Humankind Game by Amplitude

This a great video:

 
And here's the benefits of the Temple or Artemis
Bildschirmfoto 2020-06-18 um 18.28.12.jpg


I have to say, the videos look really awesome and I'm positively surprised by some reveals, like full control over combat and reducing the turns in a battle to 3 compared to EL.
 
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.
Is that a mechanic that's actually going to be in the game?
 
Some interesting screengabs:

upload_2020-6-18_14-18-27.png


Benefit of the pyramid of Giza:

upload_2020-6-18_14-19-12.png
 
ebdDXSt.jpg


And we got our answer to the civics sliders. We were pretty close on the concepts, just got a couple names wrong.

They are:

Collectivism vs Individualism
Homeland vs World
Liberty vs Authority
Tradition vs Progress

also we learn that having the slider in the middle will give you a bit of both, like we saw +15% yields to capital AND +5% to unadministrated cities. So taking a middle of the road approach can help you get a bit of everything whereas going to extremes, will give you big bonuses only in one area at the detriment of the other.
 
Stability is like Happiness but it does not affect yields. It only affects if cities revolt and is how you unlock new civics. Basically, it's the happiness of your city. If it falls too low, your cities will revolt. Keep it high and you will unlock civics faster.
 
Food and pop growth is interesting in Humankind. Basically, it works on a step function. So a food surplus between 0 and +10 gives you no pop growth, food surplus between +10 and +50 gives you normal pop growth and above +50 gives you super growth.
 
Stability is like Happiness but it does not affect yields. It only affects if cities revolt and is how you unlock new civics. Basically, it's the happiness of your city. If it falls too low, your cities will revolt. Keep it high and you will unlock civics faster.
Adding new cities costs stability, which seems a drawback from playing wide. Increasing stability needs buildings like the well or adjacency bonuses from common quarters. Natural wonders help as well. I guess that means that, similarly to EL, rapid uncontrolled expansion is not so easy.
 
Interesting tidbit on tactical combat: your units and the enemy units fight 3 tactical turns on a portion of the map. You can win tactical combat in 2 ways. You can either destroy all the enemy units you can capture and hold the enemy flag. (I did not know about capture the flag). If you don't win after the 3 tactical turns, then the combat is a draw and you can try another round of tactical combat (3 tactical turns) on the next strategic turn.
 
Adding new cities costs stability, which seems a drawback from playing wide. Increasing stability needs buildings like the well or adjacency bonuses from common quarters. Natural wonders help as well. I guess that means that, similarly to EL, rapid uncontrolled expansion is not so easy.

As it should be IMO. Rapid expansion should not be too automatic. That is something I don't like with civ is how early game rapid expansion is a no-brainer.
 
Just adding to the combat that reinforcements can join the battle if it does not end within one strategic turn and you are able to move units close on the strategic map.

Yes. I like that one video mentioned that the late game can be a lot like modern war where both sides have a front of several regiments, each with 4 units, and combat does not end in 1 strategic turn, so you bring in reinforcements to try to break the front again on the next strategic turn. It sounds a lot like WW1 or WW2 style warfare.

But I imagine in the early game when you don't have a lot of generals, each civ will only have a small number of regiments so war might be more like 1 epic battle where 2 regiments clash and one side loses or one side retreats.

The video also mentions that terrain matters. If your ranged units are on a cliff and the enemy melee units are below, then the melee units will not be able to reach the ranged units on the cliff. The ranged units can just do rain down ranged attacks on the melee units.
 

This video from PartyElite has some info that I'm not sure is mentioned somewhere already. The info I got was:

1. The background music changes once you transition to a culture.
2. Your ideological leaning has an effect on diplomatic relations
3. The Society screen:
Spoiler :

humankind 1.jpg
humankind 2.jpg

 

This video from PartyElite has some info that I'm not sure is mentioned somewhere already. The info I got was:

1. The background music changes once you transition to a culture.
2. Your ideological leaning has an effect on diplomatic relations
3. The Society screen:

Thanks. One video mentioned that regions can "culture flip" if you gain enough influence over them.
 
Expansion is going to be very different compared to Civ. In Civ, you have to build settlers, move them, and settle a city to gain a small area. So expansion is about cranking out settlers and trying to capture tiles that will make good city centers. But in Humankind, with regions and being able to claim regions with any unit that can build forts that can later be upgraded to cities, you won't build settlers. Instead, it seems like expansion will be a game of exploring and claiming adjacent regions as quickly as possibly.
 
Back
Top Bottom