Humankind Game by Amplitude

Perhaps the Franks are being represented instead of something entirely Celtic.

Problem with that is that the Classical Franks were a Germanic Tribe and not Celtic at all. That would give them two Germanic Factions (Goths and Franks) and no Celts in the Classical Era - not a great distribution of Factions, I would think.
 
and Franks should be medieval anyway.


Another thing:
did we see a siege unit yet? Or any confirmation that such a thing exists in the game?
 
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I can confirm that siege units exist, but that's all you'll hear from me on that subject for now.

Not to put words onto anybody's Thread post, but in Amplitude's previous Fantasy game Endless Legend 'seiges' were handled very abstractly and very differently from Civilization. You moved an army next to a city, declared a Siege, stylized 'siege lines' appeared around the city, and the city defenses slowly eroded away, based on the size of your army. When the defenses reached Zero, you could storm the place.

Coming from a different direction, until the Bombard appears in the very late Medieval Era (1375 CE in France) almost all 'Siege Engines', including Towers, Rams, big stone-throwing Catapults and Trebuchets, were built on the spot of the siege using (mostly the metal) parts hauled in on pack animals or carts. There was no 'siege train' of separate units the army dragged along with it. That makes the Endless Legend system a real possibility for a historical game, for at least the Ancient/Bronze, Classical and Medieval Eras, maybe bringing in the first 'separate' Siege Unit in the Bombard at the very beginning of the Renaissance/Early Modern Era.

IF nothing else, that would simplify early Unit Lists by removing a whole bunch of historically-suspect separate Battering Rams, Siege Towers and Catapults roaming the Map . . .

Of course, to do it Right (and I don't remember Endless Legend bothering with this) there should be the possibility of building or 'improving' City Walls and fortifications to include bolt-throwing anti-troop catapults or stone-throwing Anti-Siege Machine catapults ('lithoboulos') in the city defenses during the Classical Era - expensive but the 'last word' in City Defenses.

And, as one of my favorite Historical Trivia bits, as a result of the importance of catapult technology to city defense among the Greek city states, Firing a Catapult for range and accuracy was an event in the Greek Panhellenic Games (the Olympic Games were only the best-known of four such: the others were the Nemean, Pythian, and Isthmian Games). I've always hoped that would be revived for the modern Olympics - a team in national colors hauling a torsion catapult onto the field, tuning it (perfect pitch was a requirement for a good catapult engineer) and tossing away at a target.
 
You could attack before all the fortification points were drained but the remaining fortification points would be applied to each defender giving them a an extra layer of health that you would have to chip down. Even a low amount of fortification points could tip the scale and make even militia units tough to take down. You could also continue to wait after the fortification points had depleted and the units inside the city would begin to take damage so the defender would be forced to sally out or their units would be destroyed anyway and the city taken.

It was a good system it was also one the AI could use fairly effectively with alot of cities changing hands and major empires getting wiped out far into the late game.
 
You could attack before all the fortification points were drained but the remaining fortification points would be applied to each defender giving them a an extra layer of health that you would have to chip down. Even a low amount of fortification points could tip the scale and make even militia units tough to take down. You could also continue to wait after the fortification points had depleted and the units inside the city would begin to take damage so the defender would be forced to sally out or their units would be destroyed anyway and the city taken.

It was a good system it was also one the AI could use fairly effectively with alot of cities changing hands and major empires getting wiped out far into the late game.

Thanks for the additions: it's been a while since I've played the game, and I'd forgotten a lot of the details - which make the system even more adaptable to a Historical 4X game.

AND if a similar system of adding Fortification factors to each unit was adapted to include (late game) Field Fortifications or Fortresses, the Siege Warfare of the 18th century in northeastern Europe or the ghastly fortified Western Front in 1914 - 1918 or Maginot/Siegfried Lines of 1940 - 1944 could be easily represented in the game as well.
 
New picture from le Twitter:
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New picture from le Twitter:
ESXT-rGXcAU2nIP

Again there's a quarter that has 2 "pools" in front of it, just like the Carthagian and Mayan screenshots, I think we can safely asume "normal" quarters of the same kind will follow the same layout, maybe we could use this to spot religious, indutstrial, goverment, etc from diferent cultures?...that would make that the Gothic religious quarter I believe.

Also, the Gothic city center has inner walls! (if it's the city center)

the Tumulus looks different from the one on the culture card, do you think It's just a change in design or is it another type of quartet/wonder?

Also we had seen before a screen with architecture that we assumed was Celtic...does anyone remember it? because if it's the same architecture it could be the nail on the Celtic coffin.

EDIT:

Found the screenshot, those longhouses are looking pretty viking to me, even more with the naval focus.

Spoiler :
Humankind-Sega-1620x800.jpg
 
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Again there's a quarter that has 2 "pools" in front of it, just like the Carthagian and Mayan screenshots, I think we can safely asume "normal" quarters of the same kind will follow the same layout, maybe we could use this to spot religious, indutstrial, goverment, etc from diferent cultures?...that would make that the Gothic religious quarter I believe.

Also, the Gothic city center has inner walls! (if it's the city center)

the Tumulus looks different from the one on the culture card, do you think It's just a change in design or is it another type of quartet/wonder?

Also we had seen before a screen with architecture that we assumed was Celtic...does anyone remember it? because if it's the same architecture it could be the nail on the Celtic coffin.

EDIT:

Found the screenshot, those longhouses are looking pretty viking to me, even more with the naval focus.

Spoiler :
Humankind-Sega-1620x800.jpg
Those kind of look like longships as well... though the merchant ships should really be knarrs.
 
When will we see Alpha pictures? Moving from pre alpha all the way to a full release in less than a year does not seem realistic, unless there is some secret French video game making technique that I have not heard of
 
When will we see Alpha pictures? Moving from pre alpha all the way to a full release in less than a year does not seem realistic, unless there is some secret French video game making technique that I have not heard of

Got to remember that what they are revealing may be far short of what they are actually working on right now.

But, I agree, there is so much that we don't now about how the game actually plays that you can't help but feel there is a long way to go to Release . . .
 
When will we see Alpha pictures? Moving from pre alpha all the way to a full release in less than a year does not seem realistic, unless there is some secret French video game making technique that I have not heard of

It's possible that marketing has been instructed to mark everything as pre-alpha, to avoid getting bogged down on internal discussions about what is set in stone, what might change, etc.
 
Another beautiful screenshot! Gotta say, I love those jagged mountains!
 
It's possible that marketing has been instructed to mark everything as pre-alpha, to avoid getting bogged down on internal discussions about what is set in stone, what might change, etc.

My assumption is that Anything except map and unit graphics, which are probably the most time and talent-consuming, is subject to change. Any actual numerical factors (movement, combat factors, costs of constructing anything, etc) are totally subject to change and therefore, were they to show any such it would simply result in mass confusion when the game sprang different numbers on us on Release Date.
 
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