National Spirits are one of the standout features in Millennia. Every few Ages, you get to choose a new National Spirit that grants unique, specialized perks to your empire. Multiple nations can choose the same Spirit, but you're rewarded with bonus XP in the appropriate Domain for picking one that nobody has yet.

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If you're the first player to reach a new Age and can't decide which National Spirit offers the most benefit, try one of our picks listed below. From overall efficiency to impactful, strategy-defining bonuses, they've got the power you need to take your nation to the top.

10 Chivalry

Arts Domain, 4th Age

Troubadours sing romantic tales of knightly escapades across your lands when you adopt Chivalry as a National Spirit. Focused more on developing your nation's Culture than on warfare, Chivalry nevertheless has some military and economic applications that make it worth the early shift into the Arts Domain.

Chivalry works especially well if you have several Vassals, since it allows them to grow faster and you can raise a large force of Peasants from them should the need arise. Tapestry Weavers can generate the Arts Domain XP required to develop this Spirit, but you'll also need some Engineering to build the Castles required to finish it.

9 Raiders

Warfare Domain, 2nd Age

Like the Gothic invaders who sacked Rome, a nation with the Raiders Spirit is a force of destruction capable of toppling early empires. Every single perk in its tree spawns two Raider units in your Homeland, and with an early selection that reduces their upkeep to zero, it lets you build a large army quickly.

Even with their large numbers, Raiders are best at preying on small cities since they deal extra damage to defenders rather than field troops. A full stack or two can overcome walls and towers, but they'll need backup to fend off reinforcing armies.

Choosing Raiders lets you quickly expand your territory and plunder enemy lands for fast cash, but it all but guarantees that you'll trigger the Age of Blood.

8 Inventors

Engineering Domain, 6th Age

A nation of Inventors is at the forefront of modernization, bringing electricity and other conveniences to the masses. Staying on pace with technological advancements only gets more important (and complex) in the second half of the game, but Inventors should have little trouble in that regard.

Inventors excel at gaining Innovation and Knowledge, getting events that allow them to take a permanent bonus or a lump sum of Wealth. They're ideal for triggering the Age Of Utopia, where they can use deep-sea settlements to get even more Innovation and Knowledge!

7 Special Operations

Warfare Domain, 8th Age

Leveraging the most advanced technologies ever conceived, your nation's Special Operations teams execute precise strikes across the globe. If the Age of Generals triggers a global conflict, or it's looking like the final chapter of your campaign could be the Age of Archangels or the Age of Singularity, you'll need the finest soldiers in the world.

Special Operations offers some impressive military options, from spawning Special Forces anywhere in the world to eliminating Leader units with a Drone Strike. Of course, you could also just use Laser Targeting to buff your fleet of Bombers and rain destruction from the skies.

6 Theologians

Arts Domain, 4th Age

Debating the finer points of dogma and dissecting each word of the sacred texts, a nation of Theologians seeks to understand humanity's relationship to the divine. Starting a Religion in Millennia is a delicate balancing act, since your newly-fervent population will demand worship buildings that you may not be able to provide right away. Taking the Theologians National Spirit helps fix this issue, potentially staving off an Age of Intolerance and keeping your regional growth on track.

Theologians do particularly well in hilly terrain with room for Outposts, since they can build Monasteries there for extra Faith and Wealth.

Not only are Theologians excellent for maintaining stability while you build up your new Religion, but they also give you additional benefits for doing so. The Religious Education perk doubles the Culture bonus from religious populations, potentially giving you room for another Integrated Region.

5 God-King Dynasty

Engineering Domain, 2nd Age

Like the Pharaohs, the rulers of a God-King Dynasty order the construction of enormous stone tombs that will carry their legacy into eternity. This is a great choice for nations with ready access to Marble, though Limestone works just as well. It offers discounted Quarries and Stonecutters, letting you quickly enhance your cities' Production capacity, and even lets Regional Capitals produce their own Limestone without a Quarry.

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Once your Stone Blocks industry is up and running, you can dedicate your efforts to building Pyramids in each Integrated Region for a Culture bonus. One Pyramid can become the resting place of the God-King, which provides extra Culture and Influence and doesn't require Workers!

4 Scholars

Exploration Domain, 6th Age

Applying rigorous tests meant to rely on observable date, a nation of Scholars takes learning from an exercise of philosophy to one of science. Scholars have several ways to generate extra Knowledge, but also allow their nation to more easily fulfill Education Needs. This, in turn, lets them construct more buildings that generate Knowledge!

Scholars are best for a nation with ready access to wood, since they rely on Paper Makers and Printing Presses to create Books.

Picking Scholars also gives you a chance to generate some extra Luxuries, speeding the growth of your cities and giving you more room to craft things like Tea and Grapes into more advanced goods.

3 Shogunate

Diplomacy Domain, 4th Age

Part warriors, part bureaucrats, the Daimyos of the Shogunate rule their lands with an iron fist and march at the head of mighty Samurai armies. The Shogunate is an excellent National Spirit that provides lots of value for the Diplomacy Domain XP you'll be investing. Daimyos are powerful Leaders and provide a Regional Efficiency bonus when stationed in a capital.

As you advance through the Shogunate perk tree, you'll be able to promote a single Daimyo to the rank of Shogun, the military leader of your nation. The Shogun is even more powerful in combat, and grants bonuses to any Samurai he leads. During peacetime, he can also construct Shoen Improvements, which provide additional Government and Diplomacy XP.

2 Naturalists

Exploration Domain, 2nd Age

Naturalists have lived as foragers and gatherers for thousands of years, and they carry their knowledge of the natural world with them as they settle into towns and cities for the first time. If there are a lot of forests in your starting location, the Naturalists are a great choice as they allow you to expand into woods faster and give you extra movement and defense while among the trees.

Naturalists generate extra Food while foraging, which can be extremely useful if you don't have a good source of Improvement Points early on. Let your foragers bring in the food you need while you dedicate your precious resources to expanding industry.

It's a good idea to leave some forest tiles unimproved, since the Naturalists eventually gain Culture from foraging there.

1 Political Science

Diplomacy Domain, 8th Age

Emerging as a world leader, a nation with the Political Science Spirit creates a universal set of laws by which all other nations are expected to abide. Taking Political Science really lets you throw your weight around, claiming territory and population that belong to other players while using the Welfare State Culture Power to automatically meet the needs of their new citizens for ten turns.

If other nations refuse to cooperate, you can invoke Article 5 to spawn armies based on the number of allies you have. If war isn't an option, you can always Radicalize enemy populations, increasing the Unrest in their Regions. Unrest can quickly slow an enemy's progress to a crawl, so don't discount the power of this ability!

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