Humankind, my first impressions

Gedemon

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Like a few other CivFanatics I was able to test the game for a few days before the release thanks to Catoninetales_Amplitude.

disclaimer: I also own the game, this had no influence on this review content...

I was hoping to post this yesterday like everyone else, but I had the time for only one full game the last week, and the default level was too easy and I wasn't able to appreciate the end game as I was dominating every other AI.

So I took the time to start a second game, this time at "Empire" difficulty, but hasn't finished that second run yet, so here are my first impressions based on one run and a half.

Spoiler :
upload_2021-8-17_15-55-37.png


First thing, forget what you've learned playing Civilization, this is a very different game and you will have some difficulties to adapt at the beginning, I know I had, and spending some time reading the Humankind Encyclopedia would be a good idea.

I've played Civilization since the first, mostly role-playing, following the "lead a civilization to stand the test of time" motto to the letter.

I've lost that feeling in the franchise with civ5 and civ6, and I was hoping that Humankind could give it back to me.

From those first runs, I'd say it's looking good so far, not perfect, but pretty good.

I had my doubts about the Neolithic Era, but after restarting a few game after a dozen turns, it's a nice change. Sure there is a bit of luck involved, but not more than having a Barbarian scout sending hordes of units on your first city after a few turns in civ6.

Discovering the map around you before choosing your initial culture, choosing the safety of keeping your hunters close together or spread them to cover more ground, finding the best region and position for your first outpost(s), there is enough content to keep that part interesting.

below: the starting location of my second run
Spoiler :
upload_2021-8-17_16-25-27.png


The mechanism of regions, outposts, cities is also a nice change, it's in my opinion a good balance between Old World pre-placed city sites and Civilization cities spamming.

You have enough space between cities, but still get to decide where to place the "main plaza" on the map.

Speaking of the map, I love the graphism, and I love the elevation of the terrain. One of the first thought I had when civ6 was released with cliffs on the coast was "but why not cliffs on land ?"

I also like that there are many variation of the terrain texture, civ6 graphisms were pretty good, but lacked such variety.

below: an outpost in the "Virgin Komi" wood, which was worth of a notification during exploration
Spoiler :
upload_2021-8-17_16-51-3.png

upload_2021-8-17_16-51-11.png


Another nice touch is the customizable avatar and how your appearance (and your opponents appearance) will change with eras and cultures.

Spoiler :
upload_2021-8-17_16-55-27.png

upload_2021-8-17_16-56-30.png


On the other hand, I'm not a fan of the voices, animations and dialogues during diplomacy, so, like for civ6 leaders, I just ignore them.

Diplomacy. Yep, what made me stop playing civ6...

Thankfully Humankind is much better on that side, I've not played enough for a definitive judgement, but the actions (and consequences) make sense, you're facing leaders making decisions, not some caricatural (and sometime schizophrenic) historical figure getting mad because of an arbitrary threshold for number of ships, cities, resources, ...

About cultures, and switching with eras, while I love how your cities keep some graphical elements of the founding culture, I'm still not convinced by the ability to pick any available culture from the pool. That's one of the few element of the game I really hope will be moddable, I'd much prefer to have the ability to separately pick any available traits, and choose from a limited pool the appearance of your civilization/avatar for the next era based on the previous ethnicity.

It's also a bit confusing to follow who's who when your opponents change eras.

below: my capital, a few eras later
Spoiler :
upload_2021-8-17_17-16-42.png


Another good point the combat system with limited stacking and unstacking for tactical combat rounds. I also had my doubts on that part, and was expecting to use mostly the auto-resolve option, thinking it would still be better than 1UPT anyway, but in the end I like it, really.

It can get a bit confusing when a lot of units are involved, but it works and is well thought, with battle spanning on multiple turns and possible reinforcements.

below: see the limits of the tactical section of the map in which a battle will take place
Spoiler :
upload_2021-8-17_17-25-35.png


I've also liked the dynamism of the smaller factions on the map, with tribe spawning, sometime getting a city, then declining, and the patronage mechanism to allow options like resources trading, hiring mercenaries, and finally the ability to absorb it into your Civilization.

I was playing a "Terra Map" in my second run (yes, that's an option in setting), which allowed me to expand quickly at a moment my Civilization was near the bottom at the fame ranking (so much better from my point of view than arbitrary winning condition BTW) by putting everything in exploration.

I've lost a courageous Cog crew a few tiles from the shore, but they paved the way for the Dutch's Fluyt transporting my troops...

And so I was one of the first to reach the new world, and after absorbing a declining tribe, I used their troops to help me secure multiple regions (and their resources)

below: the lost tribe on a high plateau
Spoiler :
upload_2021-8-17_17-38-42.png


A word about resources, I like how "luxuries" effect can stack, but the "strategic" resource seems to be always available in low quantity only, and starting without Iron or Horse is still a pain.

They are relatively easy to get from trading with other civs, but some units require 2 or even 3 units of a strategic resources.

Some stockpiling and supply/healing mechanism would be welcome IMO, but I doubt those kind of change will be easy to mod. We'll see.

Because if you don't know me, modding is what will make the difference in the long run for my implication in the game, and at this time the game's capabilities on that side are still unknown, except for a map builder on release.

So overall, my first impressions are very good, I'm still reserved on the balance for late game, and I'll need more game to confirm if the last era is enjoyable, but I'm confident that if it's not Amplitude will do their best to improve it.

Yes, sorry, this was a relatively short review, but I've got just another turn to play you know.
 
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The mechanism of regions, outposts, cities is also a nice change, it's in my opinion a good balance between Old World pre-placed city sites and Civilization cities spamming.

Great point. It's a perfect middle ground for those styles. The 4x genre seems like it may be evolving away from unfettered city-making. Hopefully Civ 7 follows this.
 
. . . Because if you don't know me, modding is what will make the difference in the long run for my implication in the game, and at this time the game's capabilities on that side are still unknown, except for a map builder on release.

So overall, my first impressions are very good, I'm still reserved on the balance for late game, and I'll need more game to confirm if the last era is enjoyable, but I'm confident that if it's not Amplitude will do their best to improve it.

Yes, sorry, this was a relatively short review, but I've got just another turn to play you know.

Can't give any specifics, but I know "Modding Capabilities" was an object of discussion with the Development Team from the VIP Beta-test crew even a year ago, so they are well aware of the interest.
 
I'd be interested how well the AI is doing. In the early versions, the human player almost always snowballed out of control. How has this changed? Also how does the AI cope in combat?
 
Being a peaceful player, I'll need more game to judge the combat AI.

I was snowballing in the first game, but it was at low difficulty setting, in my second game at Empire level I'm entering the last era in second place, thanks to the colonization of the "New World".

I'll let you know how the leading AI manages combat if I enter war in this era.

Meanwhile, I love this level of details
Spoiler :
 
The Neolithic era…. I found it is really important to get to about 10 units. This allows some to harass/defend, some to place new outposts and some to make your cities have more pop.
The worst thing in the neo is losing some to combat, these units really speed up your game….. so I tend not to push killing animals or getting into fights I do not have to. While there is luck, there is playstyle and keeping units non stacked, exploring (even over old ground) and out of fights really ups your start which then rolls up the rest of the game.
 
England declared war, things will get interesting, but I have a lead on tech against them.

Well, "declared war", not exactly, tension started to rise when I build an outpost on an island bordering one they just colonized, they asked me to cede the outpost, I did not answer immediately (you have a few turns to do so)

They refused to accept an non-aggression pact, then attacked one of my exploration Steam Frigate (skirmish are tolerated outside war in neutral territory, the reason why I asked for non-agression) with a fleet of 5 Carracks.

I retreated once, regrouped with another Steam Frigate and demanded reparation.

He attacked again, sink both my Steam Frigates (vs one Carrack lost, I should have been able to do more damage I think), I asked for reparation again, he rejected and I had to declare war or abandon my demands.

Okay, I'm peaceful, but not that peaceful !

So war it is
Spoiler :
upload_2021-8-18_12-7-5.png


I've beelined nuclear weapons, just wait for the moment I'll get my hands on a second uranium deposit. This one (at the bottom left)
Spoiler :
upload_2021-8-18_11-22-54.png


Beherynia outpost at the north of London was the spark that started it all.

Strategic view (first time I really miss the minimap), Memphis is my Capital, his is further in the south of the fog, Paris is one of the cities I build in the New World.
Spoiler :
upload_2021-8-18_11-26-10.png


building a fleet of ironclad now, then planning do build a few fighters. Then land troops.

Yep, now things will really get interesting.

hopping my powerful neighbor "Loyal" archetype can be trusted, I rely a lot on the trade with them. and they have a bigger army.
Spoiler :
upload_2021-8-18_11-36-49.png


and biplans too, there are 5 of his circling the bordering regions. (see that Firaxis ? and on release day, not still unpatched 5 years after civ6 release...)
Spoiler :
upload_2021-8-18_11-43-47.png
 
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I retreated once,
Try and avoid retreats and get them to retreat wherever possible. These things not only affect your war support but also their willingness to fight/bargain. Move mouse over their mood to get info. It looks like this
upload_2021-8-18_11-0-34.png


Can you post an influence map showing the border cities, that’s with the civic overlay.
.... I think you need spoilers, you have too many large graphics!
 
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Try and avoid retreats and get them to retreat wherever possible. These things not only affect your war support but also their willingness to fight/bargain. Move mouse over their mood to get info. It looks like this
View attachment 605848

Can you post an influence map showing the border cities, that’s with the civic overlay.
.... I think you need spoilers, you have too many large graphics!

edit: added spoilers to previous posts too

influence maps:
Spoiler my part of the New World and a portion of the English empire :
upload_2021-8-18_12-16-26.png


Spoiler My starting continent :
upload_2021-8-18_12-17-35.png


and the current moods:
Spoiler :
upload_2021-8-18_12-25-49.png
upload_2021-8-18_12-25-58.png
upload_2021-8-18_12-26-11.png
 
After a couple of hours I can say game is good. But not great.
Great ideas, new touches in this genre, but there is something missing. I can't name it.
It lacks "personality", or how to say that. I don't feel that connection with my nation, with what I've built.
I blame the era switches. When you can transition from some agricultural nation to warmongers and next to merchants, instantaneously. It feels super odd.
But I think I shouldn't look at Humankind like on Civ. It feels more like a puzzle game where you try to achieve better score.
 
After a couple of hours I can say game is good. But not great.
Great ideas, new touches in this genre, but there is something missing. I can't name it.
It lacks "personality", or how to say that. I don't feel that connection with my nation, with what I've built.
I blame the era switches. When you can transition from some agricultural nation to warmongers and next to merchants, instantaneously. It feels super odd.
But I think I shouldn't look at Humankind like on Civ. It feels more like a puzzle game where you try to achieve better score.

I agree with you. I think the game's biggest conceptual challenge is, ironically, the thing it touted as its greatest strength: narrative or emergent story-telling. Something about the cultural transitions combined with the way everything is presented to the player makes it hard to 'get into' everything.
 
After a couple of hours I can say game is good. But not great.
Great ideas, new touches in this genre, but there is something missing. I can't name it.
It lacks "personality", or how to say that. I don't feel that connection with my nation, with what I've built.
I blame the era switches. When you can transition from some agricultural nation to warmongers and next to merchants, instantaneously. It feels super odd.
But I think I shouldn't look at Humankind like on Civ. It feels more like a puzzle game where you try to achieve better score.

I agree with you. I think the game's biggest conceptual challenge is, ironically, the thing it touted as its greatest strength: narrative or emergent story-telling. Something about the cultural transitions combined with the way everything is presented to the player makes it hard to 'get into' everything.

I agree and I am glad you guys see it too.

Something closely related was discussed on Reddit by me and others as well. The notion that one decides which culture to play next is a huge missed opportunity. What got me excited when it was announced was that I had understood that decisions and what happened to you as you played the game were going to organically develop and morph your civilization into existence. That what is missing. But here, it is just a menu choice and it just doesn't help me feel that I am taking Humankind somewhere; it has been pre-packaged. That is the biggest turn off for me as good and as beautiful (though still too orangy for me) as many of the rest of components in the game are, but this philosophical flaw is paramount and the essence of the game and I don't think it can be changed.
 
that was my first attempt at a modern transport infrastructure, I've learned a bit more about how railways are working (I like it), I'll try to do better next time for the fresh soldiers needing to go to the airport to defend another continent... For my defense (and the pathfinder defense), there are cliffs/mountains everywhere on the region border between Thebes and Nemossos)
Spoiler :
upload_2021-8-19_11-14-50.png


Not trying to get max yields everywhere, I did try to preserve some natural areas while colonizing, as the "Virgin Komi" wood shown in the OP, now in the Contemporary Era
Spoiler :
upload_2021-8-19_11-18-47.png


Ho, and I won the war against England, got reparations, and now going for round two as they triggered another long list of grievances...

The AI was able to get me of balance at sea, compensating tech difference with numbers, but once I landed coastal cities felt quickly thanks to naval close support fire, and the AI tendency to move the militia out of the protection of the city walls. I mean it could have been a kamikaze move knowing they were going to lose the city anyway, but I've also seen the behavior when attacking without anti-fortification support (in a side war against Persia, attacking with hired mercenaries), in cases where defending the flag may have worked.

I've not yet experienced same era combat, I've had 2 opponents ahead of me for the whole game, but we stayed at peace and I think I'm now in the tech lead thanks to the Swede scientific district.
 
The AI was able to get me of balance at sea, compensating tech difference with numbers, but once I landed coastal cities felt quickly thanks to naval close support fire, and the AI tendency to move the militia out of the protection of the city walls.

Yeah, I reported that when testing, and will surely be tweaked at some point :D

that was my first attempt at a modern transport infrastructure, I've learned a bit more about how railways are working (I like it), I'll try to do better next time for the fresh soldiers needing to go to the airport to defend another continent... For my defense (and the pathfinder defense), there are cliffs/mountains everywhere on the region border between Thebes and Nemossos)

I really love how they implemented railroads, with the concept of moving between train stations.
 
What got me excited when it was announced was that I had understood that decisions and what happened to you as you played the game were going to organically develop and morph your civilization into existence. That what is missing. But here, it is just a menu choice and it just doesn't help me feel that I am taking Humankind somewhere; it has been pre-packaged

I feel like I need to make a rebuttal here. If you do take the perspective of at the time this was announced, yeah, there was an opportunity to have that organic feeling. But in defence of the "pre-packaged" nature of deciding which culture to choose, people want to play something they could recognize, that's part of the appeal of playing 4x games. That's why you have all these real-life empires and peoples as cultures in the game. If we do take that organic morphing mechanic, but not use anything recognizable as its building blocks, it would be a very boring game in my opinion.
 
I think what it's a bit jarring is mostly the name change. You are now the "X". I don't really mind it, but I understand why some people feel that way. I kinda like the idea suggested in another thread about doing a mix of the old and new name. Alternatively, it could be that the empires have a permanent name (The Empire of the Sun, or The Steppes Kingdom), and when they change the notification could go like "The Empire of the Sun adopted the Roman culture and customs". It gives a permanent name, and gives these feeling of a single empire adopting customs instead of a sudden shift of becoming someone else.
 
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