Millenniais perhaps the Civ-like that’s clung most tightly to the genre’s apron strings.

Unfortunately, it isn’t a particularly good student.

That’s… probably fine, I thought.

Fighting a losing battle in Millenia.

I like the idea in principle, too.

In practice, I never found these to feel very meaningful.

Honestly, I had a terrible time trying to remember where each of these abilities lived.

Starting out as Egypt in Millenia.

I could use Warfare points on military stuff, like healing units or ordering them on a forced march.

But then I could also use Government points to raise a tribal army.

Apart from that, though, is the role these play in the game.

The worker’s tab in Millenia.

There’s no quick way to check what’s already available in a capital region, either.

Finding the information I needed was, seemingly always, a tiring hunt.

This resulted in a failure cascade more violent and dramatic than anything I’ve seen in Civilization.

Scrolling through Millenia’s Age Of Iron unlocks.

Successive provinces declared independence, and with my treasury drained, Millennia decided I was out of options.

Millennia has other problems, too.

Map visuals are all serviceable, but the battle animations are embarrassingly dated.

Ushering in the Age Of Iron in Millenia.

Something else I didn’t get to see was any non-white characters.

Millennia whiffs on some other fundamentals, too.

Diplomacy and trade both feel half-formed, with very few points of interaction in either system.

A town battle in Millenia.

Frankly, any modern Total War game handles these with considerably more depth and nuance, which is disappointing.

Pivoting to fantastical alternative eras of history could have made for a wildly exciting story with each campaign.

This review was based on a review build of the game provided by publisher Paradox Interactive.

A look at Millenia’s map during the Age Of The Plague.

A Druids chaos event begins in Millenia.