Humankind Game by Amplitude

So if the third slider is libertarianism vs authoritarianism, the second slider icons look to me like nationalism (or isolationism) vs globalism, and the fourth slider icons traditionalism vs progressivism. Any thoughts on what ideological continuum the top slider represents? Maybe individualism vs collectivism?

Individualism vs collectivism sounds right to me. The icons look like little people grouped together (collectivism) versus one person above the rest (indvidualism).

And I also agree about isolationism/nationalism versus globalism.

So the sliders would be from left to right

Collectivism -------------Individualism
Isolationism ------------- Globalism
Libertarian --------------------Authoritarianism
Traditionalism -------------Progressivism
 
I believe you are correct.

The 4 sliders represent 4 spectrums that your society can fall on. The third slider is authoritarianism versus liberty. We can see in this screenshot that the player is leaning more towards liberty (the left side).

TdFxByq.png


And it was mentioned in one of the videos that authoritarianism which grants the +15% food, money, industry, science to your capital will favor a "tall" play style since your capital gets higher yields than your other cities. Liberty which grants the +15% higher yields to your unadministrated cities and your capital only gets +5% will favor a "wide" style since your other cities get more yields.

The icon for authoritarianism looks like an umbrella *just sayin*
 
The icon for authoritarianism looks like an umbrella *just sayin*

No. I think it is the other way around. The "umbrella" icon is Liberty. The gavel icon is Authoritarianism.

I say that because that matches better with the choices from this event.

DEaVqS9.png


We see that paying off the witnesses to be quiet is the "gavel" icon which fits with authoritarianism. The choice to overlook the gossip is the "umbrella" icon which would fit with Liberty.
 
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The "umbrella" icon is Liberty.
It looks like a bird to me. A flying bird, wings outstretched. Free as a bird and all that.

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I haven't been keeping active tabs on this game but it looks kind of like a civ setting but with empire building elements of eg Stellaris (mix and match type stuff, civics, ethics, etc.) I just hope they execute their ideas well; either way it will drive some innovation in civ 7.
 
That's actually unrelated to the Conscripted/Professional army choice. It's a bonus from leaning towards Authoritarianism (+15% Capital, +5% Other) as opposed to Libertarianism (+5% Capital, +15% Other).
No idea if the middle is supposed to represent some sort of equality (+10% to both) or if the game incentivises leaning one way or the other, though.

With all due respect, I think you might have it backwards. The choices given in this case are specifically between Libertarianism and Authoritarianism.
If you look at both sides, the slider is offset in opposite directions depending on which choice you make: Conscript versus Professional Army. I think that means that based on your choice, the Slider will move in a given direction and therefore the 'bonuses' are related to your choice of 'Conscripts', which is a choice in favor of more Control/Government Authority.
That, I suspect, also means that most or all of the 'Civic' choices move one or more of the Sliders - and therefore a series of choices all moving Sliders in the same direction will result in 'extremes' of society/culture/Faction.
Bet you anything that Extreme Is Not Good in the long run, and will result in obvious immediate advantages but more subtle long-term disadvantages.
 
It looks like a bird to me. A flying bird, wings outstretched. Free as a bird and all that.

Yes, it is a flying bird. I just referred to it as an "umbrella" in quotes because @CivLuvah said he thought it looked like an umbrella.

I haven't been keeping active tabs on this game but it looks kind of like a civ setting but with empire building elements of eg Stellaris (mix and match type stuff, civics, ethics, etc.) I just hope they execute their ideas well; either way it will drive some innovation in civ 7.

Actually Humankind looks like a total conversion mod of Endless Legends with a few new things thrown in. A lot of the UI is very similar to Endless Legends.
 
Bet you anything that Extreme Is Not Good in the long run, and will result in obvious immediate advantages but more subtle long-term disadvantages.
But only Anarcho-Fascism, the imposition of maximal freedom by a totalitarian state, can secure a bright future for my nation!
Actually Humankind looks like a total conversion mod of Endless Legends with a few new things thrown in. A lot of the UI is very similar to Endless Legends
I've never actually played endless legends, or seen anything about it.
The trailers for HK make me wonder how big the worlds are. Do we have a good idea yet? And is there an understanding of city dynamics - one city seems organic but what if I want to achieve tokyo density? Imagine... the Greater American Industrial Zone, stretching from sea to shining sea...
 
The trailers for HK make me wonder how big the worlds are. Do we have a good idea yet? And is there an understanding of city dynamics - one city seems organic but what if I want to achieve tokyo density? Imagine... the Greater American Industrial Zone, stretching from sea to shining sea...

The districts can end up covering the whole territory, and it seems you can merge cities in the late game.
 
But only Anarcho-Fascism, the imposition of maximal freedom by a totalitarian state, can secure a bright future for my nation!

I've never actually played endless legends, or seen anything about it.
The trailers for HK make me wonder how big the worlds are. Do we have a good idea yet? And is there an understanding of city dynamics - one city seems organic but what if I want to achieve tokyo density? Imagine... the Greater American Industrial Zone, stretching from sea to shining sea...

According to @Catoninetales_Amplitude, the largest maps in Humankind are somewhat larger than the largest map in Civ VI.

Which means, if you can cover entire regions with City and then merge the regions so the city spreads over 20 - 50 - 100+ tiles, that +15% Bonus to Gold and Production from the one Civics choice in such a Megalopolis becomes awesome!
 
This all looks SO awesome... I can't wait to see if I'm in the lucky ones chosen for the OPENDEV. I have received my confirmation email, but I really feel it just confirms I'm in the list, not that I'm chosen.

This might have been discussed before but I noticed some neat things with the army card:

uIPDkIU.png


It says "regiment" at the top and it has 4 slots for units. So we see that we can "stack" 4 units in a regiment. I really love this way of doing it where we can "stack" 4 units together into a single "army" unit to move around on the map. that then spread out to fight a battle. It seems to combine the best of 1upt and stacks.

The army has 13 combat strength.

I do wonder if there will be bigger armies, ie bigger than a regiment with more than 4 slots?

There is a some kind of bar under "regiment". I wonder if that is a progress bar towards getting promotions for the stack.

It also says "exhausted" and the movement points are in red "0/4". I wonder if moving the unit the full 4 points too often leads to exhaustion. Or maybe you are allowed to move more than 4 but then get "exhausted" and are forced to rest to recoup the movement points. I am assuming exhausting might also have some kind of negative modifier. If so, this looks like a nice mechanic where you can choose to press your armies hard if you need to get someone quickly but at a cost.

I wonder if they might not be going a little in the same direction as Endless Space 2 and the Fleet system. For those who never played it, it allowed you to join together in a fleet a bunch of ship. Each ship had something called (from memory, not altogether sure of the name) Command Points, and your fleets had a certain max number of command points available in its formation. The VERY interesting point about that system was that some research through the technology tree were specifically to increase that Max Command Points to fleet. It allowed you to get much stronger, but you had to spend time and resource to research it first. I could very well envision the same kind of system here,
where the regiment size and strength would be defined by a likewise value that could be increased by teching, or even civics...

@Catoninetales_Amplitude, thanks a lot for all this wonderful info, I'm sure you're all very glad to finally be able to let us get a little more info and play images ;-) Is there any chance you CAN (tm) comment on my previous paragraph ? ;-)
 
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Great to see a whole slew of information and proper gameplay footage. Very welcome.

Of course, it also raises many more questions which I suspect will need to "later(TM)" for full replies:
  1. How are civic points earned? How does it interact with other game systems, e.g. a completely separate "currency" and diplomatic interactions.
  2. The previous question whether there are downsides to going to extremes in the civic bars. And to what extent one could "reverse course" over the game without first losing all benefits accumulated, i.e. by "going back down" the scale.
  3. I like how events interact with those civic bars/levers. Reminiscent of ES2 event's influence on politics, but hopefully simpler/more transparent.
  4. What are "unadministered" cities and their counter-parts? The IGN article suggests it's those going over your expansion limit, using a similar mechanism as in ES2. Would also be interesting if there was some interaction between level of control and administration status.
  5. Interesting to see "per territory" bonuses - another way to make "tall" gameplay feasible.
  6. Interesting to see a similar, but slightly different take on unstacked cities and adjacency bonuses, compared to Civ VI. To keep under observation. I generally also liked the EL system.
Also, EL already had a one-army-per-tile system which capped the number of units in an army. The limit could similarly be increased by research. Of course, space allowed introduction of different command point requirements per unit which is probably not as applicable to a historical game.
 
Stability is hopefully a different kind of currency than gold or science. You should not amass it over time and then spend it on something.
Rather, your stability should always be somewhere between two defined values (0-100 for example), and your stability rate influences resource generation, cost to buy and build things, diplomacy, etc. This might also be why civics are earned "through stability": the more stable your empire is, the faster civics are unlocked. iirc the screen in the video said "next civic unlocks in 25 turns" which seems quite a long time if you intend to unlock all 30-something of them.
 
Wouldent having a stable state encourage maintaining the status quo? Or is it more that the longer a state is stable the greater the chance of reform/revolution because the cracks inevitably begin to show and humans are naturally restless? Guess its hard to comment without fully understanding how it works.
 
Wouldent having a stable state encourage maintaining the status quo? Or is it more that the longer a state is stable the greater the chance of reform/revolution because the cracks inevitably begin to show and humans are naturally restless? Guess its hard to comment without fully understanding how it works.

Stability could represent a country that is not dealing with serious problems like famine or civil unrest and therefore is able to devote more resources to culture/philosophy to come up with new civics. If you have to devote a lot of resources just to feeding your people or just to maintain order, then you are "unstable". Your country would be on the brink of collapse. And in that case, you don't have a lot of resources to devote to coming up with new civics. We see this in 3rd world countries that devote most of their energies just holding the country together and don't have a lot of resources to improve their government or education etc...
 
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Just came here to say that the UI is so nice to look at. Well, everything is really.

I do hope Wonders have more unique effects in the finished build however. I don't want bonuses to be purely numerical, as that would be incredibly dull.
 
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