Humankind Game by Amplitude

I have a random question, how many resource deposits happen per territory? I do vaguely recall just one source of something in my Babylon open dev, and I am wondering if it was a general rule, that resources are rare and like 0 - 2 per territory. Unlike civ where you cannot walk five miles without stumbling upon resources.

Judging from the Stadia OpenDev map, every territory seem to have 0-3 luxuries and 0-2 strategics (duplicated resources included). Here is a list of all the known resources so far.

On the other hand the Stadia OpenDev map is handmade in a map editor, so it will be not the same as the distribution of resources on a pre-generated map.

Another reason why Civ VI have resources everywhere is that after Gathering Storm the strategics have a stockpile system, in which every unit will cost a number of resources to both build and maintain; a fleet of Battleship can easily drain your coal stockpile. In Humankind you only need to own a number of strategics in order to build units or infrastructures, and they will neither "cost" a strategic nor reduce your "stockpile". Therefore there will be less resources on the map since one cannot "run out of" them.
 
After poring over a number of spreadsheets people have compiled, do we know the base output of the specialist slots? (Or whatever we call them.) The farmer/worker/scientist/merchant.

I look at something like Khmer Legacy into Mughal Masjid into German Coking Works for Net +5 industry per worker. That seems pretty beefy given my understanding is that the exploitation system means pops all work those slots now.
 
After poring over a number of spreadsheets people have compiled, do we know the base output of the specialist slots? (Or whatever we call them.) The farmer/worker/scientist/merchant.

I look at something like Khmer Legacy into Mughal Masjid into German Coking Works for Net +5 industry per worker. That seems pretty beefy given my understanding is that the exploitation system means pops all work those slots now.

The maximum number of pop in any given yield is limited by building infrastructure as well. You start out with a limit of 2 per, so +5 industry that late in the game may be a sizeable chunk, but you'd also have to have population and have spent previous industry building buildings.
 
Judging from the Stadia OpenDev map, every territory seem to have 0-3 luxuries and 0-2 strategics (duplicated resources included). Here is a list of all the known resources so far.

On the other hand the Stadia OpenDev map is handmade in a map editor, so it will be not the same as the distribution of resources on a pre-generated map.

Another reason why Civ VI have resources everywhere is that after Gathering Storm the strategics have a stockpile system, in which every unit will cost a number of resources to both build and maintain; a fleet of Battleship can easily drain your coal stockpile. In Humankind you only need to own a number of strategics in order to build units or infrastructures, and they will neither "cost" a strategic nor reduce your "stockpile". Therefore there will be less resources on the map since one cannot "run out of" them.

So if I want to build 10 horses I need to own just 1 horse stockpile?

Also, how do luxuries work, as I have forgot about that as well...
 
So if I want to build 10 horses I need to own just 1 horse stockpile?

Also, how do luxuries work, as I have forgot about that as well...

Some things will ask for 2 or 3 strategic resource capacity, apparently. But yes, early game units and infrastructure all just seem to ask if you have the resource or not.

Luxuries stack, period, and give you +5 stability and some small amount of another yield, per city. In Endless Legend they added up over time and you could spend them to get nationwide boosts, but that doesn't seem to be the case here. However, their position matters for trade, which is different from Civ (and EL).
 
So if I want to build 10 horses I need to own just 1 horse stockpile?

Here is a list of some Ancient Era units and required resources.

For instance, Scout Cavalry need 1 Horse, and Horsemen need 2 Horse; and they only "need" the Horse instead of "cost" the Horse. Therefore if you have 2 improved/quartered Horse in the territory, you can pump out as many Horsemen as you want. (Both Scout and Scout Cavalry can be upgraded into Horsemen after unlocked the tech.)
 
1) do we know the rough combat scaling? Is it linear difference, like civ6? Trying to make sense of some of these unit stats.

2) my understanding of some of the abilities for the different culture types (builder, merchant, etc) is that certain ones you can turn on whenever and some have costs to activate.
militarist, builder, and science seem like you can use that ability whenever (although your city is locked into that build mode for 5 turns?)
The merchant ability is totally passive, it seems. What’s needed to activate the aesthete and agrarian ability? And is there a time constraint in the expansionist ability?

I think I’ve seen that the agrarian abilities are based on food surplus accumulation- which to me would imply that agrarian has a way to deploy food efficiently beyond Super Growth status (since more food = more pop generation via ability.)
any insight in these ability mechanics would be appreciated.
 
1) do we know the rough combat scaling? Is it linear difference, like civ6? Trying to make sense of some of these unit stats.

IIRC, at equal CS level each units takes 20-30 damage. For each difference point, it gets reduced by 5 for the one with higher CS and increased by 5 for the other. So a combat of 35 vs 33, the damage would be 10-20 for the 35 unit, and 30-40 for the 33 unit.
 
2) my understanding of some of the abilities for the different culture types (builder, merchant, etc) is that certain ones you can turn on whenever and some have costs to activate.
militarist, builder, and science seem like you can use that ability whenever (although your city is locked into that build mode for 5 turns?)
The merchant ability is totally passive, it seems. What’s needed to activate the aesthete and agrarian ability? And is there a time constraint in the expansionist ability?

I think I’ve seen that the agrarian abilities are based on food surplus accumulation- which to me would imply that agrarian has a way to deploy food efficiently beyond Super Growth status (since more food = more pop generation via ability.)
any insight in these ability mechanics would be appreciated.

Aesthete has 2 abilities which can be used once it's bar fills based on influence generated (no cost). 1) Culture bomb: Immediately culturally convert any territory (no distance or adjacency limit). 2) Double tourism revenue empire wide for 10 turns (cannot be stacked).

Agrarian has 2 abilities which can be used once it's bar fills based on excess food generated (no cost). 1) Generate 1 population within every city for each territory it owns. 2) Steal 1 population from each adjacent neighboring empire territory.

Builder has 1 ability that can be activated in each city separately and converts money & science yields into industry (no cost). Once used it cannot be deactivated for 5 turns.

Expansionist has 1 ability that requires money to use (scales upward) that flips ownership of an attached territory or outpost without war. Many attempts to steal can be active at once and can be used once a unit is atop the desired outpost or territory center and requires the unit to stay for several turns. The other empire can stop the process by closing boarder or attacking the unit, but saboteurs (invisible unless adjacent to other units) can make either option difficult.

Merchant has 3 passive abilities that are always in effect. 1) Importing resources costs 50% less money, 2) Exporting resources gains 50% more money, and 3) Resources bought from other players can be resold while its effects are retained.

Militaristic has 1 ability that can be activated in each city separately and converts population(s) immediately into levied troops (w/o costs). The combat strength of the levy scales with the era and each can be disbanded at any time to return the population to the city/territory they are in.

Science has 2 abilities (1 passive & 1 active) that can be activated in each city separately and converts industry & money yields into science (5 turns minimum & no cost). The passive ability unlocks the technology of the next era to be researched.

Abilities that interact with other cultures can cause grievances to quickly mount (stealing population, stealing territory, etc.) .
 
Hello. Feel free to comment on my attempt at making huge map of Humankind's Earth (territorial divisions, resource deposits fitting HK's resource frequency) in this thread. https://forums.civfanatics.com/thre...-google-map-130-territories-resources.664659/

The non interactive version of the map: file:///C:/Users/vande/Desktop/Podzia%C5%82%20%C5%9Bwiata%20na%20terytoria%20%E2%80%93%20surowce%20strategiczne%20%E2%80%93%20Moje%20Mapy%20Google%2016-11-2020%2017-51-01.png

The interactive version with toggleable strategic resources: https://www.google.com/maps/d/u/0/e...jKtL3ngOcD9UL950A&ll=14.503486726889108,0&z=2
 
Wonder if there will be later Era units/techs/quarters/mechanisms reveals instead.
 
I want some deep dives on naval battles, air combat, if they implement the industrial and agrarian revolutions, how saboteurs work, if there are ideologies like communism/capitalism, how diplomacy works in the later stages, whether your opponents roleplay or try to stop the winning player, if there's space exploration, what about climate change and so on and so on. There's so much and I hope they do put some of the more light weight stuff in these weekly reveals before the next big marketing push in the new year.
 
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