Saxo Grammaticus
Clerk
- Joined
- Jul 3, 2021
- Messages
- 921
Having mostly played Civ V during the holidays, and awaiting Amplitude's next patch, I was curious what others thought Humankind might learn from Civ V, or where it has already.
One of my favorite aspects that has become more pervasive was the introduction of an abstract unit of faith in GK. This seems to have blown open the idea of religion in strategy games and hence the potentialities of modding. Humankind has run with this development, but has also done away with the units in favor of a more passive mechanism.
Tall vs. wide is still very much up for debate in Civ V, but both are ultimately viable in my opinion. The game put numerous restrictions on rapid expansion in the form of happiness and tech/culture cost inflation, but people moved on from four-city tradition. In Humankind, if you're not near/at/above your city cap, it seems to me you're playing at a significant disadvantage.
The big issue for me is the absolute majesty of late-game diplomacy introduced by BNW in the form of ideology. The division into major ideological blocs, the interplay with happiness/culture/tourism in terms of ideological pressure, the flavor of each ideology--has anyone found a game that models this fascinating mechanism? For Humankind, whether you have trading partners, allies, or rivals, the late game lacks diplomatic stakes unless you are conquering or defending against conquest.
Now, Civ V and Humankind are clearly different games, and there's no point in chasing some chimeric has-it-all strategy game. That said, I'm curious what others have thought about how Humankind might learn from the strong points of Civ V.
One of my favorite aspects that has become more pervasive was the introduction of an abstract unit of faith in GK. This seems to have blown open the idea of religion in strategy games and hence the potentialities of modding. Humankind has run with this development, but has also done away with the units in favor of a more passive mechanism.
Tall vs. wide is still very much up for debate in Civ V, but both are ultimately viable in my opinion. The game put numerous restrictions on rapid expansion in the form of happiness and tech/culture cost inflation, but people moved on from four-city tradition. In Humankind, if you're not near/at/above your city cap, it seems to me you're playing at a significant disadvantage.
The big issue for me is the absolute majesty of late-game diplomacy introduced by BNW in the form of ideology. The division into major ideological blocs, the interplay with happiness/culture/tourism in terms of ideological pressure, the flavor of each ideology--has anyone found a game that models this fascinating mechanism? For Humankind, whether you have trading partners, allies, or rivals, the late game lacks diplomatic stakes unless you are conquering or defending against conquest.
Now, Civ V and Humankind are clearly different games, and there's no point in chasing some chimeric has-it-all strategy game. That said, I'm curious what others have thought about how Humankind might learn from the strong points of Civ V.