Humankind Game by Amplitude

I overlooked that screen... I was primarily impressed by that screen where you chose between having conscripts or a professional army. I want that level of detail and "realness" in my historical 4x game.
What I liked about that screen you mention is the real choice it suggests for each civic. In this case, Build Units faster or have stronger units. And there's some centralization/de-centralization attached to that as it seems, so it comes with a price tag as well if this is against your general strategy.

Spoiler :

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We don't have screenshot thread yet? I thought we had...

Anyway, here are the two early game events that we saw.
Spoiler :

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There are also some tooltips in the video, showing buildings and their effects, which I might look for later on.

And, not least, we learned that the culture focus has some unique abilities that require a certain bucket to fill. The one for agrarian civs is filled by additional food, and it allows either +1 pop in each city when its full or to steal population from neighboring cities. The military trait allows you to convert population into militia, so it seems to have a great defensive use. And we also see what the science trait can do for you:
Spoiler :

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What I liked about that screen you mention is the real choice it suggests for each civic. In this case, Build Units faster or have stronger units. And there's some centralization/de-centralization attached to that as it seems, so it comes with a price tag as well if this is against your general strategy.


It seems that within a single civic choice, you can move the slider a bit inside the box to modify the bonuses slightly. For example, you can enact "professional soldiers" but you can slide that 3rd slider a bit to the left to get a stronger bonus like +2 strength to all unit.

I like that civics are not fixed bonuses, that you can adjust them a bit. And it looks like you can adjust the other sliders too to further customize the overall bonuses of each civic you enact.
 
As you are already busy dissecting videos, I will just leave the new IGN 6 Minute Gameplay Walkthrough here.


It seems that within a single civic choice, you can move the slider a bit inside the box to modify the bonuses slightly. For example, you can enact "professional soldiers" but you can slide that 3rd slider a bit to the left to get a stronger bonus like +2 strength to all unit.

I like that civics are not fixed bonuses, that you can adjust them a bit. And it looks like you can adjust the other sliders too to further customize the overall bonuses of each civic you enact.

Not quite, no, but as so often, I have to excuse myself from giving a proper answer until "Later™"
 
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It seems that within a single civic choice, you can move the slider a bit inside the box to modify the bonuses slightly. For example, you can enact "professional soldiers" but you can slide that 3rd slider a bit to the left to get a stronger bonus like +2 strength to all unit.

I like that civics are not fixed bonuses, that you can adjust them a bit. And it looks like you can adjust the other sliders too to further customize the overall bonuses of each civic you enact.
I'm REALLY liking this. Argh, why did this get delayed to next year! :) I want it so bad.
 
As you are already busy dissecting videos, I will just leave the new IGN 6 Minute Gameplay Walkthrough here.

THANK YOU!!!! The game looks great. Can't wait. I hope I get in to the OpenDev thing to give my feedback.

Not quite, no, but as so often, I have to excuse myself from giving a proper answer until "Later™"

Thanks for the reply. I love dissecting screenshots for games like this that I intend to buy.

Ok. So it looks like "conscripts" gives -20% production cost to units and "professional solders" gives +1 combat strength to units. It also looks like that 3rd slider adds modifies to food, science, production, gold yields to your cities with "conscript" giving +15% yields to the capital and only +5% to unadministered cities and "professional soldiers" being the opposite.

But we do see that the slider position is slightly different inside the box. If the player does not adjust them, perhaps the game does based on other characteristics of your civ?

Hopefully, you will give more info soon. I'd love to know more about how civics work.
 
From IGN demo:

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We see that Militarist allows you to instantly create military units in your cities but cost population. That's a great special ability for military civs and I've always loved the idea of being able to levy troops in an emergency.

The Myceneans also get a ton of military experience, +200% and extra combat strength from their unique district. And a unique military unit that gets a combat bonus on its first attack.

They are going to be a very good military civ in the early game.
 
I know I've been anticipating this game as much as the rest of you, but this is the first time for me to say that this game is a game-changer (no pun intended). It looks absolutely stunning, and I love how the civics system is very flexible. I hope I could participate in the OpenDev program, and I hope it's easier to get in than getting into post-grad studies haha
 
I really love how you start as a nomadic tribe and can gather food to get stronger and have to find the equivalent of a "goodie hut" to become your first ancient civ. Makes the start of the game a bit more interesting and different from the usual civ start where you just start as a city right away.
 
The IGN demo explains the civics better. Basically, the decisions you make in the game that influence if your civ is more authoritarian or more progressive for example, will influence the sliders. So you can enact "conscripts" and get some default bonuses but the slider inside the box will be adjusted slightly based on the type of philosophical choices you made. I hope I got that right @Catoninetales_Amplitude
 
It‘s long overdue imho. Projects being nationwide available in civ V should have been the basis for an inclusion of this in civ VI.

I agree! For one, it's realistic. Wonders were huge projects that often did require a national effort. And it gives a sense of how grand they are when you mobilize several cities to help build it too. But also, in terms of gameplay, it adds an interesting decision for the player because if you have a city with a lot of production, you can choose to only use that one city and let your other cities continue to build other stuff but the wonder will take longer, or you can halt other builds in other cities but get your wonder faster.
 
I guess that confirms that you can build multiple cities in one region!

No. I think it is still 1 city per region. Think of each city as a regional capital. So you are essentially assigning multiple regions to help with the same wonder. At least that is how I think it works.

The effects of the building seem lackluster though. I think they are not on display in this info. Or maybe is the real benefit of wonders fame and era stars?

Yes, keep in mind that wonders give a lot of fame points which is the victory currency in the game. You win the game by collecting the most fame. So wonders already give you a ton of points towards wining the game so that is already a big bonus. That's why their in-game bonus is indeed lackluster since they already help you win the game. Some players who like a builder style will probably focus on wonder building as a strategy to win the game. So wonders already have a big reason to build them apart from any bonuses. The bonuses are icing on the cake, to give them a little flavor.
 
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