Humankind Quick Questions and Answers

How do I know when to spend or do things? I am used to civ's suggesting I build something, especially for settlers. I play small too, so curious when I spend and what I should or could spend on.

Also, how do civics work? I chose Zhou and can see civics but don't know what to press or what will happen if I do so... yikes!

Getting used to the game a bit, but its definitely more expansive of play than I am used too with my 4-5 cities in civ.
 
Is there any way to see which regions are connected by train stations?

I am getting crazy following the borders of the regions and checking if I can find the shape of the train station, and it has already caused some delays in my movement because I made a mistake and skip one. Considering that they cause pollution, using the minimal amount of stations is important, but the current design doesn´t make it easy to know which regions are connected.
 
Is there any way to see which regions are connected by train stations?
I am getting crazy following the borders of the regions and checking if I can find the shape of the train station, and it has already caused some delays in my movement because I made a mistake and skip one. Considering that they cause pollution, using the minimal amount of stations is important, but the current design doesn´t make it easy to know which regions are connected.
You can build one Train Station per territory. So, when you start placing a train station and hover over the tiles, some of them will not be available. Also, switch on the districts "lens", it helps a bit when you want to find already built one.

What is the consecutive bonus for trancendence? The first one is +10%, but what happens later? Is it always +10% per era?
 
What is the consecutive bonus for trancendence? The first one is +10%, but what happens later? Is it always +10% per era?
Yes, it stacks, I'm sure of that. Sadly, it doesn't seem to be 121% if you transcend twice, but 120%, and so on. Still, it's an incredible fame boost if you transcend for 6 eras in exchange for never getting a power peak again.
 
I read it the way that e.g. a Swordman costing 5 upkeep per turn only costs 4 with that tenet. So in an army with 4 Swordmen, 4 less upkeep total. Same for any other unit (unless there are units with no upkeep in HK - I'm not sure on this -, then the bonus is probably lost)
Scouts have no upkeep. (and Tribes)
 
On a square of my territory, small concentric yellow circles blink permanently, what does it mean ?
 
You can build one Train Station per territory. So, when you start placing a train station and hover over the tiles, some of them will not be available. Also, switch on the districts "lens", it helps a bit when you want to find already built one.

What is the consecutive bonus for trancendence? The first one is +10%, but what happens later? Is it always +10% per era?

I can never remember where my train stations are, is there any easy symbol in the district lens which I am using to help with adjacency.

Also why does it seem like I sell my resources for a lot less than the cost me?
 
How do I know when to spend or do things? I am used to civ's suggesting I build something, especially for settlers. I play small too, so curious when I spend and what I should or could spend on.

Also, how do civics work? I chose Zhou and can see civics but don't know what to press or what will happen if I do so... yikes!

Getting used to the game a bit, but its definitely more expansive of play than I am used too with my 4-5 cities in civ.

To compare buildings, you need to work out how much extra FIMS each one would bring, and then divide that into the production cost. So if a Farmers Quarter adds 10 food and costs 200 production, that's 200/10 = 20. This is roughly the number of turns it will take for the building to pay itself back (assuming that F, I, M and S are all interchangeable, which is a reasonable assumption to simplify things).

So there's a bit of maths to do and a bit of counting forests and rivers etc. Once you've done it a couple of times you get to know rules of thumb so it gets quicker.

Part of this is then to specialize cities- they all need food and production but you should pick either money or research and only build those quarters and buildings.

Some buildings have around a 10 turn payback, they should be built immediately. A lot are around 40 turns, they should be built if you have nothing more urgent. And anything at 100 turns is probably not worth building.

A few of the buildings have terrible return (eg 3 money on harbor) but say something like "...next upgrade.." - this means they are necessary to build another building which might be better, so could be worth building just to get the next building.
 
So if a Farmers Quarter adds 10 food and costs 200 production, that's 200/10 = 20.

I’d say this is accurate for production, which you often want to increase first, since it will reduce the turns to complete future districts to the point that you can carpet other districts for money or science as you specialize cities. When you can get as much return an infrastructure than a district the infrastructure is better because it won’t increase district cost.

But for food. Growth has diminishing returns, so 50 food might give you 50% of a pop each turn, but 200 food only gives you 70% of a pop each then. So keep food just high enough to have a good growth rate, building more as your pop/consumption increases. The 5 food per horse is a good first choice since it’s not a district and with 2+ horses it’s more than a farmers quarters. I usually build other districts in the direction of a high food area and then plop down a 12+ food FQ when I get there rather than build mediocre FQ along the way. Most of my early planning is how to avoid putting districts on rivers, which are good for food and industry to avoid then losing the other yield.

I get most early science from specialists, and build market and research quarters when I find myself lacking in either, more money when my army grows and more science as needed to ensure that I can begin researching the first unit technology as soon as I advance eras. Rome is the only time I’ve felt the need for early focus on science, since their EU is so deep into the classical tech tree. Works for them though since you can skip their EQ until you get your RQ down and build them during your war to capitalize on the victorious status afterward.

But I play all these games by feel, generally checking where are the most yields right now, but never calculating turns to break even. I think that assumes a linearity that I don’t believe applies, since it would be complicated to compare lost production potential when investing in non production yields. Something like (skipped over production per turn) x (turns skipped over) every time you build something other than production, but you certainly often do need to. But then at some point, spending more turns on more production has its own diminishing returns since district cost increases and there are only so many infrastructure and units to build.
 
I read it the way that e.g. a Swordman costing 5 upkeep per turn only costs 4 with that tenet. So in an army with 4 Swordmen, 4 less upkeep total. Same for any other unit (unless there are units with no upkeep in HK - I'm not sure on this -, then the bonus is probably lost)
Pardon the late reply! Just want to say that your assessment is accurate, and this is indeed how Smite Unbelievers works. Each unit gets -1 gold upkeep per turn, which means for example that Archers with Smite Unbelievers are free to field :) I didn't test what would happen with a unit that has a base upkeep of 0, but I imagine it wouldn't produce a negative upkeep.

Here is a default Rifle unit in the build queue (70 upkeep):
5IiS5qj.jpg

And here is a Rifle unit with Smite Unbelievers (69 upkeep):

As can be seen, -1 gold upkeep is fairly modest for late game units, but it is really great to have early game.

Not that anyone asked, but the Roman's Legion's Finest trait applies the upkeep reduction to an army after the large army upkeep reduction.
69 * 8 = 552, and 552 * .3 = 165.6, but that's not what Legion's Finest is taking off in this picture.
If 193 is subtracted from 552 first, (552 - 193) * .3 = 107.7, which rounds up to 108.
 
On a square of my territory, small concentric yellow circles blink permanently, what does it mean ?

It's just an UI remnant of the battle preview that sometimes doesn't clear correctly, I think it marks the enemy command post.
 
I am in Industrial Era, and when I siege city I see a message „no siege engines available”. The city is 60 fortification. How to breach the walls? Am I missing something?
In the later era, you need mortars or Howitzers, which need to be hard built. They are nicer to have around though, as they deal some nice damage on the battlefields.
 
I am in Industrial Era, and when I siege city I see a message „no siege engines available”. The city is 60 fortification. How to breach the walls? Am I missing something?
1. you don’t need siege engines, you can shoot units over the walls
2. you can build regular units that act as siege engines and travel with your army
 
1. you don’t need siege engines, you can shoot units over the walls
While this is true, it is painful if you have something like a musketeer-only fight and your enemy receives the fortification bonus and dug in, while you need to re-shuffle your troops as attacker if the terrain is anything but perfect. So having these units with Shatter/Indirect Shatter or later Bombard traits makes your life so much easier.
 
While this is true, it is painful if you have something like a musketeer-only fight and your enemy receives the fortification bonus and dug in, while you need to re-shuffle your troops as attacker if the terrain is anything but perfect. So having these units with Shatter/Indirect Shatter or later Bombard traits makes your life so much easier.
Yup, exactly this what I was referring to. Mortar is unlocked in "Sieging Engines" tech, so I was expecting that they will get built during a siege. But no, and since I already started a war and attacked a city, there was not much choice. Fortunately I had a big army, but still shooting over walls is not very effective.
 
Very suboptimal to research mortar tech if you do not plan to deploy some ASAP. Also, mortars are rarely stronger than earlier siege weapons due to mostly operation in the minimum 5-25 damage level. Equally suboptimal to upgrade mortars to howitzer which then follow LoS. I like the natural progression from indirect -> LoS for units and from wooden to steel siege weapons, but creates some quirky situations where the upgrade is a downgrade.
 
I feel like a noob, well I am really, this is what I am confused about.
I lure a mongol horde with a sacrificial chariot onto a nice killing ground, I move in with one stack keeping not adjacent, then with the second stack I charge straight in…. So why do the Mongols get to go first and shoot the crap out of me?
Can post the game if needed.
 
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