Summary: Work in Progress, with many Good Ideas. The Game doesn't necessarily need more Features, just more content. I've played 3 Campaigns so far (only completely finished one, the others were ended early because I was snowballing and getting bored). Lets break the Features down: The Points, or "Experience" System is a nice take on abstracting the resources available to a Civilization, and they would be the main way of making your Civ feel Unique. Unfortunately, you only have a limited pool of things that you can do with each Type of Experience, so past the early game you will always be able to build Experience-gathering buildings of every type, turning into a generalist empire that was exactly the same as the ones that you played before. The "Unique" ages are not as unique as I was hoping: Each Age basically just seems to have a unique resource type, and a reskinned building from the "Standard" ages which helps utilize or create that resource. They still break the game up, but not as much I'd like. One exception here would be the Age of Plague, which can really devastate your empire if you don't prepare properly. This is a bit of a noob trap, since the game doesn't communicate how to deal with/prepare for an age of plague, which is probably also why many people are complaining about it, but I welcome anything that forces players to take a different route The Resource System is the best example for a system that desparately needs more content: There are tons of resources that are just dead ends. The best example here is Olives: In the early game, you get a building to turn olives into cooking Oil (which is super valuable for the early game), and then... nothing. Fish is even worse: There are empire types which specialize in producing massive amounts of fish by creating mobile fishing ships, but in the end fish is consumed for a tiny bit of food, and is never processed into anything else. Ther are positive examples though: Flax can not only also be turned into cooking Oil, but it can alsobe turned into Cloth, which can be further improved into Textiles and Clothing, increasing its value with every step. These Dual-use resources are the cornerstone of an interesting resource system. (if you want a perfect example, look at against the storm: Every resource there can be used for different things, and every resource can be created from one of several other resources. It creates a web that allows players to get creative with how they want to specialize their economy. I assume that a lack of interesting resources is a result of not having enough time to fully stock the game up with content, and if C Prompt Games wants to continue devlopment with future updates, I would recommend this as the cheapest and most effective place to start. This might need a slightly improved UI though, because currently you cannot decide which resources get turned into what other resources meaning if you have 1 sawmill and 1 paper maker in a city and only 1 wood to feed them with, you cannot decide whether the paper maker or the sawmill gets the wood. Finally Combat: Combat is really not that great, it mostly involves units running into each other with the player having no agency apart from initiating the fight. Endless Space 2 has a similar system, but there they at least let the player decide which of their units goes into which "lane" of combat, and they lat the player decide on strategies that determine the range at which each lane fights. Also, the Cinemtic fights in ES2 look gorgeous while the fights in Millenia look like crap. Mostly, the fights just come down to the following: Armies with generals beat armies without generals, and sometimes the AI leaves armies running around that consist only of ranged units, so you should try to snipe those. Apart from that -> more stats = more winning. The the graphics: usually I'd say that graphics aren't very important to me as long as the gameplay is interesting, but millenia really makes you appreciate Games like Civ 6 or Victoria 3 for their excellent UI. Half of the UI Elements in Millenia still look like Dev UI and the whole colour palette is a desaturated Gray-White-Green, with most of the UI being an unadorned dark blue... it's kinda cold and uncomfortable, not the sort of thing that you want to look at for 15 hours straight when youre playing a campaign These are a lot of points, so I'd like to summarize my personal priorities (if any C Prompt Community Managers or Game Designers are reading this :P) 1 - Most Important (Must Have): Get more content into your economy system - each resource should have multiple uses! (look at against the Storm for an interesting resource tree!) 2- Should have: Make the combat more interesting (Endless Space 2 is a good example of a few very simple features making the combat system much more compelling, without making everything super complicated) 3 - also Should have: Get a UI Artist to go over your game. You don't need to change any functionality, but adjusting some Fonts and adding the occasional color transition can go a long way. 4 - Nice to have: Add more content to your Ages. You had a couple good Ideas with the Age of plague and the Age of Heroes, I'd like more things that actually make the ages feel distinct. (knock players out of their comfort zone by forcing them to change direction, and then give them the tools to change direction)
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