
Create your own nation in Millennia, a historical turn-based 4X game that challenges your strategic prowess across 10,000 years of history, from the dawn of humanity to our possible futures.
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0.14/day in the week after.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Themes across 810 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a very decent game, and very much underappreciated both by Steam reviews and in terms of sales figures. Even though I acknowledge the dissatisfaction of many other players, I decided to chime in to put some things into perspective in order to complete the picture for the sake of fairness. [h1]Gameplay[/h1] In a nutshell, Millennia is Paradox Interactive's attempt to break into the fanbase of Sid Meier's Civilization series at a time where the latter lost a lot of customers due to dubious game design decisions. Millennia avoids some of the features that Civ7 copied from Humankind, particularly the immersion-breaking culture switch and the lame leader animations, and sticks to what made the earlier Civ iterations popular. Even though this game was only published, not developed by Paradox, and it is indeed turn-based like the Civilization titles instead of following their typical real-time grand strategy concept like CK3, Stellaris etc., it shares some characteristics with its Swedish cousins: It is a 4X map game, there are "mana points" for different areas of national development, it has a multitude of interacting systems and numbers for the player to consider, and it provides great variety of options how to play and how to win the game. You can decide to focus on your military and confront your opponents openly to wipe them out, you can outpace everyone with science and finish the game by leaving the planet on a space ship (remind anyone of anything?), or you can found a religion and win by converting the whole world to your faith by various means. The number of cities you can control is effectively capped to 8 for most of the game, which mitigates the typical micro-fatigue of other, similar games; on the other hand, it does not feel too restrictive because each region around such a capital can grow very large, and you can have unlimited additional cities as vassals. One of the most appealing aspects of the game is that every historical era gives you a (more or less limited) choice between different versions of that part of the timeline with different challenges and new resources and population needs to manage. The early, simple ones and the infrastructure you built for those never become completely irrelevant, but after every Age transition, you start building up a new "layer" for your empire: Food, housing, sanitation, faith/ideology, education, luxury - those are gradually introduced and later expanded into increasingly sophisticated production chains. This way, the player is neither overwhelmed at the start, nor is he bored and burnt out in the endgame because there would be just the same construction order again that he already went through 20 times before in the same campaign. I think C Prompt deserves some credit for this pragmatic and accessible design. [h1]Presentation[/h1] Some of the early and the recent cricism of Millennia has focused on the allegedly "ugly" graphics of the game, and I understand what those commenters mean. Flashy graphics have clearly not been the priority here. Still, I do not find the map or the UI elements repellent, I think of them as "retro". They made me feel like playing Civ4 again, sans the unit animations. The gameplay graphics are something to get used to, but they are fine. Where this title really convinces me is the characteristic soundtrack and the stylistically consistent artwork for each historical era you enter. Even though they are nothing out of the ordinary, they are competently done and get me into the mood for each phase of my playthrough. Most importantly to me, they did not disrupt my immersion by modernizing history, if you catch my drift. That being said, they could have worked a little more on how they notified the player about him winning the game. As soon as the victory conditions are met, the game just stops, you get one pop-up message and an audio cue, and that's it. No cutscene, no voice-over, no option to continue the game just for fun - it does feel a bit anticlimactic. This does not make the game itself unfinished though, since there are plenty that work like this. I am just saying that this point could have been elaborated a little better. [h1]Value for money[/h1] You can get your money's worth out of this game as it is, even if you buy it at full price. On a sale, you cannot go wrong with this at all. One campaign provides entertainment for one weekend, and the procedurally generated world maps and different Ages guarantee good replay value, since those exclude each other in their respective period of history, varying in aesthetic themes, buildings, roads to victory and, if you will, role-playing experiences that are different each time. There are two DLCs with minor additions to general gameplay, but those are very much optional. Compare that to other Paradox titles where the constant releases of overpriced expansions and overhauls usually bloats the total price of a complete collection way into the hundreds of dollars. Millennia keeps both its scope and its cost at a healthy and affordable level. [h1]Verdict[/h1] This is a must-have for Civilization veterans, especially those who do not condone the way Civ7 is going. It is well-thought-out, paced and mostly balanced with regard to game design, which is where this title shines. The graphics are relatively basic for a modern game, but serviceable. The soundtrack is good. The game runs stable (I did not experience a single crash in more than 50 hours), and the slight performance drop near the end is tolerable, especially since the game is turn-based. With the small caveat that I have not tested the multiplayer functionality at all, I award this game 7.5/10 points. [h1]PS: Recent negativity[/h1] With regard to current events: The game is being review-bombed right now after the developer announced that the latest update has been the last one, a relatively short time after releasing the game. However, this should not distract from the good qualities to be found here. Some of those loud critics seem to be confused about the situation a bit, too: This is NOT a "scam" where a developer sells an Early Access version and abandons it before even finishing the product. This is also NOT a live-service title where the servers are shut down due to a lack of players. The game is not "gone" just because it will not receive more updates. This game is merely declared to be in its finished state, just like in the olden days when you went into a store, bought a game on a disk or CD-ROM and got to play it. A product is not a "scam" just because the publisher decides that he does not expect any further profit from continuing development. The game is functional, it's fun (at least to me), and it is open to community mods, which can easily be added from the Steam Workshop via the main menu. I am not sure how many mods can be expected considering that very few people are playing Millennia right now, but the road is open. I will keep an eye on the horizon and enjoy the tour.
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Reviews, worldwide (the counter carries no country): 0.13/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Simplified Chinese, Russian
Hours played at review time, across 810 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I would be willing to recommend this game with a couple of caveats. The game is extraordinary detailed. There is a huge potential in the game for replay and replay and replay. My issue with this game is it does tend to be painfully tedious. There is no real guidance as to what a player should be focusing on within a particular journey to the end. If the goal is a Military victory, that's pretty basic stuff. Everybody knows how to accomplish that. But if a player decides not to pound all the others into oblivion, it can become a bit problematic trying to figure out how to "win". I just finished playing a game to the 500 turn limit, and lost. I have no idea why. I was first to the moon, I was first to the A-Bomb, out had the most Democracy points. I had no idea what I should have been doing to secure a non-military victory. The game has no graphs, no information about each type of possible outcomes, no information on where you stand relative to the other players. The game just ended with a DEFEAT screen, nothing.... I have no intention of playing this game again until there are appropriate updates to the game. That said, the game has a HUGE amount of potential it's obvious a lot of thought has already gone into the development and I do wish for more from this title
Bought this game on Launch when it first came out. At the time (launch) the game was terrible and complete trash. After several updates they basically pulled a No Man's Sky and made the game into a good game. The Combat kind of sucks but putting that aside everything else takes the Civilization formula and makes it better.
Update: 1 Year. I dont still dont think the 40euro price is justified, buy it on sale. - Special ages are neat and spices up the game each time. - tile usage around regions have a fair amount of complexity to it, but I feel like you need a couple of playthroughs before you properly know the value of each, and what its future value could be when refining it. - Game is fairly solid, got a decent pacing to it and decent mechanics to prevent military and tech snowballing. - UI is fairly basic, could use some work, especially as some things are not shown unless it becomes a problem (unrest). - The DLC's does not seem to mess with the base game and only seem to add more options to it. Original complaints: - [strike]40 euro game, Released in what I would consider an unfinished state that should have been an early access in my opinion.[/strike] Edit: Still true, but game feels finished now. - [strike]Multiplayer was not functional until almost a year later.[/strike] Edit: works properly now. - Proceeds to make 30 euros worth of DLC's in less then a year, that really should be part of the main purchase as far as I am concerned. As much as I like the concept, I would not recommend it at 40 euro price point. Would recommend getting it on sale at 20 euros or less.
Not a bad game, but sadly abandoned after less than a year after release: They sold an Expansion Pass and pumped out the content as fast as possible to then abandon the game. This has a certain ick to it.
This could/should have been good, but sadly it is unfinished and seemingly abandoned. I feel so ripped off.
Клон цивилизации гиперусложнённый микроменеджментом. Поздние этапы дисбалансны и неиграбельны. Сломанные механики присутствуют. Жалко потраченных денег. А ведь когда демку скачал, первые пять эпох очень даже интересно провёл. К сожалению дальше игру видимо не тестили. Вряд ли игру удастся довести до ума ,тк она сделана по принципу: понапихаем кучу всяких механик, которые фиг знают как между собой взаимодействуют,а геймеры путь разбираются. Бои другие ,не такие как Циве. Это не плохо и не хорошо. Я быстр привык к ним. + Убрали рабочих с карты. Тупо за молоточки строим инфрастуктуру на карте. Так удобнее ,чем в Циве. +- Строительство на глобальной карте более вдумчивое и подробное, чем в Циве, однако с ним приходится долго возиться,что при большом количестве городов утомляет. + Убрали торговлю/кражу технологий. Нет её и не нужна. - Интерфес громоздкий, огромное количество значков , иконок, анимаций юнитов и ландшафта - всё в кучу, глазами тяжело найти нужный тебе объект в этой каше. Отсутствует стратегический вид карты с ресурсами, природными достопримечательностями и прочими объектами интереса. - Цвет иконок наций отличается от фактического цвета отображения их на карте. Смотрю в дипломатии: Греция - синяя, смотрю на карте : Греция - оранжевая. И так все страны. Очень путает. - Города-сателиты непонятно какого уровня, пока в него не ткнёшь не узнаешь можно его повысить или нет. - Военные юниты улучшаются в любой момент. Соперник видит твой анахроничный юнит. Подходит к нему, а ты апгрейдишь свой юнит до современного. Да, можно апгрейдить прямо на территории врага, прям перед нападением, без кулдауна после улучшения. Можно всю армию сразу улучшить. Это позволяет держать устаревшие юниты с низким содержанием, и улучшать их только когда они идут в бой. - Механика Хаоса интересная по задумке, но абсолютно сломанная. Подсказка говорит,что несчастные люди и некоторые другие события приводят к Хаосу, по факту хер пойми за что он на тебя начинает сыпаться и так до конца игры и мучает. Никак от него не избавиться, как проклятье какое-то. За что конкретно сейчас у тебя увеличивается Хаос - нигде не найти. Заметил ,что Хаос увеличивается за победы в "нелегитимных" войнах. А как узнать легитимная война или нет- непонятно. Меня союзник призывает в войну,я даже отказаться не могу - это легитимная война или нет? -Кризисы эпох непродуманные. Религиозный кризис нетерпимости начинается сразу же после начала эпохи. Как только люди изучат религию - тут же начинают требовать храмы и несчастны от этого. Но храмы нельзя построить, они в другой технологии, которая открывается позднее. Религия есть - храмов нет - бред. - Ещё хуже с Веком Антиутопии. Постоянные беспорядки , которые блокируют работу улучшений на глобальной карте. Бороться с ними может одноразовый юнит полиции (исчезает после использования). Беспорядки начинаются сразу,а технологию полиции надо ещё открыть. Проблема была в том ,что я сильно обгонял других игроков в развитии, у них были средние века, до технологии полиции - им как до Луны, а беспорядки начались, и обычными войсками их не подавить. В итоге у всех остальных игроков абсолютно все клетки были в беспорядках. Тупость в том ,что эта механика по сути дублирует недовольных граждан в поселении. В городах только довольные лица,а вне города - всё в беспорядках. Механика беспорядков игнорирует механику "процветания" у вассалов. У вассала все клетки в беспорядках, а процветание 300% ! В общем куча механик ,которые в отдельности интересны, а все месте убивают игру. - Манхэттанский проект можно завершить без источника урана. Вы изготавливаете и испытываете ядерную бомбу, но обогащённого урана у вас нет, у вас никакого урана нет. Чудеса. - Нефть на карте не появилась, ни одного месторождения. Карта большая, три континента. Странно. А вот месторождения железа и золота специальные юниты могут просто создавать там где игроку захочется. Может и с нефтью надо было так сделать? - Производительность к концу игры падает существенно. Слайд шоу на финальных этапах. - Никакой статистики в конце,ни графиков - ничего. Только табличка: "Ты победил, Ура.Ура!", выйти в меню... Фишка игры в том ,что каждая нация пишет свою историю во время игры, изначально их почти ничего не различает. Нации приобретают свои особенности , делая тот или иной выбор в игре. К сожалению разработчики переусложнили геймплей механиками, которые вместе не работают. И я не верю что они когда либо будут работать. Это просто невозможно починить. Так что мужики качайте лучше Циву, и пройдите её ещё разок. Надеюсь мой обзор хоть кому-то сэкономил деньги.
Watch a video of the combat animation. Straight out of the 2000's. If you can't take it, I'm not here to convince you otherwise. I myself played Warlords and World at War, so I have no problems with it. (What I have problems with is the much prettier Ara, where troops act more like ocean waves than armies. So uncanny!) I was critical of this game on release. It was in a rough state and felt overpriced. This justifies the mixed reviews, but they eventually made just enough improvements that I can now enjoy the unique elements of the game. I've played many 4X games, and I'd say in most you tend to do rather similar things throughout the game -- at least after the initial expansion phase, which often turns out to be the most interesting part of the game. Then, you experience 500 turns of cranking out bigger numbers. Millennia gets out of this mold by using Eras. Each Era introduces new rules that break up monotony every 30-40 turns or so. Additionally, you can encounter different Eras in different play-throughs. So in one game you might suffer from an Era of Plague, and the next game witness the Age of Heroes. Is this "gamey?" Certainly. You have heroes rise up and adventure around the globe and then, when the Era ends, they stop being heroic altogether. But is it fun? I think so, at least a certain number of times. Just remember, it is all intended to be taken a bit tongue-in-cheek. As for your civilization, it has very generic beginnings. It doesn't matter if you pick Canada or Japan. As you play, you pick a number of different National Spirits that shape your nation. There are a large number of possible combinations. Some are quite a bit stronger than others, so if you "power game" then you might tend to pick the same ones. But you really don't need to. Additionally, you can earn Innovations. These are selected at random and can further diversify your experience from game to game. For example, you could get bonus goods for paper production, encouraging you to build near forests and make books. Innovations might even influence which Age you want to work towards. My main gripe about the game is the documentation. Each Age brings different rules and technologies, which lead to different improvements, which generate different goods, which benefit by different National Spirits, and so on. It is a rather complex web which even the wiki doesn't do justice. So you can either spend time cross-referencing everything, or play a bit blind and make decisions without knowing everything that will come from them. Overall, Millennia has some flaws, but it can keep me engaged for the duration of a game. Eventually, though, the novelty of Ages will probably wear off. Thus, I recommend getting the game on sale.
After probably 25 years of gaming on and of steam, this is my very first review. Why? Because I want a roadmap for 2025! In my oppinion this game deserves it! The game is imo the best competitor to CIV as of now, with fresh ideas, regarding replay (timeline can be changed significantly by choosing), tile system and strategy (focus trees). Each of the ideas are great, I love the immersion that they generate, which are not broken by the alternative histories. Damn I even love the graphics; they feel more realistic than Comic CIV 6. The game for sure has it's weaknesses, especially in CPU AI (weaker than CIV, but similar problems), balance (the game for sure is not perfect for Min Maxers), and the super prolonged late game (CIV has a similar problem) So the game is definitely not for everyone (especially min maxers won't like aspects). But in my oppinion it brings enough fresh air to be exciting for a lot of hours. Hopefully the game gets a roadmap for 2025!
Abandoned because they couldn't make it a DLC farm
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