Millennia

Millennia

Not enough ratings
Unity
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
6.999 MB
28 Apr @ 8:49pm
4 May @ 9:17pm
3 Change Notes ( view )

Subscribe to download
Unity

Description
Unity is an expansion that combines all current and future mods of my own creation together. For now this includes the rich steppe-focused gameplay of "Call of the Steppes" with the complex industrial and environmental systems of "Salts and Soaps." Together, they create a deep and interconnected world that spans ancient nomadic traditions and early industrial development.

Steppe regions are brought to life with new buildings and upgrades that add both thematic depth and mechanical variety. You can enhance your hunting operations with meat-jerky preservation techniques and Hunting Lodges or transition into nomadic life with upgraded camps that reflect the open plains. Forest hunters now have a dedicated Trapper Camp, allowing for specialized game and beaver harvesting. As your civilization progresses, your resources gain new roles. Leather can now be processed into parchment in a Lunarium and into practical workwear in a leather workshop. Quicklime from Limeburners supports sanitation and acts as an essential material in construction. Horsebreeders help settle open grasslands by breeding both warhorses for military and workhorses to support production, gaining bonuses from nearby leatherworkers and weaponsmiths. At higher ages buildings like the Mechanized Quarry amplify output to meet the demands of growth for the Limeburner.

On the other end, "Salts and Soaps" introduces entirely new resources, production chains and terrain mechanics. Salt becomes an essential resource for food, sanitation and leatherworking, found in deserts and hills, while rare finds like whales, or more common goods like seals, ironwood, and swamp beavers expand your strategic options. Pitch, wax, ash, honey and tallow add depth to industrial outputs, letting players tailor production for trade, luxury, or public utility. Tallow and wax may becomes candles or ash and tallow may become soap, each with uses in lighting, unrest suppression, and sanitation. The Bee Farm offers an endgame solution that transforms sugar and farmland into scalable production of wax and honey, effectively turning rural infrastructure into a late-game boon.

Rivers are revamped to be fertile for early starts and meaningful settlement choices as they have been throughout history, particularly during Ice Age runs and down into industrialization with river bonuses for paper, flour and vellum production. With the introduction of ash farming, even barren terrain can be revitalized, providing opportunities for early food diversity or to feed your horsebreeders while keeping grasslands free.

With both the ironwood and charcoal expansion finally united with quicklime, nearly all start scenarios have a way to reliably produce improvement points midgame without relying on IP conversion projects or extensive claypits and brickworks. God kings can play to their strength in stone for quicklime while naturalists and colonials can rely on ironwood while industrialists churn raw logs into powerful pitch and charcoal.

Unity ties together the practical realities of nomadic survival, resource extraction, urban development, and industrial transformation, all while building on systems that interact meaningfully with the map itself. It’s a vision where steppe hunters and industrialization both have a future in the same world, and every terrain tells a different part of your story.

Innovations like save-compatible improvement scripts ensure features like pollution, sanitation, and beekeeping behave dynamically and persist between sessions. This replaces older systems that often failed to work after reloading a game session.
18 Comments
Thamalandis  [author] 30 Jul @ 1:39pm 
The recent fix to action cards would allow to retransition the game loop system back to the entities themselves and to reintroduce local custom tooltips to give players direct feedback.

However, doing so while the fix is only on the Beta Branch would undoubtedly lead to some people "missing" this fact and then complaining about a broken mod playing on the live branch. Until this patch goes live, I will likely not retransition this mod away from the game loop system.
Thamalandis  [author] 16 Jun @ 5:26am 
I know German myself, but I am indeed not interested in writing translations for all types of languages.

If you want to create submods with translations for the strings, go ahead. Since other language files are in other subfolders to detect the need to load them, there should be no "mod load priority" issue between them.
Annihilat0r 16 Jun @ 5:05am 
This mod is great! I can offer to translate it to German for you. There is a decent 4x community over here. Let me know if you are interested.
madpluck 29 May @ 7:35am 
It's been a while since I've played Millennia, and although I'm sad that the game hasn't received much official attention in the last six months, I am so glad I found this mod! The additional map interactions and production chains are really thoughtful and interesting, and this mod by itself is breathing a lot of needed life into the game!
eternalnoob 20 May @ 6:53pm 
I'm truly sorry. I did not intend to offend you. I try to be light-hearted about things. In this case I was serious that you were correct in identifying the problem and that you know a lot more about this than I do. Again I'm deeply sorry to have offended you.
Thamalandis  [author] 7 May @ 5:50pm 
You don't need to try to be smug about your own position. People can easily see both the Reindeer good exploited by the Hunting Group as well as the Game exploited by the Hunting Group in the preview images above.

So can you. Your issue is based on your configuration, which may include some other mods, especially those spawning goods on other biomes.
eternalnoob 7 May @ 5:44pm 
You must be right and I bow to your wisdom.
Thamalandis  [author] 7 May @ 5:28pm 
I used and tested this mod several times. You are not supposed to use the Hunters Camp as it is not the original hunters camp (seen by the new image I made). I overwrote the original camp with the forest hunter and made a new Scrubland/Tundra camp "Hunting Group".

I have the inkling feeling you use some other mod messing with the original hunter building which causes your issues.

It's not exactly hard to bugtest an Age 1 building which costs 6 IP with startbonuses of 10 IP to know it works perfectly.

There is zero bug here.
eternalnoob 7 May @ 4:10pm 
I think you are confusing the Hunters Camp which was an original Millennia improvement to exploit Scrub with the Hunting Camp which is a part of your very good mod and is intended to exploit Forest. At the moment it is not possible to exploit Game in the early Ages.
Thamalandis  [author] 7 May @ 7:26am 
You seem to only use the lower left full improvement screen, not the "on tile info" for buildings. As such you didn't even notice the other buildings you can build. You should always use the context builder on the tile. This makes it far easier to see such things as its pre-filtered for you.