the mix as the game goes on. Want to drill holes for oil? “Specialists,” who are said to symbolize intelligent individuals, are what you’ll need. It seems that schools would be the solution, don’t they? False! Education is not the same as “knowledge” (science) or specialists (brain trusts); education is a distinct resource for city progress. This is unreasonable and annoying because these resources are generated by entirely distinct buildings.

Interesting Ideas, Flawed Execution

I did like the structure of city needs, even with the problems with the tile economy. For cities to expand beyond a particular size, they must meet a variety of demands. It’s only food at first, but later on, sanitation becomes really important. You’ll eventually have to worry about things like internet access, energy, and possibly schooling. While certain demands are more obvious than others (social media contributing to population growth, for example), Millennia stands out for its distinct concept.

Alternate historical ages are a fascinating concept as well. From bronze to iron to the Renaissance and beyond, you move through a typical historical timeline. On the other hand, special tech cards allow you to access different ages. These include the Age of Conquest, in which the campaign is prematurely ended by gunpowder dominance, and the Age of Heroes, in which legendary founders fulfill missions. The issue? Certain ones are hard to get through naturally, and the steampunk Age of Ether is all but certain. Rushing science becomes essential if you hope to have any influence over the age that follows.

Warfare: A Mixed Bag

With the AI truly putting up a fight (unlike in many Civilization games), combat may be interesting. The most endearing part, though, is how comically antiquated the battle animations are. The unclear initiative was what really bothered me. Although it’s unclear who goes first or how units select targets, it appears like there is a turn sequence. Beyond unit strength, there is no way to anticipate the outcome of a conflict; units may receive double attacks.

Performance Issues and Lack of Content

Millennia has terrible late-game performance. The maximum number of turns is 500, however on a big map with only six nations left, the resolution of turn 499 on a powerful Ryzen CPU took an astounding one minute and forty seconds! The game stopped for the first thirty seconds; not even the AI took turns. The late game can be a frustrating slog because it can take several minutes to wait for structures or to simply stop turns.

Options for setting up campaigns are likewise unsatisfactory. The early eras pass relatively quickly, there is little control over game length, you only receive 18 nations with basic bonuses, and there aren’t many possibilities for creating maps. Though national spirits and beliefs allow you to create your nation over the millennia, there is no distinctive architecture, no base units, and no talking leaders. Various countries seem uninteresting, with stereotypical images of barbarians even depicting the Zulu.

Conclusion

Many games have attempted to unseat Civilization as the dominant turn-based strategy game. Although Millennia has some intriguing concepts, such as production chains and city demands, these are undermined by an unwieldy tile economy, nonsensical resource management, and appalling late-game performance. You’re probably better off sticking with the original Civ for a truly fascinating experience, even though Millennia is a respectable knockoff at a lower price.

Hope this article on Millennia Review is helpful. If you have questions regarding this article, feel free to comment down below.

FAQs

Millennia is a turn-based empire builder inspired by history, similar to Civilization.

It has some interesting ideas but is weighed down by flaws like a messy tile system and terrible late-game performance.

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