
Summary
- Domain powers are useful for boosting your population, output, towns, and more.
- The most useful domain powers include Spawn Envoy, Spawn Pioneer, Immigration, and Reinforcements.
While leading your nation to greatness and further heights in Millennia, you will eventually be given many different powers to trigger that give you an edge over your opponents. These abilities all fall under one of six different domains and use their corresponding XP to activate.
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PostsWhich domain power you use will vary based on the situation you find yourself in at any given moment. Some can be quite potent, giving you massive boons to your output, population, towns, and more. The very best powers usually come with a high cost to activate, but that should not dissuade you from making use of these powerful abilities.
10 Claim Territory
Exploration Domain
If you ever find yourself in a situation where there is a particular good just outside your borders, or there is a defensive piece of land you just have to control before your opponent does, then the claim territory power might be exactly what you're looking for.
Using this power will immediately annex a tile, giving you control over it and any resources on it. It must already border one of your cities, however, and the cost of using the power goes up each time, so bear that in mind.
9 Public Improvements
Engineering Domain
Increasing the amount of improvement points you generate will be a major goal at some point in your playthrough. Once you start adding more cities under your direct control rather than having them as vassals, you will need to start laying down infrastructure and production buildings immediately.
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PostsIf you are struggling to generate enough improvement points, the public improvement power automatically gives you ten points each time you use it, giving you a much-needed boost in the earlier part of the game. The power does get more expensive over time though, and might not be as useful in the later parts of the game when you're producing more points in general.
8 Expand Town
Engineering Domain
Once you start creating towns to expand your capital cities' reach, you will need to start using this domain power to level them up to be larger and more efficient. This power is always useful, and does not increase in cost with each use.
Larger towns are incredibly helpful, as they can be specialized and will grant you bigger bonuses when you build certain improvements around them. Higher-leveled towns also become harder for enemies to invade, so they can be defensive as well.
7 Immigration
Arts Domain
Growing your cities can be a long and time-consuming process. You need to make sure you meet every regional need and exceed them for faster growth, but even then it could still take a lot of turns to see your population count go up by one. The immigration power is a fix for that.
By using your Arts XP, you can immediately increase the population in one of your capital cities by one. Bear in mind, the power can only be used on cities that are under ten population, unless you unlock Guild Training from the Master Artist National Spirit in Age VI, which upgrades this power to increase your population by two and with no limit.
6 Spawn Pioneer
Engineering Domain
Outposts are an incredibly useful tool in your belt that should be taken advantage of. By using the spawn pioneer power, you can create a pioneer unit that can place an outpost in an area of your choosing.
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PostsOutposts can be used to hold a defensive position in the wilderness should you need it, and can also exploit any resources within its borders by building trade posts on them. In later ages, they can also be specialized into things like castles and colonies, giving them even more versatility.
5 Spawn Settler
Government Domain
Expansion is key in a 4X game like this, so building settlers using your Government XP is something you will need to do, and pretty early on. Once a settler is created, move it to a tile you would like to create a city on and press the button to create a new vassal for your nation.
The cost of this power increases very quickly the more you use it, unfortunately. Your Government XP needs to be budgeted between creating more settlers and advancing through your particular government domain.
4 Religious Celebration
Arts Domain
If you are playing a religious game, have founded or joined a religion, and want to deal with the unrest caused by a city not following your preferred doctrine, the religious celebration power is for you.
Though the price does increase the more you use it, its benefits are undeniable. The city will immediately gain a massive amount of religious pressure from your religion and also reduce unrest. If you are in the Age of Harmony trying to achieve a religious victory, this power is very helpful.
3 Spawn Envoy
Diplomacy Domain
Just like settlers, envoys are incredibly useful for expanding your nation. An envoy can be used to annex a minor city into your nation, making them a vassal. A good method of expansion without spending your Government XP in the process.
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PostsEnvoys can also be used to open up more diplomatic options with the other major nations you play against as well. If you send an envoy to them, you will be able to send gifts, improve relations, and even demand money or religious conversion.
2 Volunteers
Warfare Domain
When just starting out, or even in emergency situations, being able to use volunteers to spawn an additional troop could mean the difference between surviving a barbarian invasion or having to start a new game. It's a simple yet effective power.
The most prohibitive part of this power, however, is that the cost of it increases exponentially with each use. If you can generate a lot of Warfare XP then it might be worth it to hit this button a few times, even in the late game.
1 Reinforcements
Warfare Domain
Reinforcements is another warfare power that is simple on paper, but incredibly helpful when you need it. The power allows you to restore the health of an army at the cost of a little Warfare XP and some of the combat experience of the army in question.
Not only does the power not increase in cost per use, but the trade-off of a little army experience isn't too large of a deal if you are engaging in enough combat to begin with. Your units will survive to fight another day, saving you time and production, and will also regain their combat experience over time again.
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