Humankind Game by Amplitude

I wonder if there would be creative ways to limit the choices for the next era based on what happens in the current one. The "one million civilizations" in their marketing material implies that every combination is possible, but maybe only if you play in certain ways? Picking one in ten six times in every game seems like too much choice.

Well, you don't have to. So just don't. If there are limitations it would be neat if they are directly related to what's happening in the actual game you play... Maybe you must have met the respective predecessor of the Romans to become Roman or else only new "Civs" that emerged in the new era appear on the board...

I wonder how feasible it would be to just roam around as a Neolithic Tribe until the Renaissance.
No City Challenge... :D

I'm curious about what they are going to do for civs such as the Aztecs.

Will they do what Civ does by having their focus be earlier era than their real time equivalent

Or be in the correct era and be fighting against civs with much better technology

In real world view they must be succeeded by the Spanish Civ. Keeping their own units and buildings from aztec times are a great way to resemble legacies...

Still, its far too early to make a point whether anything they plan is good or bad... I generally like the direction they try to go, though...
 
The more i read about Fame the more it seems like a indepth and refined Era Score.

I mean. If some modder wanted too they could make an 'era score' victory for civ vi so we could test it out. (*hint hint*)

I guess it would be as simple as changing the score victory parameters to only track era score.

I have a very small amount of modding knowledge i might even be able to throw it together myself.

To be honest in my mind it sounds like a really interesting approach to victory. Making your actions through the whole game important rather than just the rush at the end. As well as a nerf to military. Even if you roll over the leader with military in the late game they might still win if they have gathered enough era score earlier in the game
Speaking of mods, I'm pretty sure that every feature announced have been made in one mod or another for civ4.

Not saying that Amplitude has a lack of innovative ideas (or Firaxis for civ6), it's more like civ4 modders have already explored almost every possibilities for a Civ game :D

Now, about civ6 and what we could do with current modding capabilities...

Possible:
- Unique victory based on fame scoring

Should be possible (but with some reservation on how the AI would handle those) :
- Collecting yields/food during a Neolithic start
- Metropolis
- Outpost becoming cities

Impossible:
- The ability to switch and reserve civs type for each eras: technically it's partially possible for 6 eras with 10 players max by reserving all player slots available for the game (60), leaving none for City States BTW, and we can switch to another player anytime, after that techs, units, yields, pools, abilities, and (maybe) cities could be transfered, but I don't think we could transfer the diplomatic states.
- Moving single armies unstacking for combat: no access to AI coding
- Regions with one city per region: no conditionnal control over the "create city" action for AI Settlers

Let me know what I forgot...
 
Here is a very good article that explains a lot.

https://twinfinite.net/2019/08/humankind-preview-sega/

As a Neo Tribe, you collect both Wisdom and Food in order to turn into BA civ. Wisdom is that screen with the three options of bonuses once settled. Food gives you a bigger population when settled or you can split the tribe and settle two cities... <snip>

That really is a fascinating article, providing a lot more info about what we can expect, and it makes me even more excited about HK.

Probably what intrigues me the most is the opening of the game, wandering, learning, exploring, accumulating assets, and then deciding whether to remain in one larger band, or perhaps split into two smaller ones — and all this before choosing your first civilization. That's awesome! At least by description this process sounds far more immersive than the way Civ games begin.

We'll have to see how it all works out, see if Amplitude can succeed while taking such an ambitious approach, but I'm really looking forward to learning more.
 
Same actually.

But i think that might be the novelty. A new Civ Vi expansion will be an improvement of the model we currently have, while humankind seems to be trying some really interesting things and i'm curious how it's going to work out.

Though it's entirely possible that when they are both out Civ Vi stands up as a much better game and the new ideas don't quite come together in practice.

Only time will tell i guess
 
I asked about the Emblematic Buildings on the official forums and a dev said they are just buildings, they are not exclusive Wonders like the article made it sound.
 
I'm very interested in the new game but I have some reservations (as alluded to some pages ago). Will the game focus too much on warfare, ie does all city building only help warfare in the end? I don't hope so. Secondly, how much time and energy does the development team put into testing the mechanisms? Civilization at least has a mixed record on this.
Lastly, how big are going to be the maps? They sure look amazing, but seemingly need lots of processing power. That would allow normal computers only small maps.
 
I'm very interested in the new game but I have some reservations (as alluded to some pages ago). Will the game focus too much on warfare, ie does all city building only help warfare in the end? I don't hope so. Secondly, how much time and energy does the development team put into testing the mechanisms? Civilization at least has a mixed record on this.
Lastly, how big are going to be the maps? They sure look amazing, but seemingly need lots of processing power. That would allow normal computers only small maps.
I'm not sure we can make assumptions of the requirements based on screenshots, I mean you can always lower graphic settings if video memory become a problem, and so the real factor is how fast the AI (and the UI, looking at you trader network in civ6 late game) can compute pathfinding to (and exploiting) positions.

And I think that this processing requirement is exponential if you don't limit pathfinding with a max range, and rules complexity is also affecting the AI processing time on larger maps, but those have nothing to do with how good the game looks.
 
I don't care the style; I just hope Flyby No is the composer. :love:

This dev post should make you happy then

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FlybyNo is at the reins for Humankind's soundtrack. He has some great stuff in the works and the little I've had the chance to hear already sounded amazing.

---

I think his music is great. But i doubt its going to follow the civ tradition of each civilisation having its own soundtrack. Maybe he will do it era based music? Or maybe just a general soundtrack based on what your doing ingame. Peace or war etc etc
 
I asked about the Emblematic Buildings on the official forums and a dev said they are just buildings, they are not exclusive Wonders like the article made it sound.

In another post, another dev referred to the Emblematic Units each civ would get, and how most of them included a unique ability that could be used on the tactical battle map. (Edit: one unit per civ, as I realize my original wording was ambiguous.)

So basically Emblematic Buildings and Emblematic Units are Unique Buildings and Unique Units with access to a high-end thesaurus.
 
In another post, another dev referred to the Emblematic Units each civ would get, and how most of them included a unique ability that could be used on the tactical battle map. (Edit: one unit per civ, as I realize my original wording was ambiguous.)

So basically Emblematic Buildings and Emblematic Units are Unique Buildings and Unique Units with access to a high-end thesaurus.

So it would seem. They don't want to step on Firaxis' toes by directly lifting terminology.
 
Another dev post, this one on the topic of choosing a new civ each era, and the suggestion that the player simply choose the specific traits historically associated with leading civs of different eras, but not "become" that civ.

This was considered during the early stages of development, but it was decided to keep culture names instead of just collecting features and traits, as to let players live out their fantasies of playing the Romans, or the Aztecs, etc.
 
Badly. You couldn't import new 3D models as far as I know. Apparently the devs blamed the Unity engine but that seems like a weak excuse.
Thanks, and ironically, while I'm constantly complaining about the limitation of gameplay modding for civ6, I'm realizing that a complete lack of graphic modding would be a full stop for me.

When I've seen the first images in the HK trailer, first reaction was "gorgeous map", second was "but I must REDuce those units".
 
Thanks, and ironically, while I'm constantly complaining about the limitation of gameplay modding for civ6, I'm realizing that a complete lack of graphic modding would be a full stop for me.

When I've seen the first images in the HK trailer, first reaction was "gorgeous map", second was "but I must REDuce those units".

Endless Legend seemed very limited. It sounds like you can make new units composed of existing unit models and apparently re-skins are possible too. In Endless Space documentation suggests that ships and planets can be re-textured. Neither game has anything on the scale of Civ VI graphical modability.
 
The choosing civilization thing seems weird to me. I'll need to see.

The accumulating traits mechanic is exactly what I want. No question about that.

I was thrown off a bit by switching civs, but I am able to rationalize it. Virtually every nation or culture that has ever existed evolved or hybridized from nations and cultures that existed before it. That you can evolve in an ahistorical way is a conceit on par with having immortal leaders and having modern nations emerge at the dawn of agriculture and having Kongo sharing a landmass with Japan and Inca.

HK diverges from Civ's basic design in new and exciting ways.

My primary concern right now is that they may be taking up spots in the roster with multiple Age-variants of major historical powers and not have room for exciting obscure choices.
 
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Another dev post, this one on the topic of choosing a new civ each era, and the suggestion that the player simply choose the specific traits historically associated with leading civs of different eras, but not "become" that civ.

This was considered during the early stages of development, but it was decided to keep culture names instead of just collecting features and traits, as to let players live out their fantasies of playing the Romans, or the Aztecs, etc.

Yeah, it's a bit of conundrum. For example, I love playing as the romans, and even now I'm thinking "Uff, I need to get to the classical age first before some other civ snatches them!". And it would feel weird as other civs around you switch around to cultures from around the globe. In the classical age I'm next to China, but now they are Aztecs in the medieval.

Personally, I would have gone with "global area civs", and do switches inside those areas.
 
A dev on g2g says that different civs can accrue Fame stars in different ways.
 
What I am afraid of with the changing culture is that the competitors will be less personnable.

Now in civ, if I spawn next to Monty now what to expect, and I can build a relationship throughout the game and even over my entire civ experience. In this setting, if my neighbor is China for a while and suddenly becomes industrial germany, how can I maintain a continuity of the relationship? Will they be the red player? And can multiple player chose the same culture?
 
What I am afraid of with the changing culture is that the competitors will be less personnable.

Now in civ, if I spawn next to Monty now what to expect, and I can build a relationship throughout the game and even over my entire civ experience. In this setting, if my neighbor is China for a while and suddenly becomes industrial germany, how can I maintain a continuity of the relationship? Will they be the red player? And can multiple player chose the same culture?

Multiple players cannot choose the same civ during the same Age. Although, presumably one player could be the Franks and a different player could be France in a later Age.

We do not yet know how civs/players are represented in diplomacy. I'm hoping for emissaries that carry the flavor of the civ. One of the devs mentioned that he provided hilariously bad placeholder voice acting in an early build.
 
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