
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
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.
Discounts
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.
About






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
Reviews
Themes across 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tentatively recommended to some people. Do keep in mind that I'm probably biased by the need to justify the purchase. Millennia is a Paradox product. It means that right now, you're buying not a proper game, but a promise that the game will be assembled... eventually. We don't know how credible it is, but updates get delivered on schedule for now. The launch was a mess: the developers royally screwed up with misleading multiplayer promises. By now, though, proper multiplayer functionality has been added, so, a good sign. The highlights of the game are progression and economics systems. Constructing nations over the ages is interesting and, unlike its Humankind counterpart, works properly, without narrative problems. The key narrative difference is that components are not historical cultures that overwrite your country's presentation to the world, but just themes (for example, "Theologians") that you add to your nation (a shame that governments aren't built the same way). From mechanical standpoint the cultures are not front-loaded packages, but trees of perks (you will normally get them all eventually, so the choice is mostly about sequence, though) that are well-integrated into other game mechanics. Then there is ages system: instead of a monolithic research tree, there is a sequence of ages with several variants, each one having different techs within. Every age comes with special rules, and the choice is global: the science leader gets to pick the next age variant... or screw up: say, after some gross sanitation mismanagement the world is forced into the Age of Plague, where everyone will have to manage disease outbreaks. Some authors's ideas are weird, even in "historical" variants, but the system overall works well. Economy system is more complicated than usual: it starts with the normal tile yields, food and production, then goes into lots of goods, organized into production chains, that exist to satisfy multiple urban needs. The goods production is tied to the map via improvements - buildings that are constructed directly on the map, in a manner similar to Humankind or Civ VI districts, but much more variable. Trade is underwhelming so far, though. The global resources are also more variable than usual, the devs adapted the standard Paradox approach with "mana" (multiple kinds) in addition to the expected science and culture currencies, with some success. Many things are predictable, mostly in bad ways. Graphics are outdated - the screenshots are fairly representative. The UI is a mess (probably even somewhat worse than expected). AIs are stupid, in all of the usual ways. The diplomacy system is simple, theoretically sound, but gets hobbled by the usual suspect of proximity penalties, combined with AI expansion style. No religious diversity: everything is a reskin. No espionage yet. The balance requires much, much work (and also less renewables' fans). Micromanagement closely follows complexity. Basically, 4X business as usual, set expectations accordingly. One thing so far has been conspicuously missing: war/combat. Well... nearly everything about these mechanics here is a disappointment. The two-tier (think Total War or, again, Humankind) system is a massive failure: the top level is unstrategical in several ways (the primary one is lack zones of control of any kind), the bottom one is... ugh. I hope that it's actually a placeholder that was retained due to a massive overextention: any other explanation implies extreme incompetence on part of the system designers. Basically, there is zero tactical control outside army arrangement, the resolution mechanics are annoying, the unit behaviour is crazy, leading to the bad kind of unpredictability, and the combat viewer is an affront to one's eyes. The result is that in every single war I wanted to scream - it was one of the worst military strategy experiences in my life. It is probably fixable, though: Humankind is out there as a reference. Overall, Millennia has several good ideas, is promising in general, but flawed (also, probably overpriced). I can recommended it to 4X early adopters/novelty seekers, but hardly to anyone else.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Genres
Stats
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
Surprenant. Il y a toujours quelque chose à faire même en late game. Étrangement, je ne peux m'arrêter de jouer. Ne vous laissez pas rebuter par l'esthétique des graphiques.. Il y a temps à faire que l'on n'y pense plus. Et, on peut décocher l'option des animation de combat. Ajuster la présence ainsi que la force des barbares. Modifier les raccourcis claviers. Je recommande le niveau des AI à adepte pour débuter car le niveau de difficulté par défaut.. Ils vont vous défoncer et rendre l'apprentissage laborieuse. Et, oui, il y a une adaptation aux mécaniques de jeu qui diffèrent de Civ mais une fois pris en main c'est que du bonheur.
Trash... when a 200 attacking army can be taken out by a 60 defending army (in the attackers own lands) then you really need to rething your game.
Actually an amazing game, as of now really a better and cheaper alternative to Civ VII. I hope there are more dlcs to come
Очень приятная и залипательная игра
Рекомендую, но с оговорками. Первая - брать по распродаже, на 2к она в текущем состоянии как будто ещё не тянет. Каком состоянии? Её ещё нужно полировать и доводить до ума, есть некоторые небольшие багули, шероховатости, местами неудобные интерфейсы, плохой стартовый рандом (например, может скинуть всех в кучу, кроме одного, и тогда у него большое преимущество, потому что нужно тратить меньше ресурсов на оборону и войну; либо стартовая расстановка у кого-то в россыпи ресурсов с хорошим бустом к еде и производству, а у кого-то пустошь и труп лошади в овраге). Вторая - эта штука сложнее цивы, готовьтесь к челленджу. Причём я так пока и не понял, читерит ли ИИ, или это я пока не все нюансы вдуплил.
不推荐轻度类文明game爱好者游玩,我倒是觉得不错,有不少值得夸赞的内容,但整体框架还是很简陋,不适合新手游玩,整体完成度略低,如果文明7出一个类似的大型mod,我一定会选择文明7mod
game feels unfinished. it had potential, but got abandoned
Es ist das "one more Turn" für mich.
Спасибо Параходы. Потраченного времени жаль. Пятикратно переваренный кал.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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