Humankind Game by Amplitude

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?

They literally did that for the Haudenosaunee, though
 
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.

You will find the same tables on the Game2Gether link here :
https://www.games2gether.com/amplit...thesis-tables-for-open-dev?page=1#post-298873




Click on this image to make it readable:



 
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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.^

Wow... awesome post, mon ami ! If you need help translating it all in english, let me know !

If I may ask... how did you wind up with so much information so fast ? Have you been an pre-alpha tester ?

Thanks
 
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.
 
Hi tedhebert,

i'm only someone who follow the discord channel of Humankind and who also has an account on Game2Gether website. I don't have access to Open Dev and even less on full alpha release game. I'm not a VIP or a tester, i've just analysed every video on web since the end of may. I get confirmations of some informations by VIP on discord but i already checked with the community manager itself ( Cato9Tales ) to be sure my tables doesn't have any leak which would make trouble for them. That's why i only show the ancient era and not datas for classical one.

I decide to help the french comunity of player and that's why it is not translated in english, but do not worry about that because i will be able to translate tables very quicly if needed. By the way, thank you for your help.
 
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.

Yep it's a powerful bonus but do not forget that these datas can change at anytime for the moment.
 
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?
This is something I'll have to take to the UI team, so can't give you an answer.

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.
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.

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.
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.

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 ...
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).

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.
Strategic and luxury resources un Humankind are access/deposit based, rather than accumulating stock. Some units and infrastructures require more than one deposit, though.

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.
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.

I suppose you can have only one outpost per territory?
Yes, only one outpost per territory, but they can be moved after they are placed if you find a better spot.
 
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.

thx for all this info. but I'm especially loving THIS. These are the kind of things that add so much strategy and interest into different cultures !
 
@Catoninetales_Amplitude
What happens when you switch cultures while a culture ability is activated and would go on for some more turns? Does it still last or is it stopped immediately? Same for the global food storage: is unused food just wasted, suggesting to delay culture switching by one or two turns in some cases?
 
They literally did that for the Haudenosaunee, though

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.
 
EDIT: Ninja'd by @SupremacyKing2

Suddenly I'm curious how connected the forums are to the reddit.
 

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Just in case I fail somebody please ask Him about the modding (especially steam workshop integration, source code and map editor) :D

Bonus points for asking Him about replays and ingame statistics as well...
 
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.
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.
 
I'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"...
 
I'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"...
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 franchise

Civ is also the closest thing to Humankind in terms of gameplay, so it wouldn’t be too hard to convert players.
 
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