
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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Reviews
Themes across 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The ages in this game are varied and interesting. I especially loved Age of the Atom with the 50s forward-looking aesthetics. Each age, even if it isn't the one you wanted, still allows the player to participate in a meaningful way. After winning the game, I immediately felt like playing again. There is a lot packed into the economic/resources mini-game. Managing city resources and improvements will satisfy even the most ADHD of players. On the other hand, if you don't really want to go that deep, you don't have to. Your cities won't be as efficient as they could be. But they will still function. One thing I have always disliked in 4x games is an artificial limit on expansion. Yes, this has it. And if you try to expand too much, you literally won't get any culture events (more on this later), and cities will begin to revolt. However, there is a way around this: towns, and vassals. In most 4x games, you have to crank out settlers and expand intensely, because cities have a limited footprint. Not so in Millenia. Your cities will expand infinitely. However, remember those culture events I mentioned above? That is how you get towns. Town can also specialize, meaning with some smart planning, you can make ultra-efficient improvements around your towns. Worried about revolts when you go on the warpath? Nope. The cities you conquer become vassals, and do not count towards your city cap. You cannot control your vassals. But they do provide passive income. This has the side-effect of tamping down on the micro, so you can enjoy the other aspects of the game. Combat is fairly simple. Stack your troops, attack. You get a screen that lets you watch, or you can skip. Units have types and bonuses against other types, allowing for some strategy on how you build your stacks. The bonuses are definitely noticeable. So don't ignore them. The most unique feature of Millennia is domains. You accumulate domain points based on your improvements and buildings, which you can spend for various effects, such as reinforcing military units, expanding towns, generating income (knowledge, money, etc), or any number of interesting effects. As an addendum to domains, you have governments, which you get to choose. Each has several effects that you can purchase using your domain points. So you are never bound to a single play-style. Your nation is your own, and you get to choose how you play. Diplomacy in this game is... adequate-to-limited. You can interact with the other nations by using diplomacy domain points. You can ask for peace, you can declare war. You can declare hostilities, which means you can shoot units, but not invade territory or take cities. I've found that the AI mostly just want to have no rules and shoot you in the face without actually being at war. There is a fairly decent selection of maps. Nothing crazy. Again, adequate. End-game: I won through the Age of Transcendency. All I got was a quick "YOU WIN!" and then back to the main menu. Wow. Extremely disappointing. Is the game good? Yes. Should you buy/play it? Yes. Is it perfect? No. It could use some polish in some places. Some stuff isn't explained well. The UI is not very clear when it comes to what you can click on. And there are a few visual bugs. End-game rewards are very disappointing. Even a 30-second cut-scene would make it feel so much more rewarding. When you buy this, do not pass up Atomic Ambitions expansion. It is totally worth it. Next play through, I will definitely try to get the aliens. Yes, there are aliens in this game.
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 811 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love Paradox games, but this game was a cash grab. They really dropped the game in less than two years after the release.
Had huge potential. Game already abandoned by Paradox. DONT BUY.
Could've been great. I don't know who's to blame but this was badly fumbled. oh well!!
Unfinished and abandoned. Do not buy
Just a great and complex civi game with great econony system. best civi game ever.
....naja... fast. Das Civ-ähnliche Spiel zeigt viel Potential und tolle Ansätze aber hoffen wir mal auf weitere Updates und Addons., gerne passe ich meine Rezension dann an. Gut: - Zeitalter eröffnen neue Spielregeln/Spielvarianten und sorgen für Abwechslung (auch die Krisenzeitalter sind nett spielbar) - Durchaus mehr Spaß als Civ VI (aber kommt an Civ V nicht ran), Spielgefühl wie Civ CTP - Dank der überschaubaren Grafik schnelle Ladezeiten und Rundenzeiten - die Spielablauflösung für Wettlauf zum Mond und Manhatten-Projekt sind gut gelungen - der Start in der Eiszeit als wanderndes Volk ist stimmig und gut gelungen (AddOn) Schlecht: - Keine Kontrollzonen. Eine Absicherung von Grenzen ist nicht möglich, die unschlagbare Siegesstrategie im Kriege ist es Armeen zu umgehen und Städte einfach zu überrennen. - Burgen sind nutzlos und hilflos - Zeitalter oder Fähigkeitseinheiten kann man nicht updaten (z.B. diese Buschmann-Jäger ) und "veralten" nie obwohl sie nach ein paar Zeitaltern sinnlos werden. - KI ist hilflos und das trotz KI-Cheats (KI kann alle deine Städte sehen und wandert daher zu den Ungeschützen - aber mit einer von Stadt zu Stadt wandernden Schutztruppe kann man damit die KI-Armee quasi fernsteuern...) - praktisch keine Hilfe über Spielfunktionen (Wieso kann ich keine Atomwaffen bauen trotz Manhattenprojekt? Wie erzeugt man Spezialisten? Wie komme ich zu einer Religion usw) - die Spielfunktion der regionalen Hauptstädte hat Potential aber ihr habts vergeigt. Schlecht ist die Lokalisierung (Stadt != Stadt?? Besser wäre das Wort "Siedlung" für die Nebenstädte) sowie das Regionale Hauptstädte zu dicht aneinander gebaut werden -> und die KI die Welt mit Zwerghauptstädten zuspawnt und sich damit blockiert. Derzeit ist das Problem nur mit mod losbar. - Kampfbalance: Milizeinheiten und Wacheinheiten zu Schwach gegen Technologie-Rückständige Einheiten, während echte Kampfeinheiten zu Stark wirken gegen technologie-Überlegene Einheiten - Mitkämpfende Anführer passen nicht in das System und rauben nur Einheitenplatz. Besser wenn Sie passiv sind (In den ersten Zeitaltern spielt das keine Rolle, sie wirken wie Elitekämpfer oder Riesenhafte Einzelkämpfer. in moderneren Zeitaltern ist das aber lächerlich. - keine spürbaren Völkerunterschiede/ Völkerspezialeinheiten. - Kampfanimation für Fliegerangriffe muss man sich immer doppelt ansehen ??? - keine Alarmfunktion für Feinde im Eigenen Land - Stadtstaaten/kleine Völker nur rudimentär - Stadtnamen wiederholen sich ständig (zu geringer Namenspool )
I was excited for this one. Paradox doing a 4X Civ version. Sign me up. I was also ok with their DLC model coz at the end of the day, they are a company and they are providing lots of hs of fun so it is ok....but milennia just had too many things that didnt work. I do hope that down the line they pick up the concept again and take some of the bits that do work to make something new (like they have done with imperator.) What worked (kind of) - The Ages system can be cool but a 'first across the line' system just doesnt work and makes no sense. It could have been nicer to have like a counter once a civ cross the threshold before everyone goes into the same age. It also ends up feeling like there is no agency or impact for everyone else that was kind of close enough in triggering it...at the end it doesnt feel like the 'world' earned entering the age of heroes or pestilence or whatever....it just happened that the biggest one drag everyone in there. - I think the resource system was a fun addition without being overwhelming. The chains are not very complex and there is fun in getting a region/city building up a particular chain. - the regions and towns system works well....but it was explained extremely poorly and it is not as dynamic as it should. Meaning that you run with the same problem that Civ6 had at the begining with the sector that you have to plan several ages in advance to not feel like you messed up ....and that you cannot delete them and repositioning them.... the bits that really killed it - There is no civ per se, it is just horrible colored name tags that mean nothing but a list of random cities and towns. It is the antithesis of immersion. Likewise, the bonuses are meaningless and there isnt even an attempt at an explanaiton as to why a given Civ may have this or this other bonus. - Production is just too overpowered as an element at the beginning. IF you didnt get a city maximizing production from the get go then you are too behind to ever meaningfully catch up.... - Diplomacy is pointless, besides fighting barbarians, the world is not alive. The equivalent of city states just sit there doing nothing until you vassalize them one way or another. - Natural wonders are obscenly underwhelming with just a name tag on a normal tile Like at the end of the day, there isnt really a compelling reason to explore the world, or conquer it, or anything....because the world is just not alive. To be honest, it makes sense that they cut their losses and moved on
Disclaimer: I have not played multiplayer, as it wasn't funcional at game release. The graphics primitive, but very functional. UI works. I didn't encounter any major bugs or crashes. Choosing a civ at the start is entirely cosmetic, but I thigk all things considered that that is a plus. Flavor/Culture is instead derived from national spirits that you pick each age. It solves the feeling of cultural stagnancy that sticking with a static civ throughout the game gives, allowing for a civilizational narrative, but without without breaking immersion (as in humankind and presumably civ 7 when it comes out) due to switching to discontinuous cultures, such as transforming from Sumeria to the Celts, Ethiopia to China, or Inca to France. Ages are pretty neat. They veer into mythology alternate-history and science-fiction, and make for a lot of replayability, as your options and short term objectives can vary wildly between games. The world itself is reactive to the actions of players. Researchable technology differs based on through which age you progress into. Crisis and Challenge ages are damaging/powerful. Being able to plunge the entire world into chaos with an age of plague, conquest, or the AI uprising, for instance, with your own actions is fun in singleplayer (it might get annoying If you are behind in multiplayer, I wouldn't know.) They also are focal to winning, as different ages offer different win conditions. Being ahead of your opponents at the right time is critical to securing victory. Internal empire management in this game is really fun and engaging. Setting up supply chains which develop in complexity as technology progresses is very satisfying. It makes natural resources on the map feel much less interchangeable than other games. For example, rice and wheat can both be processed into flour, but rice can also be used to make wine. Best in class in my opinion. The combat is passable, and not really a focus of strategic gameplay. You build units, move stacks around on the map put in a leader for a % strength bonus, Rock paper scissors, the armies do a little auto-battle thing which shows how the battle went. Overall, pretty good. Has some unique and good ideas that seperate it from the rest of the genre, definitely not a clone as some have said.
I really disliked the demo of this game, but the full release is incredibly good. This game does so many things right, and if you want an actual good civilization experience, this is the game for you.
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