Humankind Game by Amplitude

Thanks! Although that's a bit disappointing, I guess.

The Biplane in game seems to be primarily a Reconnaissance and Anti-Reconnaissance piece. IF the enemy builds Biplanes, you can attack them, otherwise it's just to reveal where the enemy is.

That's completely Historical, since the first military aircraft were all reconnaissance only and it wasn't until the very end of WWI that aircraft could carry enough ordinance to do any real damage to anything on the ground except under very, very favorable circumstances (like, Turks with horses trying to retreat across an open desert with no antiaircraft or air cover in Palestine). For 'real' Air Power, you have to wait until the Modern Era, I suspect.
 
Had this happen once in 5 games, but also had several 'graphics' bugs - like disappearing units, both mine and the AIs. Those could all be fixed by exiting and reloading, but the Stalled Battle gliche/bug has been reported by several people just on these forums and appears to be game-breaking.
 
Had a game stall in a turn 144 battle, not sure if it was from having some 40-50 units involved in two simultaneous neighboring battles.

Im curious to hear how folks are getting so much gold. Last game I built a city around food and gold quarters using forced labor, but that only churned put a ~150 gold. Is it about getting gold culture boosts, or religion? Also, am I missing something about exporting luxuries? In my games, the only reliable source of gold I get is from vassals (~600 each), but I’m unclear how they get so much gold, let alone with so few quarters built.
 
Had a game stall in a turn 144 battle, not sure if it was from having some 40-50 units involved in two simultaneous neighboring battles.

Im curious to hear how folks are getting so much gold. Last game I built a city around food and gold quarters using forced labor, but that only churned put a ~150 gold. Is it about getting gold culture boosts, or religion? Also, am I missing something about exporting luxuries? In my games, the only reliable source of gold I get is from vassals (~600 each), but I’m unclear how they get so much gold, let alone with so few quarters built.

I think - and this is just my impression, I haven't actually 'crunched the numbers' - that Trade Routes are supposed to be the primary Money producer. I know as soon as I start establishing, or have the AIs start establishing Trade rotes with me my Money income goes up by 50 - 150%. On the other hand, there are some Religious Tenets for Money, which I haven't tried yet because the Tenets regarding Science are too good to pass up, that may also provide massive increases in Money the way other Tenets can for Science.
Unfortunately, the Open Dev ends tomorrow, so I probably won't have time to experiment with Money-Making schemes in Humankind.
 
I think - and this is just my impression, I haven't actually 'crunched the numbers' - that Trade Routes are supposed to be the primary Money producer. I know as soon as I start establishing, or have the AIs start establishing Trade rotes with me my Money income goes up by 50 - 150%. On the other hand, there are some Religious Tenets for Money, which I haven't tried yet because the Tenets regarding Science are too good to pass up, that may also provide massive increases in Money the way other Tenets can for Science.
Unfortunately, the Open Dev ends tomorrow, so I probably won't have time to experiment with Money-Making schemes in Humankind.

Played through another today. I paid more attention to notifications and saw some AI bought some of my resources. I think it’s a one-time bonus, but there are a few infrastructures and EQ that give money for each trade route. I didn’t take any gold civs, but did take the gold-per-pop tenet. Also I discovered that if you don’t kill your pops you end up with much more of every yield, since you get the same yields with about 30% the districts when you add workers, infrastructure and luxuries.

Also, it was super fun to do a long Babylon start, getting the EQ in every territory and having a city with 5 territories so that all researchers produced 5 food. Went Babylon > Greece > England > Endo Japan to work with my anti-cav and archer army the whole way. Being able to shoot longbows over a two-deep phalanx was very effective when fighting level/uphill.
 
Jules Verne? Although wouldn't mind Colette :p

For a France-based company, there are more than enough 'native' candidates: Jules Verne, Victor Hugo, Flaubert, Balzac, Dumas . . .

Although for a potential AI Opponent, I would have preferred, say, Mikhail Aleksandrovich Bakunin, the founder of 'collective anarchism' (a contradiction in terms if there ever was one!) - a potential opponent to any and all Factions according to his own writings.
 
I think - and this is just my impression, I haven't actually 'crunched the numbers' - that Trade Routes are supposed to be the primary Money producer. I know as soon as I start establishing, or have the AIs start establishing Trade rotes with me my Money income goes up by 50 - 150%.

Played through another today. I paid more attention to notifications and saw some AI bought some of my resources. I think it’s a one-time bonus, but there are a few infrastructures and EQ that give money for each trade route. I didn’t take any gold civs, but did take the gold-per-pop tenet.

I and other folks on Discord did some testing the other day about the trade income mechanic.

Basically, even though when you buying from the AI it is a one-time payment, AI buying from you will not create a one time income on your overall money income on the upper right corner. Instead, it will just create a trade route, and every territory of yours will get +1 money for every trade route passing through from the very beginning, like a toll tax. There is an infrastructure that can add another +1. For Merchant affinities, the plain income of trade route will double, thus generate a larger income.

In general, for a playthrough rich in gold, the majority of your income will be Market-type EQs (most of them can scale based on the number of trade routes or population), naval trade route with Great Fishmarket infrastructure (+5 money on naval trade routes), luxury bonuses (many luxuries provide money can they can stack), as well as the Luxury Manufactory (gives a bonus income from money-bonus luxuries, it really stacks but the exact calculation is unknown).

Below is an exemplary income breakdown of one of my city when I went Ghanaians-Joseon (so a non-Merchant with already built Merchant EQs)

Spoiler :
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They can‘t do Jules Verne, he looks way too similar to Hugo... Dumas would be preferable in that regard.
maybe they add another little pack with a wonder and avatar, just like they did with Hugo, and we‘ll get not another French one.
 
Oh cool, thanks for that update! I’m guessing that it works the same for the AI, so they pay the same upfront cost to establish the route with you and that they also get the trickle income when you buy one of theirs. I wonder if vassal income is calculated based on something like their total yields, not just gold. A 600 gold boost for a good vassal dramatically increases your income, but that’s about what would have gained if allowed to capture their empire, and had access to their production/science.
 
What would be your first dream choices for new cultures in expansions? Mine would be:
- Etruscans in the ancient era, Aestethe (to provide more Europeans and give precedessors to Rome)
- Han dynasty in the classical era (because come on, it's China) with Scientist affinity (it fits and we have to give it to China at some point!)
- Chola dynasty in the medieval era, merchant and naval focus (East Asia is already sort of present as Mongols, although Song dynasty would still be high on the list)
- Yoruba (Oyo kingdom) in the early modern era, because it is very cool civilization never present in Civ series. And EM era has no Subsaharan culture. And it is from Nigeria, which history is criminally underrated.
- Meiji Japan in the industrial era. It's weird to see Siam or Iran here, but not the only non - European culture which a actually "won" this era.

I didn't count Andean civilizations, as they will probably arrive together in one pack at some point.
 
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- Han dynasty in the classical era (because come on, it's China) with Scientist affinity (it fits and we have to give it to China at some point!)

If it needs to be a Scientist for China, it would better be Song. Joseph Needham spent thousands of pages talking about Song-era inventions.
 
If it needs to be a Scientist for China, it would better be Song. Joseph Needham spent thousands of pages talking about Song-era inventions.

A case could be made for either. The early Chinese lead in metallurgy - cast iron, powered forges and smelters, early crucible steel - were all Han developments. The Song applied a lot of earlier developments more thoroughly, especially in naval architecture and mechanics and early gunpowder development, but they were all started earlier, under the Han or Tang, and 'perfected' under the Song.
 
A case could be made for either. The early Chinese lead in metallurgy - cast iron, powered forges and smelters, early crucible steel - were all Han developments. The Song applied a lot of earlier developments more thoroughly, especially in naval architecture and mechanics and early gunpowder development, but they were all started earlier, under the Han or Tang, and 'perfected' under the Song.

On the other hand, if following the logic of a culture's "emblematic achievements" as their affinity pick, then Han is far more remembered as an Expansionist instead of Scientist, and vice versa is true for Song.
 
Honestly, many Chinese empires were so mighty that they would fit every affinity at once :p
 
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