Millennia Guide

Millennia is a new 4X strategy game by developers C-Prompt Games and published by Paradox Interactive. Here at LadiesGamers, I reviewed Millennia and gave it a score of I Like it a Lot.

So, as usual, since we love the game, it’s time for a Millennia Guide to help you set your nation on the right course to victory.

In Millennia, you guide your nation through 10,000 years of history, from ancient times to the near future, shaping alternate worlds by guiding your civilization through pivotal Ages. You’ll tailor your nation’s traits to suit your strategic approach or adapt to challenges posed by competing factions. With an array of resources at your disposal, you’ll discover many endless possibilities to achieve victory in Millennia.

Millennia Guide

Millennia Guide A Grand bridge in Millennia
A Grand Bridge in Millennia

Let’s start with the controls in our Millennia guide. If you have played a 4X strategy game before, the controls should be familiar.

Controls

WASD / Left-Click and Drag: Move Camera
Shift + WASD: Move Camera Faster
Left-Click: Select Army / Air Force
Right-Click: with an army selected, Move / Attack
Ctrl + Right-Click: with an army unit, select attacks without advancing
Enter: Next Action / End Turn
H: Toggle Hex Grid on World
B: Toggle Goods Tile Information
P: Toggle Influence / Border Growth View
Ctrl + 2: Undo Previous Action (if applicable)
Spacebar: Center Camera on Selection
FI: Open Infopedia
F2: Open Research Tree
Shift + Click: To queue up another tech (when available)
G: with an army selected, Toggle Army to Guard
K: with an army selected, Skip this Army; this turn.

Ages in Millennia

Millennia Guide Progress through the Ages, Age of Bronze
Progress through the Ages

In Millennia, the Ages represent historical periods like “the Bronze Age” or “the Renaissance.” As you play, you advance through various Ages, each offering new content such as Technologies, Units, Capital Buildings, and Culture Powers. Age rules also come into play, altering gameplay significantly during each Age. Ages are presented as Technologies, with multiple options available for progression. Meeting the requirements allows you to research and move your Nation into a new age.

When a nation becomes the first to complete research on a particular age, it sets the timeline for all others and earns a bonus in innovation. This eliminates other age options, and all nations must move into the next established Age. For instance, if you’re in the Age of Bronze and finish it first, then move on to the Age of Iron, everyone follows you into the Age of Iron. If you are the first Nation to reach an age, it grants you Innovation and a significant advantage.

Millennia Guide Age of Kings
Age of Kings

Furthermore, each Age unlocks new content and rules exclusive to early adopters while making alternate ages unavailable. Research costs for a new age decrease based on completed technologies, making progression smoother with more research done.

There are four different types of Ages:

Standard Ages: Standard Ages are the default path of history.

Variant Ages: Variant Ages are often pathways of normal history left untravelled or otherwise more unique than the default path. These may not explicitly be any more negative or positive experiences than a Standard Age, but they will be more unique.

Crisis Ages: Crisis Ages are when the world spirals into turmoil. Problems affect every Nation involved, and survival is often the hardest part of these ages. These often encourage more conflict or death and can set back nations that are unprepared for it. A Crisis Age has caught me out a few times, so be prepared.

Victory Ages: Finally, we have Victory Ages, which are offramp ages. New victory conditions are set, and should any nation meet those conditions, the game ends early, and victory is achieved.

Domain Powers

Millennia Guide Domain Powers screen
Domain Powers

The list of Domains is on the toolbar on the left side of the screen. You will spend a lot of time clicking to see the menus that appear there. The domains are Government, Exploration, Warfare, Engineering, Diplomacy, and Arts. As the game progresses, you unlock different domain powers, gain access to new domains and research technologies, and unlock national spirit, faith, and government ideals.

The Government Domain reflects your nation’s administrative capabilities. Government XP is vital for building a robust government and expanding regions.

Uses include:

  • Unlocking new ideals within a government.
  • Utilising the Spawn Settler Government Domain Power to establish new vassals or regions.
  • Employing the Create Town Government Domain Culture Power to introduce a new town to a region.
Millennia Guide Exploration Domain Powers
Exploration Domain Powers

Exploration Domain

The Exploration Domain reflects a nation’s desire to discover and expand. Exploration XP is crucial for exploring new territories, establishing distant resources, and advancing research. This Domain activates when points are initially earned, usually during the Stone Age.

Uses include:

  • Unlocking new Ideals under the Exploration Domain National Spirit.
  • Expanding region borders with the Claim Territory exploration domain power.
  • Discovering and launching Expeditions to Natural Landmarks.
  • Using exploration-focused Unit Actions, like those for the Scout Unit.
Millennia Warfare Domain Powers
Warfare Domain Powers

Warfare Domain

The Warfare Domain represents a Nation’s capacity to wage war. Warfare XP is important for offensive and defensive conflict.

Uses include:

  • Unlocking new Ideals within a Warfare Domain National Spirit.
  • Upgrading older Units into more modern Units.
  • Using the Reinforcements Warfare Domain Power to recover Health lost.

The Arts Domain represents a Nation’s more creative and spiritual values. Arts XP is important for religion and countering negative factors like unrest and chaos.

Uses include:

  • Unlocking new Ideals within an Arts Domain National Spirit.
  • Use the “Reduce Unrest” Arts Domain Power to prevent rebellion in your nation.

In Millennia, the Domain Powers are quick bonuses you get by spending that Domain’s XP. The bonus can change bad situations into good ones or make good situations even better. Keep track of them and use your Domain XP wisely while you have it.

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Governments

Millennia Guide Government domain
Government domain

In Millennia, all Nations begin with tribal rule. While helpful at first, it could be better for governing a large nation. Upgrading to a new government in the third age offers significant benefits. Governments act like a national spirit in the government domain. By selecting your current government, you can see its ideals and use government domain XP to activate bonuses or unlock special buildings.

Your current government also shows the resources gained each turn, but these bonuses only apply while that government is active. When moving from tribalism to a new government, tribal bonuses are deactivated, but newer governments are more advanced, so upgrading promptly is wise.

Governments also offer a bonus in the last tier of ideals, like national spirits. Reformation provides ongoing bonuses and allows changing governments to change without widespread chaos by unlocking the “Peaceful Revolution” culture’s power.

Alternatively, the “Violent Revolution” government domain power allows for change without enough culture, but it causes chaos and reduces government XP. New governments are available in ages III, V, and VIII, each offering different capabilities. Later-age governments are generally more powerful, prompting early upgrades.

National Spirits

Millennia Guide National Spirits Age II
National Spirits Age II

National Spirits are like Ages in that they offer new tools and give you more focus on how your Nation chooses to tackle the world’s shared challenges. You can decide what your Nation stands for, and so it makes sense that Nations can evolve differently as history takes different paths.

National Spirits are grouped into four sets, tied to specific Ages: two, four, six, and eight. When your Nation reaches an Age where National Spirits are available, you can choose one from the corresponding set without any cost. Only one National Spirit can be chosen in each applicable Age, resulting in a Nation having four different National Spirits by the end of the game.

National Spirits Age VI
National Spirits Age VI

Multiple Nations can have the same National Spirit, as they’re not exclusive. However, unselected National Spirits receive bonuses when other Spirits are adopted, balancing less popular choices with additional rewards.

Furthermore, each National Spirit is linked to a Domain, except for the Government. The Domains include Exploration, Warfare, Engineering, Diplomacy, and Arts. Governments operate separately and don’t have National Spirits.

Choosing a National Spirit not only provides its benefits but also grants additional Domain XP in the related Domain. For instance, selecting a Warfare Domain National Spirit like Raiders in Age 2 will earn you extra Warfare XP each turn.

National Spirits and Ideals

Millennia
Khans

Once chosen, each National Spirit offers a set of bonuses known as Ideals. These Ideals are divided into tiers, with seven in total. To access higher tiers, you must unlock at least one Ideal from the lower tier. Each Ideal incurs a cost in the Domain XP of the National Spirit’s Domain. For example, Raiders, as a Warfare Domain National Spirit, has Ideals that require Warfare XP to unlock.

The highest tier of every National Spirit includes a unique Ideal known as a Legacy. Legacies are inexpensive, costing only one Domain XP, but they have a requirement linked to the National Spirit. For instance, Theologians, an Age 4 National Spirit, features a Legacy that activates when you reach 40 population following your state religion. Legacies grant Social Fabric points and are one of the simpler methods to obtain them, making them quite valuable.

Capital City

Millennia City management screen
City management screen

Each Region has one capital city at its core, managed on the Capital City screen. Here, you control the Region’s needs, production queue, and worker population. You can assign the population to tasks, use production to build, and manage resources and trade.

You should protect your capital to prevent regional unrest or invasion, as losing it means losing the Region. Your first capital region gains bonuses, and if they fall, another city in your Region becomes your new homeland. If you have no other regions left, you’re eliminated from the game.

Towns

Millennia Look after the Towns in your nation
Look after the Towns in your nation.

Building Towns boosts a Region’s level, generates wealth per adjacent Improvement, speeds up expansion into nearby territories through Influence, and enhances defences for the Regional Capital.

They can also be designated as Rally Points, directing newly produced Units to spawn there instead of in the Capital. Use the “Expand Town” Engineering Domain Power to raise a Town’s level, boosting its adjacency bonus and further increasing the region level.

Once a Town reaches Level 2, it can be specialised to gain additional or alternate resources from its adjacency bonus. Cleverly placing and specialised towns can give your Nation an early advantage over competitors. So, position a town strategically outside your Region to encourage growth in that direction, and construct improvements primarily around that town to maximise the extra bonuses for adjacency, aligning with your desired specialisation.

Vassals

Millennia This Vassal has reached it's Integration level
This Vassal has reached its Integration level.

Vassals are like Regions, but you aren’t in direct control of them. Vassals grow independently, expanding borders and constructing buildings. They also contribute a portion of their income to your Nation, making them valuable. Conquering an enemy Capital or using a Settler grants a new Vassal.

Each Vassal has an Integration level indicating how connected its people feel to the Nation. Vassals gained through Settlers require less Integration compared to those acquired through force, but Integration increases gradually over time. Using the Domain Diplomatic power can speed up this process.

To upgrade a Vassal into a fully controlled Region, focus on reaching 100 Integration. However, remember that Vassals also have a Prosperity rating. If you intend to maintain them as Vassals, it’s beneficial to boost their prosperity. Boosting their prosperity enhances their productivity and the value they contribute each turn.

As Nations expand, maintaining unity becomes more demanding. Each Region adds to the Culture required to uphold unity and increase overall unrest. Therefore, a balanced approach between the number of Regions and Vassals is advisable, depending on your strategic goals and how you have shaped your Nation in Millennia.

Millennia One City and three Vassals in the region
One City and three Vassals in the region

Another way to add a Vassal is through Minor Nations, which are sizable protected settlements existing from the start of the game. Minor Nations occupy spaces in the world and claim territory, but unlike typical borders, anyone can move into and through their space freely.

With a formidable military, you can attack and conquer a Minor Nation, turning it into a Vassal in your Nation. Alternatively, you can try diplomacy by sending an Envoy to persuade the Minor Nation to join your Nation voluntarily.

Citizen Needs

Millennia

A region’s population increases as its Needs are met. Each person in the population acts as a worker and can be assigned tasks like improving the region or gathering resources. The population limit starts at five and increases with each level gained by the region.

To check the needs of a region, select or centre the map on it; the information will be displayed in the top-centre panel. Meeting these needs improves the region’s quality of life, leading to happiness and population growth. If needs are not met, unrest increases and the population stagnates. Initially, only food was required, but as the region grew, additional needs emerged.

There are nine possible Needs:

Food
Housing
Sanitation
Luxury
Faith
Education
Power
Ideology
Information

Needs can be exceeded. For example, if a region needs six foods (bowl and spoon icon) but produces nine, it’s met at 150%, which boosts population growth. However, the excess supply is capped at 200%. If a region has multiple needs, its average is used to calculate growth.

All Needs work the same way, but some have small differences. Needs are fulfilled by giving the population resources of the same type, such as food satisfying the food needs and so on. This can be done in various ways, but the usual method is to construct specific buildings or improvements. For instance, building a farm or granary can provide food to meet that need.

Knowledge and Research

Millennia Research techs through the Ages
Research techs through the Ages

Knowledge (indicated by the book icon) is a national resource that shows a nation’s scientific understanding. Each turn in Millennia is used to progress technology research or advance to a new age. There’s one technology tree, and the total Knowledge from all regions is used for the specified research.

Each Age offers a range of different Technologies, accessible by selecting the Research panel on the left of the UI. Researching technologies unlocks new abilities, such as culture or domain powers, trainable units, unit actions, capital buildings and improvements, diplomatic actions, or the introduction of new projects.

However, some Technologies also grant bonus Units and Resources upon full completion. You can research Technologies from any Age in any order, but progressing to the next Age requires completing enough Technologies from the current one. For example, you must complete three techs during one Age before moving on to the next Age. In later Ages, you have to complete five techs from the tree.

Millennia
Age of Renaissance

Researching technologies requires Knowledge; the more knowledge you have, the faster the research progresses. Additionally, as more nations research technology, its cost decreases. Older technologies known to many other nations can be quickly researched.

It is important to note that if you don’t complete all the research before moving to the next Age, you can scroll back and research the tech you missed on the previous tech tree, and you even get a discount.

Culture

Millennia Culture Powers
Culture Powers

Culture is like a national resource that shows a nation’s cultural achievements, including the strength of its institutions, traditions, arts, and people. It builds up each turn in the Culture Bar in the toolbar on the left of the screen until you can use Culture Powers, which are powerful abilities. Higher cultural income means you can use these powers more often.

Regions also need culture for upkeep, so having a good cultural income helps support nations with many regions. Different cultural powers unlock as you progress in Millennia, gain access to more domains, research more techs, and unlock other national spirits and government ideals.

Resources

Millennia
Use the button on the map at the side of the screen to show resources on the map.

Resources come from various mechanics in Millennia, with goods being a primary source. Goods are specific commodities like ingots, tools, and books, which are converted into common resources at the end of each turn. For example, improvements in a region might gather olives, rice, and grapes (specific goods), each providing food, a regional resource.

Alternatively, you might mine gold to turn into wealth, a national resource. Resources usually build up gradually, often with storage limits capped. Some, such as production, are used right away at the end of the turn.

Types of Resources:

Domain XP: Government: government building icon or exploration Domain XP: plus coin icon
Wealth: gold coins icon
Improvement Points: shovel icon
Knowledge: book icon
Culture: statue head icon
Production: hand and hammer icon
Influence: crown icon
Unrest Suppression: face icon
Regional Needs: bowl and spoon icon
Specialists: gold emblem icon
Innovation: blue shield icon
Chaos: red flame icon
Social Fabric Points and Wildcards: bird icon
Age-specific Resources: old book icon

Resource: Wealth

Millennia Revolution occurred
Revolution occurred

Wealth is like a national bank account, representing a nation’s financial strength. It grows over time and can be spent anywhere in the Nation.

Most units need money to keep running, which comes from Wealth. Keeping large armies can get costly fast, so it’s important to have ways to make money. If there’s not enough money to pay for upkeep, units will be let go. Some events also require Wealth to deal with them. Chaos events, especially, offer Wealth to avoid even worse consequences. After community technology is completed, wealth can also be used to rush the completion of a capital building or unit.

Resource: Influence

Millennia Influence in the region
Influence in the region

Influence is a Regional Resource that represents a Region’s drive for territorial expansion. At every turn, the influence produced in a Region is distributed evenly into the unclaimed tiles along its borders. Every tile has an expansion cost based on its type of terrain and the distance from the Region’s Capital City. When Influence equivalent to this cost flows into the tile, it becomes part of the Region.

Towns are treated as a region’s capital city to determine and influence the cost of a territory based on its distance from a capital. Because of this, Towns are useful tools in steering a region’s territorial growth.

Luxury Goods

Once a Region’s population exceeds 15, it starts to crave Luxury, as indicated by the green jewel icon on the top toolbar. Luxury is mainly fulfilled by importing or making goods with a Luxury value, like Books and Jewelry, or any goods produced by a plantation Improvement. Compared to other Needs, Luxury satisfaction always stays below 100%.

Goods Trade Domestic and Foreign

Millennia Goods Trade Domestic and Foreign
Goods Trade Domestic and Foreign

Once you build a market in your nation, you have access to trade as the market opens a slot for imports in the Workers tab. As you meet other nations, the goods they produce are added to the goods available for import and export. Goods produced at one location in your Nation can be sent to different regions.

If you have excess Goods in one region, you can build a building in your capital that provides Domestic Export Slots, such as the Store building. From the map, select the region’s name and view the Workers tab. Your domestic and Foreign slots are to the right, below Goods.

Select any open slot and assign a Good to be sent to a different Region. Then, click Select Region to set where the Goods will be shipped to. Furthermore, Domestic Exports can be very useful in helping to boost newly established Regions.

Improvement Points

Millennia Use the improvements panel, or just click on the tile to improve it.
Use the improvements panel, or just click on the tile to improve it.

Improvement Points, indicated by the shovel icon on the toolbar at the top, are a National Resource that represents a Nation’s ability to build infrastructure. Improvement Points accumulate each turn and are spent instantly to build Improvements in a Region.

Improvements make a tile more productive when worked; if you move the mouse over any improvement, you can see what the tile is producing. Different terrains support different types of Improvement. Similarly, some improvements can only be made to tiles with a special good. Improvements can also be built by clicking your territory and selecting Improvement from the menu in the bottom right corner or by clicking the construction button for your Region at the top of the screen.

Buildings

Millennia Research new buildings and improvements
Research new buildings and improvements.

Buildings are constructed within Capital Cities, offering resources and passive buffs to their Region or the entire Nation. Each Capital Region can have multiple copies of the same Improvement but only one instance of a specific building. Since buildings are erected in the Capital City, they don’t require specific terrain and can be built without space constraints. They are constructed over time based on region production.

Once a building is finished, you gain its bonus and can construct another one. While units are crucial for defence and exploration, buildings provide lasting benefits to your Nation, so aim to construct as many as possible. As the ages advance, some buildings can be upgraded to newer versions with reduced production time.

Chaos and Innovation

Millennia guide
A time of chaos

Special events can occur in Millennia from time to time. The Chaos (Red) and Innovation (Blue) meters on the right toolbar at the top of the screen indicate the chance of an event and its variety. High innovation generally means positive things, while high chaos indicates negative possibilities.

Chaos and Innovation are rates, so each turn, your current rate is added to a growing pool of chaos or innovation. Gaining a point of either increases the rate at which they are accumulated by one additional point per turn.

The Chaos and Innovation pools run from zero to 100. Before the meter is filled, there is no chance of an event. Once either meter has been overfilled, each point above ten increases the chance of an event. Above 100, the chance of an event is shown beside the meter as a percentage.

Millennia Oops!
Oops!

When a chaos or innovation event occurs, the accumulated amount of chaos or innovation drops to zero and reduces the current rate of accumulation. There are a variety of ways to affect your chaos or innovation, allowing you to manage your chances for good or bad events. Examples of ways to modify these include:

Innovation: Some events offer choices that cause a gain or loss of Innovation.

  • The first Nation to enter a new Age gains some Innovation.
  • Reforming a Government will also reward Innovation.
  • Cutting Edge, an engineering domain culture power can be used to increase Innovation.
Innovation event
Innovation event

Chaos: Some events offer choices that cause a gain or loss of Chaos.

  • High levels of Unrest in a Region can increase Chaos.
  • Destroying Minor Nations will increase Chaos.
  • Propaganda, an Arts Domain Culture Power, can be used to lower Chaos.

Furthermore, chaos and innovation are not balanced against one another. So, gaining a point of chaos does not mean losing a point of innovation. It is possible to have high Innovation and high chaos at the same time.

Diplomacy

Millennia Guide Diplomacy Screen
Diplomacy Screen

Nations you met in Millennia appear on the Diplomacy Screen. It can be found at the top right by clicking the flag button. From this screen, you can use diplomatic actions against other nations to grow or distance your nations further, depending on your choice of diplomacy.

However, your Diplomacy options are limited until you can send an Envoy to another Nation’s Region to open negotiations. Once you have sent an envoy to another nation, the full array of diplomatic actions becomes available.

Furthermore, diplomatic demands are special types of diplomatic actions that force a nation to either give in to its demands or risk going to war with you. If they decline, you are given the chance to jump straight into war with them.

Faith and Religion

Millennia Faith and Religion
Faith and Religion

When the Culture Power becomes accessible in the Domains, you can establish a religion by choosing “Found Religion” under the Arts Domain. Direct this cultural power to one of your Capitals to make it the birthplace of the Religion.

If another Nation has already established a Religion, you can join it by selecting the Arts Domain and then using the Adopt Religion option. Controlling or adopting a Religion offers bonuses depending on the number of followers it attracts. Additionally, any Nations sharing the same Religion receive a diplomacy bonus, while those with different Religions face a penalty.

Social Fabric

Millennia Social Fabric
Social Fabric

As you advance in Millennia, you unlock the Social Fabric feature, which lets you shape your Nation’s identity. You earn Social Fabric points by using Domain Powers in each domain or by completing the final Ideal in a National Spirit, called the Legacy Ideal.

Six bonuses are tied to the Domains, accessible through the Social Fabric panel on the UI’s left side. While some rewards boost a specific Social Fabric track, Wildcards allow you to choose which track to enhance.

Units in Millennia

Millennia
It’s my home city; it looks a little different in Millennia.

Units are formations of people, vehicles, or mobile machines on the map. Left-click them to select, then right-click to give move or attack orders. Some units have special actions, shown as buttons above their portraits on the bottom toolbar. Units have individual stats, Health, and unique roles or abilities, affecting their strength in different situations. Combining units in the same location forms an army, pooling their strengths for movement.

Naturally, armies in combat can get hurt. Units and Armies that don’t do anything on their turn become Fortified, regaining 10% of their Health, even in enemy or neutral territory. They can also regain 20% health by standing within their Nation’s borders.

You can sub-select units in an army by clicking their portraits at the bottom of the screen. This is also how you access special actions. Even non-combat units might have abilities to aid in battles. Examples of actions include deploying for bonuses, building improvements, exploring landmarks, crossing water on transports, healing units, or instant movement to your regions. Units with another nation’s flag below them belong to that Nation.

Army Units

Millennia Exploring the map
Exploring the map

When Army Units from the same Nation gather on a tile, they form an Army and act together in movement and battles. Initially, an Army can consist of three Units, but this number can increase through upgrades as the game progresses.

Millennia China isn't happy
China isn’t happy

To manage Units within an Army, click on their portraits at the bottom of the screen. You can also switch between units by using the toolbar on the right side of the screen.

If you order one of your Armies on a path that would cause it to enter a tile occupied by another of your Armies along the way and then stop, the command will be refused, but if you order the Army to move directly to the tile occupied by the other Armies, it will move and combine, assuming there is available space.

Millennia Guide Combat

Millennia There was some Barbarian's on the battle field, but not anymore!
There were some Barbarians on the battlefield, but not anymore!

Now it’s time to mention Combat in this Millennia Guide. In a 4X game, combat involves more than fighting and army composition; economic factors also play a significant role. In Millennia’s combat system, you should consider crucial things like unit production and upkeep costs. Similar to how unit types add complexity to army management, the domains in Millennia introduce another economic element to warfare.

In Millennia, not all units are produced at the capitals with production. Various domain powers allow the spawning of units or armies. For instance, the starting Tribal Government includes “Raise Tribal Army,” which enables the spawning of a Warband at a capital using the Government Domain.

Millennia guide Combat screen
Combat screen

When an Army moves into a tile occupied by another Army controlled by a different Nation, combat happens. Combat occurs only if the Nations are at War, have Hostile relations, or if one side lacks a home Nation, like Barbarians or Rebels. Battles are shown in the Combat Viewer, which displays a simplified version of the fight. Units fight automatically based on their type and stats. Combat happens in rounds, up to three rounds per battle.

However, if no winner emerges, the battle ends as a draw, and both Armies stay put. Clicking the Combat Log button (=) reveals a detailed summary of the fight so you can see what is happening in more detail. Units are removed if their health reaches zero or if they lose all morale and retreat from combat. Each Unit acts in every round based on its specific Unit Type, which determines its role in the battle.

During each round of combat, every Unit involved has an opportunity to act. Every Unit has a Unit Type, and the Unit Types have specific rules about how they participate in the fighting.

Millennia guide, To manage Units within an Army, click on their portraits at the bottom of the screen
To manage Units within an Army, click on their portraits at the bottom of the screen.

The primary Unit Types are:

Line Units: Line Units protect other Units in an Army. Examples of Line Units include Spear and Assault Rifle infantry. Line Units are second in each round of combat, right after Support Units but before Mobile Units. They usually need to be taken out before attacking other types of units in an army. Line Units typically attack enemies randomly but always target enemy Line Units first.

Support Units: Support Units can do great amounts of damage to enemy Armies, but they are vulnerable and must be protected. Examples of Support Units include Archers and Artillery. Support Units generally act first in each round of combat. They randomly select the targets that they attack. Unlike other Unit Types, Support Units do not need to target enemy Line Units when they are present.

Mobile Units: Mobile Units use tactics like flanking, charging, or pursuing enemy units to exploit weaknesses. Examples include Knights and Main Battle Tanks. In combat, Mobile Units usually go last. They target the enemy unit with the lowest Health, starting with any enemy Line Units. Having multiple Mobile Units in one Army can effectively concentrate damage on a single enemy. Mobile Units often deal extra damage to enemy morale, which can lead to winning battles by routing enemy armies they don’t outright kill first.

Millennia guide They found some barbarians
They found some barbarians.

Units also have Attributes that govern how they perform. The primary Unit Attributes are:

Attack: Attack indicates a unit’s capacity to harm enemies, influenced by factors like training, weapons, and aggression. During combat, a unit’s attack is matched against an enemy’s defence to calculate the damage inflicted on Health and Morale.

Defence: Defence signifies a unit’s survivability and is influenced by factors such as training, armour, and support. During combat, a unit’s defence is pitted against an enemy’s Attack to calculate the damage inflicted on Health and Morale.

Health: Health indicates a unit’s overall condition. In combat, damage reduces a unit’s health. If a unit’s health reaches zero, it’s eliminated. Damaged but surviving units can be Fortified or returned to their territory to restore health gradually over time.

Morale: Morale reflects a unit’s determination to keep fighting and the overall organisation of its Army. In combat, damage reduces a unit’s morale, similar to how damage reduces Health. If a unit’s morale hits zero, it becomes Routed and tries to flee combat. Unlike health, morale fully recovers on the next turn, but it doesn’t recover between combats within the same turn. If a unit is routed and attacked again in the same turn, it’s immediately destroyed.

After combat, surviving units may be injured. Units and armies that take no action on their turn become Fortified, regaining 10% of their health, even in enemy or neutral territory. Additionally, standing within their Nation’s borders restores 20% of health, which is much better. This can make defending armies resilient and save your injured units from becoming useless.

Millennia Guide: Veterancy and Leaders

Millennia Guide Growing Nation
Growing Nation

As units survive or win battles, they earn Combat XP. When they accumulate enough, they gain a level of Veterancy, shown by an arrow on their icon. Each level of Veteran boosts a unit’s stats, making it more powerful. By spending some Warfare XP, units with a veteran can also become age-specific Leader Units.

Leaders don’t inherit any special abilities from their original unit but are often slightly stronger and improve army effectiveness through tactics. Having one Leader per Army is recommended for maximum effectiveness, as their effects don’t stack. Additionally, once they reach veteran status independently, Leaders can be retired for a solid Warfare XP payout.

Most of all, have fun playing Millennia. 

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