
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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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
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
给个好评,不是整个游戏没有什么问题,比如搞笑的战斗设计,到后期可以让电脑自绝的优化,还有可以继续添加的内容。 但这个游戏的底层设计是有趣的,游戏的特异时代个人觉得是个妙手,没有绝对的好坏时代,所谓的好时代不一定有利于你,坏时代也不一定有害于你。是否利害决定于是否是你自己选择进入这个时代。 其他的一系列机制都相辅相成(战斗除外),你的选择决定了你文明的方向。我感觉这个游戏系统能有更丰富的发展可能(现在的特异时代设计还是有些西方中心论)要是每个时代可以有更多的发展可能,那这游戏得多有意思啊(当然那个战斗还是太招笑了,制作组的优化水平也令人担忧) 我希望(应该是没有可能了,毕竟已经这么久了一点消息都没有)制作组可以继续更新一些特异时代(还有如果可以更新,希望制作组可以再放飞一点,文明的可能性再多一些,反正咱又不是什么完全贴近历史的游戏,什么巫术魔法搞起来)。 虽然我个人人微言轻,但还是希望这个游戏可以涅槃重生的,毕竟它是个好玩的游戏,一个好玩的游戏即使不完美也希望可以有一个好的结局(现在的售价还是有些太高了,毕竟现在内容和一款独立没什么区别,可以价格对半砍就合适了)。 好吧,我刚看到停止更新的公告,那只能希望有哪位看到我评论的大佬可以出一款可以更加优化这个游戏体验的新游戏了,我还是相信看评论的各位一定是有能人的,我还是希望有一款更加放飞的类文明游戏的(我相信各位,各位大哥都是有才之人,小弟的这点希望就全仰仗各位大哥了)。
This is a civ-game with a focus on developing your civilization one trait at a time. Technology and units have lesser roles compared to other civ-games. It's not my favorite in the genre, but in no way any bad game at all.
Ein zweiter Teil mit mehr Finanzkraft könnte Civ den Rang ablaufen. Super innovative Zivilisationsentwicklung.
This game, so far as I can see deserves better, more thoughtful reviews. I admit I bounced off of it once due to some reason I can no longer recall. The UI is pretty good doing it's best to corral all the interflowing forces at work, from resources accumulated in domains, resources for culture, technology, resources of food, territory expansion, resources to build new expansions on your terrain versus new things within your cities/units. Overall within about 30 minutes I had it under control and understood all this. So you get cities, and units, and buildings in cities, and "buildings" outside of cities (resource harvesters and such), but the cool thing they did is there are Provinces that divide your nation, each with their own capital. So certain resources stay in side your individual regions unless you trade between them. There's also international trade. This is cool. The graphics are clean, with character, and readable! SOOOO much MORE readable than the crap I've had to face in, say AOW4... omfg. More readable than OldWorld, but OldWorld is a game that totally overcomes that failing , while AOW4 is just headache inducing. The graphics at highest level never bog down. They're, to me, above the threshold for serviceable but actually enjoyable and pleasant. They are NOT super realistic, but I do feel like there's a little world in there represented really well. And FPS is +++. The way battles play out is NOT cinematic. But they are very cool, to me because of this: Your armies and units serve as tactical expressions of your overall strategic level of playing. You set up what units will populate your armies, maybe add a leader to them, and then off they go to fight- but the deal is the TYPE of unit classes in your army tell you HOW they will fight in any battle. The actual Att/Def etc. of the unit tell you how well, but you've managed most of your tactics by how you made up your army (3-7 units depending on where you are in history). If you loaded it with archers, for example, your ENTIRE army is going to get to go first if they meet with no other support units, but pick out targets at random. Then the enemy gets to respond.... interesting. Your line units pick targets at random but MUST pick off other line units before they get to go for the support units, so they protect their own support units by sacrificing themselves, in a way.... and then the cavalry units go. They too have to pick off line units first, but... they ALWAYS pick the weakest dude... like poking a hole through the line. There's more too depending on other resources, but that is a very cool underlying system to combat. Clean, tactical without busying me too much and allows me to stay strategic without jsut throwing everyone at everyone. A "superior" army can get wiped out by careful tactics. Also terrain matters, so yeah. Plus the generals can get up to +50% attributes if they meet another army later game that has no general... Goo , simple system with portents that mean you better use it to your advantage. The ages and spirit of your nation ideas are cool and well executed. First person to the next age gets to decide what TYPE of age it will be (if they fulfilled certain criteria), and pick out their next spirit with a special bonus. All the others follow into the next age and can pick any spirit, but if it's already picked you don't get the special bonus. Your government type is another level of what sort of society you have, separate from your Spirit. The economy model is very cool- you decide what sort of basic resources and advantages each resource gets turned in to and this shapes your strategy as you go and decides what type of civilization you have. Overall this game is well thought out, well executed (at this point with patches, I didn't play it when it first released- I bounced off of that). I hope the AI can sort of play it against me in a good way, as that is about the only thing I would be concerned about- but this concern goers for every strat game, unfortunately. Well, maybe OldWorld hasn't let me down yet.
the game is to formulaic.
knock off civilization but worse
Прекрасная игра! Наиграла уже ~227 часов и ещё с удовольствием запущу множество раз - хочу добить все ачивки и побывать во всех эпохах. Большая вариативность смены эпох, в каждой добавляется новая интересная механика или ресурс. Как по мне, проект намного удачнее Civilization: все бесячие штуки, которые есть там, к моей радости, здесь отсутствуют. Не все механики понятны с первого раза, но так приятно с ними разбираться и выбирать стратегию развития! Графика ок, карта наглядно понятная, играть интересно. Обожаю исследовать наградные лагеря, открывать уникальные места, гонять варваров. Механика дипломатии понятная. Здорово, что у каждой страны есть свои особенности, которые в том числе можно задать вручную - широкий выбор настроек, видов карты, размера, количества игроков. Единственное, пожалуй, что я не оценила - это бои между отрядами, они довольно топорные. Но хорошо, что есть автобой. Ну и юнит Исследователь - имба, конечно %) Разработчикам большое спасибо, просто лучшие!
It had so much potential as a improved take on civ like games. Sadly unlike with other paradox games like cities skylines it never got to fulfill its potential before being killed. Still a good game with enough content for several playthroughs but the 40 euro price tag is a bit steep for the amount of conent there is compared to its competition. 7/10
the game honestly is brutal at times even on the easiest setting, as soon as you hit bronze age, 3 or more Barbarian warlords just matierlize at your cities and kill your entire army and then your city
Millennia is a game that I thought I would like, as a fan of Civ3, Civ4, and Old World. it didn't take the "leaderization" model that Humankind and Civ VII did, and the deeper economic focus was appealing, with the alternative ages adding potential replay value. In practice? The demo, across the first three ages, was amazing. I liked the full game in the early going too. But the farther I got into it, the less I enjoyed it. it was a recent Civ VII review that clarified for me part of what didn't work for me in Millennia. That review mentioned the "magic button" - rather than showing the development of infrastructure gradually with player-controlled workers or builders, in Civ VII, once you get enough of a particular resource, you can just place a building instantly. Millennia takes the same approach, with infrastructure points. You can build cranes and other in-city buildings to gain more infrastructure points more quickly, but once you have enough infrastructure points, you can just add a farm, or fishing boats, or a mine, or what have you. In practice, after the early going, I often found myself finding I had near the maximum carryover of infrastructure points, so I'd build a bunch of things one turn, and then forget about them again. It didn't have that organic feeling that the older Civ games, and indeed Old World, have. The economic system has its plusses and minuses. In theory, the chain of "build farms, build flour mills, build bread ovens" or "build logging camps, build paper mills, build book factories" is appealing, and it sort of is in practice. But it all winds up flowing back to eight to ten end resources - books help knowledge, spices help commerce, for example. It's more than the Civ games have, but it's not a wholly developed, "you need logs or steel to have buildings" economy, like Banished or Factorio. It winds up straddling a line where it's more to manage but I'm not sure it adds enough to be worth it. It might if it were the main focus, but in practice, I spent more time managing my military. In part, this is because it's difficult to appease the AI - once a conflict starts, it's only willing to make peace when you have a significant advantage, and very rarely when things are close to even; sometimes it also starts the conflict, so the military system is mandatory. This would be fine if it were more enjoyable. In practice, I think it bogs the game down. The notorious battle animation screen does provide some feedback on what units are performing well, but the view-by-default configuration means that in practice, if a war is going on, I'm often watching battles as much as managing an empire. The military system also suffers for lack of a "rally point" setting as Civ3 and Civ4 had; I have to tell each reinforcement to go to the front lines, and have them join an army. It's tedious. So in a mid-to-late game conflict, once I've finally finished taking care of all the military tasks for the turn, I often overlook the economic ones, which is arguably where Millennia is a stronger game. Diplomacy is also unsatisfying due to being under-developed. I didn't expect Europa Universalis IV levels of options, nor the animation of the more recent Civ games, but it feels like the other civilizations are just _there_. There's so much potential in the economic and trading side of things that was never realized. Instead of just building textiles for commerce within my empire, what they were tradeable? Sadly, the game never gained enough popularity for potential expansions focused on economic-diplomatic matters to be developed. There are strengths. The crisis system, often powered by the side effects of conquest, is a unique and somewhat effective method of countering warmongering tendencies. The domain system, while also underdeveloped, is another good foundational idea. The systems individually often make sense, it just doesn't quite add up to a cohesive whole of the sort that would have me coming back over and over. Instead, I tend to play another game of Old World. Perhaps I'll revisit it again at some point, have a more peaceful game, and make it all the way to the end. But I'll probably try Ara and see if it delivers first.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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