tedhebert
Emperor
Really beautiful
Of course there won't be Incas on release at this point. Do you think they would drop Incas in the medieval era without any ancestors for them to grow from, now that we see how important "lineages" seem to be for their culture selection?
So here are some explanatory tables for French players. I have been preparing them for a few weeks and the Amplitude Community Manager told me that it was publishable. I'm counting on you to let me know if you see any errors.^
So here are some explanatory tables for French players. I have been preparing them for a few weeks and the Amplitude Community Manager told me that it was publishable. I'm counting on you to let me know if you see any errors.^
Click on this image to make it readable:
Thanks. The Statue of Zeus says "each alliance with another player grants +10% gold". So like 3 alliances would give you +30% more gold? That seems really strong.
This is something I'll have to take to the UI team, so can't give you an answer.I like the filter options with the construction menu. Is there or could there be an option to flag items as "not interested". It might be that because of the nature or purpose of a city, you are never going to build certain things. Might be nice to get them out of the way, so they don't block your buildables queue forever. Alternatively, could the filter be multi-tick?
I'm not sure we'll quite get to the point of some Infrastructures never being built in certain cities, but I find that especially given that I want to frequently build new Extensions, I already think a lot about the opportunity costs of building anything at a given time.There seemed to be quite a lot of build options are the end of the stream for the fact that it was only 11 turns or so in. That said, a) it was a set-up start, so tech progression and build-up status may not be aligned, b) the devs used science focus which naturally unlocks a ton of stuff. Also, c) a lot of build options can be a good thing, if the approach is that you are rarely ever going to build everything. Choice is good and I really don't like a "build everything everywhere" gameplay. It would be great if a typical city would only ever construct a portion of possible options - those most suitable to its environment and the player's overall strategic requirements.
For comparison, the other abilities revealed during the press tour (all names potentially placeholder):That science focus ability seemed quite powerful in the right circumstances btw. If that's balanced with the other general abilities hurray! Better a few "imbalanced" big abilities than bunch of flavourless +10% here and there.
Terrain tiles are single-yield unless they have a "natural modifier" (i.e. a strategic resource, a luxury resource, or an "anomaly" like an oasis or crater) or a river, though there are some Infrastructures and Legacy Traits that add yields to certain tiles (e.g. the Mayan and Celtic +3 on Exploitation traits).Quite interesting to see that most tiles only give either food or industry. Not sure I saw any combo tiles anywhere. (I like the differentiation between dense and light forests). I wonder if that could take away from the map influencing if and how you might specialise a city. It sort of suggest that you can do anything from most locations ...
Strategic and luxury resources un Humankind are access/deposit based, rather than accumulating stock. Some units and infrastructures require more than one deposit, though.Did that copper resource requirement call for a deposit of cupper or a stock? Obviously, that would (likely?) apply more generally, whether there is an element of accumulating strategic resources before construction things or whether it's purely determined by nodes controlled, similar to Civ V I guess.
No additional costs, and to some extent this is working as designed: It feels natural for settlements to spring up around resources, harbors, or castles. In the Medieval, you can also unlock the Hamlet, which can be freely placed to exploit all resources.Was there any additional cost to add the quarter to the salt mine instead of the city? Doing so would immediately add many more exploited tiles, so would seemingly always be a preferred option.
Yes, only one outpost per territory, but they can be moved after they are placed if you find a better spot.I suppose you can have only one outpost per territory?
For comparison, the other abilities revealed during the press tour (all names potentially placeholder):
- Builder (Industry Mode): Convert all Science and Money in the chosen city into Industry for 5 or more turns
- Militarist (Raise Militia): Reduce the population of a city by your current max army size to spawn that many militia units. (Militia can be disbanded on cities to restore population).
- Agrarian (Baby Boom/Land of Plenty): Save excess food in a global storage. Once full, spend this food to 1.) gain 1 population in every of your territories, or 2.) select a target city and steal 1 population from every neighboring foreign city.
They literally did that for the Haudenosaunee, though
I'd be ecstatic to see the Mississippians included, but I'd argue that in a game without leaders, spoken languages, and so forth one can move at least as far back as the Hopewell culture in the Classical era. It's fudging the dates a bit, but I wouldn't mind seeing the Muskogee/Creek for the Industrial era--it would tie in nicely with the Mississippians and Hopewell--or perhaps the Cherokee as a kind of bridge between the Iroquois and Mississippians. One could then add the Ancestral Puebloans for the Bronze Age.Haudenosaunee have no possible ancient/classical precedessor though, only medieval (Missisipi civilization).
In this case it was necessary
Although I'd honestly support Missisipi civilization, if it ever gets in, being ancient - it fits their relatively low tech level (due to them being their own separate cradle of civilization, just enabled very late for climatic reasons) and it would be something for North America oriented players to grab onto. Then you make Pueblo culture in the medieval era, in EM you have Haudenosaunee, in industrial at some point we get Comanche or Lakota, and then we switch into America in the modern era (this is not cringe once you realize in this game it would be a literal continuation of native cultures) and voila, we do have an entire North American cultural line. The only cost here is making Missisipi ancient, not medieval.
There are not as many people on the Humankind reddit compared to Civ. Furthermore, they stand to gain a lot from winning over the competition’s playerbase and further cementing themselves as a better franchiseI'm just asking myself, why on r/civ? My first reflex was "can they do that?", but obviously they can since reddit isn't Firaxis. And it makes sense for marketing. But I just got a little bit perplexed.
I'd probably ask something about how much humour they want in their game or something along the line of "history simulation vs. gameplay - what matters more?". They rather want and will answer questions along "will there be leaders" or "how many civs are there"...