Humankind Game by Amplitude

Also, on the screen before it says: you've collected enough culture for a wonder. Please chose one you like and place it on the map. Then nobody can take it away from you.

So, wonder race is gone. I like that the wonder is less about the production you put in, but rather what you did before. Conditions for building a wonder is a mechanic I wanted in civ for a long time. I'm not sure what I feel about them not being special though (all wonders have the same effect).

It does solve the problem though of running out of place to place modern wonders...
 
And since the wonder has a health bar, it might be destructible, which is quite a change. Maybe destroying one gives some fame à la Herostratos :mischief:

Good find. Yeah, being able to destroy wonders would be a big change. It will mean that players will need to protect them.
 
No. Wonders do still have unique effects. it's just that all wonders also give fame in addition to their unique effect.

Went back to that screen (it's 5:16 if anyone wants) and you are right. Sorry, I oversaw that before.

But honestly: Only buildable on a luxury resource which it extracts as well is such a minor benefit I didn't recognise it as such and thought that just every Wonder does that...
 
Went back to that screen (it's 5:16 if anyone wants) and you are right. Sorry, I oversaw that before.

But honestly: Only buildable on a luxury resource which it extracts as well is such a minor benefit I didn't recognise it as such and thought that just every Wonder does that...

We don't know how luxuries work. Extracting a luxury might be quite good.

But from the screenshot, it seems that you still get the yields from the wonder tile. We see that the player gets +2 industry and +3 money on the tile the wonder is built on. So you don't lose that tile yield from building a wonder on it like in civ. Also, the wonder grants 100 fame and the player got an additional 50 fame for completing the "build wonder" goal. So the player got 150 fame points! Considering how important fame is in the game, I don't think we should underestimate the fame that the player also got. So, yes, just getting one luxury is small but the wonder gives more than that.
 
But honestly: Only buildable on a luxury resource which it extracts as well is such a minor benefit I didn't recognise it as such and thought that just every Wonder does that...

I would be very surprised if the unique bonuses for the wonders will be the same in release. They very well could be a sort of placeholder... as much as I (we) like to scrutinize every detail ;) a lot of these things will, and should, probably change in response balance and tester feedback
 
Went back to that screen (it's 5:16 if anyone wants) and you are right. Sorry, I oversaw that before.

But honestly: Only buildable on a luxury resource which it extracts as well is such a minor benefit I didn't recognise it as such and thought that just every Wonder does that...
Extracting resources without the necessary technology might be quite a benefit in the long run.
 
I would be very surprised if the unique bonuses for the wonders will be the same in release. They very well could be a sort of placeholder... as much as I (we) like to scrutinize every detail ;) a lot of these things will, and should, probably change in response balance and tester feedback
As our friends at Paradox Development Studio like to say: Not final numbers are not final.


By the way, here is the actual First Hands-On Impressions article I meant to post earlier but had trouble finding on the IGN site.
 
This might have been discussed before but I noticed some neat things with the army card:

uIPDkIU.png


It says "regiment" at the top and it has 4 slots for units. So we see that we can "stack" 4 units in a regiment. I really love this way of doing it where we can "stack" 4 units together into a single "army" unit to move around on the map. that then spread out to fight a battle. It seems to combine the best of 1upt and stacks.

The army has 13 combat strength.

I do wonder if there will be bigger armies, ie bigger than a regiment with more than 4 slots?

There is a some kind of bar under "regiment". I wonder if that is a progress bar towards getting promotions for the stack.

It also says "exhausted" and the movement points are in red "0/4". I wonder if moving the unit the full 4 points too often leads to exhaustion. Or maybe you are allowed to move more than 4 but then get "exhausted" and are forced to rest to recoup the movement points. I am assuming exhausting might also have some kind of negative modifier. If so, this looks like a nice mechanic where you can choose to press your armies hard if you need to get someone quickly but at a cost.
 
I think the bar is just the average health bar. Nice observations otherwise though.

Right, That makes sense. Thanks. We can see that the single unit in the first slot has the same health bar. So the bar at the top is the health bar for the entire army. If he filled all 4 slots, the bar would represent the total health of the entire army.
 
Awesome stuff! I can't wait to play it =)
 
As our friends at Paradox Development Studio like to say: Not final numbers are not final.


By the way, here is the actual First Hands-On Impressions article I meant to post earlier but had trouble finding on the IGN site.

From the article:
It’s potentially powerful, but losing your capital will mean losing the game, and defending outlying areas might be more difficult with no forward bases. Having lots of smaller cities will require you to specialize more, but also offers better defense in depth.

Two questions:
1. Will there be a chance to move our capital to another city?
2. How large will the maps choices be? I'm not sure if this has been answered before already here, but I'm worried there wouldn't be enough space for smaller cities in the map if there is only one city per region.
 
Too much all at once!
But, some things do jump out:

The Army/Regiment commented on above seems to consist of a single unit which from the illustration is an unarmored runner/scout, and therefore pretty certain to be about as low a combat factor as you can get. The combat factor ('muscled arm') is 13. The same factor for the Prodromoi Emblematic Unit of the Myceneans is 24. One assumes, therefore, that an 11-point difference in Combat Factors will allow the Prodromoi to whip the 'scout' every time. I expect @Sostratus will have the entire Combat results Table laid out for us with just a few more clues . . .

The 'Civics' are going to allow a tremendous Customization of your Faction, regardless of which one or type you pick. The screenshot shows at least 34 different Civics, and if you have 2 - 3 different choices or possible results for each, that's a mind-boggling number of possible combinations of effects. I'm going to make a prediction here: bet you anything that some combinations are effectively impossible - that is, some choices will preclude going in certain directions later.

The Conscript versus Professional choice, though, is intriguing. Yes, the Professionals give you stronger units. But look at the Economic/Civil bonuses from Conscripts: 15% across the board on everything in your Capital. Now remember those Mega-city sprawls they showed in some of the early screenshots and imagine what +15% to one of those means in terms of Production and/or Gold! Wonders in One Turn! (Well, probably not, but I suspect buildings and 'Quarters' almost that fast in the late game, unless they have one mighty steep rising curve of costs to match the sprawling city possibilities)
 
2. How large will the maps choices be? I'm not sure if this has been answered before already here, but I'm worried there wouldn't be enough space for smaller cities in the map if there is only one city per region.

From the Games2gether forum, Cat-o-Nine-Tails said: "The smallest maps are around the same size as the smallest maps in Civ6, but the bigger maps get a bit bigger, though that is relativized somewhat by the territory and region system resulting in an overall smaller number of cities. Personally I'd say it feels about the same."
 
From the Games2gether forum, Cat-o-Nine-Tails said: "The smallest maps are around the same size as the smallest maps in Civ6, but the bigger maps get a bit bigger, though that is relativized somewhat by the territory and region system resulting in an overall smaller number of cities. Personally I'd say it feels about the same."

I am hoping we can customize the number of regions per map size in order to customize how big the regions are for the same map size. That way, if we want more cities for the same map size, we can but if we want fewer cities for the same map size, we can do that as well. I would imagine that some players might want to play with smaller regions for the same map size but other players might prefer bigger regions on the same map size.
 
The Conscript versus Professional choice, though, is intriguing. Yes, the Professionals give you stronger units. But look at the Economic/Civil bonuses from Conscripts: 15% across the board on everything in your Capital.
That's actually unrelated to the Conscripted/Professional army choice. It's a bonus from leaning towards Authoritarianism (+15% Capital, +5% Other) as opposed to Libertarianism (+5% Capital, +15% Other).
No idea if the middle is supposed to represent some sort of equality (+10% to both) or if the game incentivises leaning one way or the other, though.
 
That's actually unrelated to the Conscripted/Professional army choice. It's a bonus from leaning towards Authoritarianism (+15% Capital, +5% Other) as opposed to Libertarianism (+5% Capital, +15% Other).
No idea if the middle is supposed to represent some sort of equality (+10% to both) or if the game incentivises leaning one way or the other, though.

I believe you are correct.

The 4 sliders represent 4 spectrums that your society can fall on. The third slider is authoritarianism versus liberty. We can see in this screenshot that the player is leaning more towards liberty (the left side).

TdFxByq.png


And it was mentioned in one of the videos that authoritarianism which grants the +15% food, money, industry, science to your capital will favor a "tall" play style since your capital gets higher yields than your other cities. Liberty which grants the +15% higher yields to your unadministrated cities and your capital only gets +5% will favor a "wide" style since your other cities get more yields.

These sliders change base on your decisions when you get those special events.

We see the same icons from the bottom slider in this special event:

yC4iENC.png


Based on these choices, it looks like the last slider at the bottom might represent tradition versus enlightenment. The light bulb represents enlightenment. Or the slider might be class based versus egalitarian. Not sure.

So as you pick these choices, the game will assign points to each slider causing the sliders to shift towards one side or the other. You get bonuses based on the position of the slider.

So you get a fixed bonus from the civic. "conscripts" grants -20% production cost for units. "professional soldiers" grants +1 combat strength. And then you also get 4 sets of bonuses based on where each of the 4 sliders are.
 
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So if the third slider is libertarianism vs authoritarianism, the second slider icons look to me like nationalism (or isolationism) vs globalism, and the fourth slider icons traditionalism vs progressivism. Any thoughts on what ideological continuum the top slider represents? Maybe individualism vs collectivism?
 
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