Unity

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Author: Thamalandis

Last revision: 5 May, 2025 at 05:17 UTC

File size: 7 MB

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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.

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