Boris Gudenuf
Deity
A bunch of gamers will be getting their hands on Humankind in less than 2 days (this is being written Sunday, 15 August) and many for the first time. Many will have experience in Civilization games.
Be advised: Humankind is NOT Civilization Any Number, and it won't play well the same way. So here are a few tips to keep you from Rage Quitting your first game of Humankind and attempting to toss your gaming machine out the window after your second game . . .
1. Neolithic Pre-Age. The first major difference is that you start Generic: that is, everybody starts as a tribe of 'hunter-gatherers' with stone tools and no ability to do anything but wander the map, kill animals, gather Food, eat and multiply. You have to learn, in-game, how to do even the simplest Civ things, like found a city, exploit resources, control territory other than the tile you have a unit standing on. You do all this by 'discovering' tiles with Resources on them. In the Neolithic there are only two of these: Food, which gives you 5 to 15 Food, and Science/Learning. It takes 20 Food to form another Tribal Unit, and you can also get Food by 'Ransacking' (destroying) an animal Sanctuary or Lair or killing adult animals in a Battle/Hunt.
Be advised, adult animals Fight Back, and Mammoths in particular are stronger one on one than your Tribesmen are. If you want to end your game as quickly as possible, take a single Tribal unit and attack a Mammoth - you'll probably lose the game in a single turn! Bears are also very dangerous one on one, but Deer you can usually take unless the horned varmints get to charge downhill at you, in which case you will also lose the game very quickly, and embarrass yourself to boot: Slaughtered By Bambi does not make a great inscription on your Monument . . .
You advance to the Ancient Age in one of three ways: get enough Tribes - the exact number depends on Map Size, but on the default 'normal' map it is 4. Get enough Science/Learning (10 Science Resources) or kill enough Animals in hunts. Each type of advance gives you a different Bonus. In fact, if you want to Linger in the Neolithic, you could get all three bonuses, including keep right on forming new Tribes until you swarm the map. The problem with this is that choosing your first Faction (Civilization) in the first Age is First Come, First Pick and no duplications. Stay in the Neolithic long enough, and you get only what's Left Over, which could be, say, Phoenicians in the very middle of a desert continent without enough water anywhere to float a twig, let alone a boat. This is what we call a Handicap.
One big important thing to keep in mind in the Neolithic: even your primitive little digital hominids can recognize the earliest Resources: Horses and Copper, the first 'strategic' resources, and the 'Luxury' resources. As in Civ, these are Important. Each different Luxury resource gives a basic bonus of extra Stability to your cities, plus another, varying Bonus: some give extra Food, some Money, some Production, some Science. Eventually you will be able (unless you fight everybody all the time) to trade with other Factions for these, but not necessarily the ones you want or need at any given moment in the game, so the more you can get 'at home' the Better: try to build your first outposts/cities in regions that have Resources whenever possible.
Especially Horses or Copper. Horses are required to build (obviously) Horsemen - and Scout Riders and Chariots. Copper is required for Spearmen and Chariots. Yes, a single Unit type in Humankind can take more than one Resource to build, and the resource requirements get higher the further up the Tech Tree you go, so start looking for Resources Immediately, because you will not only need them for most Units, but also for many Infrastructures you want to build in your cities. A Faction with inadequate Resources is going to have a steep Uphill Slope to climb in this game.
Sequestering Resources can start early, because you can place an Outpost to secure a region while still in the Neolithic. For this you need at least one of the Science resources first, and until you get into the Ancient Age you cannot actually 'exploit' any Resources like Obsidian, Gold, Sage, Papyrus, Copper or Horses (and the more advanced Strategic Resources like Iron, Oil, Coal, Aluminum, Saltpeter, Uranium, you can't see at all until later - those are the Question Marks you see scattered around the map from the start)
Since your first Outpost will probably be the one you immediately Upgrade into a City (the first City is Free) at the beginning of the Ancient Age, let's talk about city placement. In this game, that corresponds very well with Good Historical City Sites: on or next to a river, in a region with Resources to exploit as soon as possible, on High Ground if you are worried about defense. Places where very few early cities started are equally bad choices in the game: in the 'Wastelands' (Humankind's version of Tundra), in a riverless desert (there are Lakes in Humankind, but no Oasis, so don't bother looking), surrounded by towering mountains with no farmable terrain (no Terraced Mountain Farms, either - maybe in a DLC with the Inca)
But assuming you've gotten your 4 + Tribes and/or enough Science or slaughtered enough of the local critters, you get to advance to the Ancient Age and pick your first Faction.
2. The Ancient Age, First Faction, First City.
Very unlike Civ, in Humankind your initial choice of Faction/Civilization to play does not necessarily ruin your entire game. That's because in Humankind you pick, potentially, a new Faction every Age. That's a possible 6 different cultures/nations/Factions you will be playing. Each Faction is one of 7 different Types (Agrarian, Aesthete, Merchant, Militarist, Expansionist, Scientist, Builder) has 'Emblematics' (Civ's Uniques): an Emblematic Quarter or District for their cities, an Emblematic Unit, and Legacy Traits. Now, the Emblematic Quarter and Unit may be the flashy stuff (British Redcoats, Byzantine Hippodromes - yes, Civvies, some of them will be familiar) but fhe Legacy Traits last for the rest of the game, regardless of what Faction you pick later.
That's HUGE. The Myceneans in the Ancient Age give you 25% cheaper Units Forever. The Harappans give you more Food on every tile producing Food Forever. This stuff adds up, so, choose your first few Factions very carefully, because their Legacies will be with you for the longest time.
And don't be fooled by the Faction Types. Yes, an Agrarian Faction is oriented to produce more Food, and therefore have bigger cities, a Militant Faction is designed, generally, to want to go attack someone (successfully). But there are some tricky differences. Let me list a few among the Ancient Age choices:
Harappans are Agrarian, and they do, indeed, get a lot more Food - from rivers, from their Canal Network Emblematic Quarter, but their Emblematic Unit is the Runner, which is a Scout replacement. Now, all your Tribes automatically Upgrade to Scouts as soon as you pick your first Faction in the Ancient Age, and the Harappans' Scout/Runner is appreciably stronger than anybody else's Scout. And you cannot build any other Units without technologies (and, sometimes, Resources). That means if you have a next door neighbor (like, both your capitals are only 1 - 3 regions apart) and they choose Harappans, get ready to be attacked, because an Early Harappan Runner Rush is one of the earliest Dirty Tricks in the game. Likewise, if you want to thoroughly harass a neighbor (and get extra Food for the rest of the game - never forget the Legacy Traits) choose Harappans and start sending groups of 2 or more Runners sniffing into his territory . . .
Babylonians are Scientist. Their Legacy Trait gives you extra Science in your Capital Forever, their Emblematic Quarter, the Astronomy House, gives extra Researchers (Science 'Specialists') and extra Science per Researcher - but it also gives extra Food per Researcher, extra Science from any adjacent Farmer's Quarter, and counts as both a Research and a Farmer's Quarter. It's a Twofer, and a powerful one. In addition, the Babylonian Emblematic Unit, the Sabu Sha Qashi, is Spearman replacement, a very strong Ancient unit against every other kind of unit - if you have a Copper Resource, which is required to build them. Babylonians, in fact, can grow nicely with extra Food, get an early lead in Tech, and defend themselves. Not a bad combination in the Early Days.
Myceneans are Militarists. They get cheaper Units with more Experience for the rest of the game, their Emblematic Unit, the Promachoi, requires no resources, comes very early in the Tech Tree (potentially, the first tech you research) BUT their Emblematic Quarter, the Cyclopean Fortress, provides extra Industry (Civ's Production) to build things faster and extra Stability so you can add more Quarters to your city without making your little cyber-citizens Unhappy with you. So, the Myceneans might use their Promachoi for an early offensive war, but they can also sit back, defend their areas with Fortresses and incidentally crank up some very large and productive cities while they are at it.
Zhou (Chinese) are Aesthete, which should be all about Influence, but in fact, they are all about Stability and Science. Their Legacy trait gives extra Stability for every District in every City forever - and believe me, that is a Major advantage, because Stability is a big drag on your city building early in the game - almost every new District/Quarter costs Stability, and low Stability spawns Rebel Armies and other Nasty Things. But in addition, their Confucian School Emblematic Quarter provides Science, Stability, Researchers and has one of the best adjacency bonuses in the game: +5 Science per adjacent Mountain tile. Given that the first technologies cost 35 Science each, a single well-placed Confucian School can almost double the rate at which you pick up early Technologies, and they include the Techs that allow you to build Archers, Warriors, Irrigation infrastructure for more Food, and the first mounted unit, the Scout Rider (IF you have access to Horses). The words "Jump Start" spring to mind: if you have a mountainous region, think strongly about starting a first Zhou city there.
3. Victory Conditions.
It's never too early to think about them, because in Humankind, again very Unlike Civ, there is only One: Fame.
Fame is not really as generic as it sounds: you get it for accomplishing things in the same categories as the Factions: Aesthete, Merchant, Militarist, etc. You advance in the Ages by getting 7 Fame Stars, and you can only get a maximum of 3 in any category. This automatically means that concentrating entirely on one thing (like, picking only Aesthete Factions for 6 Ages in a row) will probably not win the game for you - or even come close. Victory is achieved in several ways, but they boil down to having a higher Fame score than anyone else, and that's where it gets a bit subtle: as a general rule, you get more Fame points from Fame Stars in your Faction's category. So, if you are planning to kill a lot of enemy units (your Conquering Phase), pick a Militant Faction, because those 'kills' will give you a higher score than if you beat them up as Aesthetes - although, the Aesthete Siamese in the Industrial Age have the Gatling Elephant emblematic units, so you certainly could go stomp somebody, but you'd get more Fame 'bang for your buck' in the Industrial Age by doing it as Germans or Zulus (the Age's Militant Factions).
I hope this little collection of my experiences from the game development helps. I haven't even touched on some other early things you will encounter, like Diplomacy and Trade (they are very closely related) and Minor Factions, which can be almost as aggravating as Civ's Barbarians!
More later.
Be advised: Humankind is NOT Civilization Any Number, and it won't play well the same way. So here are a few tips to keep you from Rage Quitting your first game of Humankind and attempting to toss your gaming machine out the window after your second game . . .
1. Neolithic Pre-Age. The first major difference is that you start Generic: that is, everybody starts as a tribe of 'hunter-gatherers' with stone tools and no ability to do anything but wander the map, kill animals, gather Food, eat and multiply. You have to learn, in-game, how to do even the simplest Civ things, like found a city, exploit resources, control territory other than the tile you have a unit standing on. You do all this by 'discovering' tiles with Resources on them. In the Neolithic there are only two of these: Food, which gives you 5 to 15 Food, and Science/Learning. It takes 20 Food to form another Tribal Unit, and you can also get Food by 'Ransacking' (destroying) an animal Sanctuary or Lair or killing adult animals in a Battle/Hunt.
Be advised, adult animals Fight Back, and Mammoths in particular are stronger one on one than your Tribesmen are. If you want to end your game as quickly as possible, take a single Tribal unit and attack a Mammoth - you'll probably lose the game in a single turn! Bears are also very dangerous one on one, but Deer you can usually take unless the horned varmints get to charge downhill at you, in which case you will also lose the game very quickly, and embarrass yourself to boot: Slaughtered By Bambi does not make a great inscription on your Monument . . .
You advance to the Ancient Age in one of three ways: get enough Tribes - the exact number depends on Map Size, but on the default 'normal' map it is 4. Get enough Science/Learning (10 Science Resources) or kill enough Animals in hunts. Each type of advance gives you a different Bonus. In fact, if you want to Linger in the Neolithic, you could get all three bonuses, including keep right on forming new Tribes until you swarm the map. The problem with this is that choosing your first Faction (Civilization) in the first Age is First Come, First Pick and no duplications. Stay in the Neolithic long enough, and you get only what's Left Over, which could be, say, Phoenicians in the very middle of a desert continent without enough water anywhere to float a twig, let alone a boat. This is what we call a Handicap.
One big important thing to keep in mind in the Neolithic: even your primitive little digital hominids can recognize the earliest Resources: Horses and Copper, the first 'strategic' resources, and the 'Luxury' resources. As in Civ, these are Important. Each different Luxury resource gives a basic bonus of extra Stability to your cities, plus another, varying Bonus: some give extra Food, some Money, some Production, some Science. Eventually you will be able (unless you fight everybody all the time) to trade with other Factions for these, but not necessarily the ones you want or need at any given moment in the game, so the more you can get 'at home' the Better: try to build your first outposts/cities in regions that have Resources whenever possible.
Especially Horses or Copper. Horses are required to build (obviously) Horsemen - and Scout Riders and Chariots. Copper is required for Spearmen and Chariots. Yes, a single Unit type in Humankind can take more than one Resource to build, and the resource requirements get higher the further up the Tech Tree you go, so start looking for Resources Immediately, because you will not only need them for most Units, but also for many Infrastructures you want to build in your cities. A Faction with inadequate Resources is going to have a steep Uphill Slope to climb in this game.
Sequestering Resources can start early, because you can place an Outpost to secure a region while still in the Neolithic. For this you need at least one of the Science resources first, and until you get into the Ancient Age you cannot actually 'exploit' any Resources like Obsidian, Gold, Sage, Papyrus, Copper or Horses (and the more advanced Strategic Resources like Iron, Oil, Coal, Aluminum, Saltpeter, Uranium, you can't see at all until later - those are the Question Marks you see scattered around the map from the start)
Since your first Outpost will probably be the one you immediately Upgrade into a City (the first City is Free) at the beginning of the Ancient Age, let's talk about city placement. In this game, that corresponds very well with Good Historical City Sites: on or next to a river, in a region with Resources to exploit as soon as possible, on High Ground if you are worried about defense. Places where very few early cities started are equally bad choices in the game: in the 'Wastelands' (Humankind's version of Tundra), in a riverless desert (there are Lakes in Humankind, but no Oasis, so don't bother looking), surrounded by towering mountains with no farmable terrain (no Terraced Mountain Farms, either - maybe in a DLC with the Inca)
But assuming you've gotten your 4 + Tribes and/or enough Science or slaughtered enough of the local critters, you get to advance to the Ancient Age and pick your first Faction.
2. The Ancient Age, First Faction, First City.
Very unlike Civ, in Humankind your initial choice of Faction/Civilization to play does not necessarily ruin your entire game. That's because in Humankind you pick, potentially, a new Faction every Age. That's a possible 6 different cultures/nations/Factions you will be playing. Each Faction is one of 7 different Types (Agrarian, Aesthete, Merchant, Militarist, Expansionist, Scientist, Builder) has 'Emblematics' (Civ's Uniques): an Emblematic Quarter or District for their cities, an Emblematic Unit, and Legacy Traits. Now, the Emblematic Quarter and Unit may be the flashy stuff (British Redcoats, Byzantine Hippodromes - yes, Civvies, some of them will be familiar) but fhe Legacy Traits last for the rest of the game, regardless of what Faction you pick later.
That's HUGE. The Myceneans in the Ancient Age give you 25% cheaper Units Forever. The Harappans give you more Food on every tile producing Food Forever. This stuff adds up, so, choose your first few Factions very carefully, because their Legacies will be with you for the longest time.
And don't be fooled by the Faction Types. Yes, an Agrarian Faction is oriented to produce more Food, and therefore have bigger cities, a Militant Faction is designed, generally, to want to go attack someone (successfully). But there are some tricky differences. Let me list a few among the Ancient Age choices:
Harappans are Agrarian, and they do, indeed, get a lot more Food - from rivers, from their Canal Network Emblematic Quarter, but their Emblematic Unit is the Runner, which is a Scout replacement. Now, all your Tribes automatically Upgrade to Scouts as soon as you pick your first Faction in the Ancient Age, and the Harappans' Scout/Runner is appreciably stronger than anybody else's Scout. And you cannot build any other Units without technologies (and, sometimes, Resources). That means if you have a next door neighbor (like, both your capitals are only 1 - 3 regions apart) and they choose Harappans, get ready to be attacked, because an Early Harappan Runner Rush is one of the earliest Dirty Tricks in the game. Likewise, if you want to thoroughly harass a neighbor (and get extra Food for the rest of the game - never forget the Legacy Traits) choose Harappans and start sending groups of 2 or more Runners sniffing into his territory . . .
Babylonians are Scientist. Their Legacy Trait gives you extra Science in your Capital Forever, their Emblematic Quarter, the Astronomy House, gives extra Researchers (Science 'Specialists') and extra Science per Researcher - but it also gives extra Food per Researcher, extra Science from any adjacent Farmer's Quarter, and counts as both a Research and a Farmer's Quarter. It's a Twofer, and a powerful one. In addition, the Babylonian Emblematic Unit, the Sabu Sha Qashi, is Spearman replacement, a very strong Ancient unit against every other kind of unit - if you have a Copper Resource, which is required to build them. Babylonians, in fact, can grow nicely with extra Food, get an early lead in Tech, and defend themselves. Not a bad combination in the Early Days.
Myceneans are Militarists. They get cheaper Units with more Experience for the rest of the game, their Emblematic Unit, the Promachoi, requires no resources, comes very early in the Tech Tree (potentially, the first tech you research) BUT their Emblematic Quarter, the Cyclopean Fortress, provides extra Industry (Civ's Production) to build things faster and extra Stability so you can add more Quarters to your city without making your little cyber-citizens Unhappy with you. So, the Myceneans might use their Promachoi for an early offensive war, but they can also sit back, defend their areas with Fortresses and incidentally crank up some very large and productive cities while they are at it.
Zhou (Chinese) are Aesthete, which should be all about Influence, but in fact, they are all about Stability and Science. Their Legacy trait gives extra Stability for every District in every City forever - and believe me, that is a Major advantage, because Stability is a big drag on your city building early in the game - almost every new District/Quarter costs Stability, and low Stability spawns Rebel Armies and other Nasty Things. But in addition, their Confucian School Emblematic Quarter provides Science, Stability, Researchers and has one of the best adjacency bonuses in the game: +5 Science per adjacent Mountain tile. Given that the first technologies cost 35 Science each, a single well-placed Confucian School can almost double the rate at which you pick up early Technologies, and they include the Techs that allow you to build Archers, Warriors, Irrigation infrastructure for more Food, and the first mounted unit, the Scout Rider (IF you have access to Horses). The words "Jump Start" spring to mind: if you have a mountainous region, think strongly about starting a first Zhou city there.
3. Victory Conditions.
It's never too early to think about them, because in Humankind, again very Unlike Civ, there is only One: Fame.
Fame is not really as generic as it sounds: you get it for accomplishing things in the same categories as the Factions: Aesthete, Merchant, Militarist, etc. You advance in the Ages by getting 7 Fame Stars, and you can only get a maximum of 3 in any category. This automatically means that concentrating entirely on one thing (like, picking only Aesthete Factions for 6 Ages in a row) will probably not win the game for you - or even come close. Victory is achieved in several ways, but they boil down to having a higher Fame score than anyone else, and that's where it gets a bit subtle: as a general rule, you get more Fame points from Fame Stars in your Faction's category. So, if you are planning to kill a lot of enemy units (your Conquering Phase), pick a Militant Faction, because those 'kills' will give you a higher score than if you beat them up as Aesthetes - although, the Aesthete Siamese in the Industrial Age have the Gatling Elephant emblematic units, so you certainly could go stomp somebody, but you'd get more Fame 'bang for your buck' in the Industrial Age by doing it as Germans or Zulus (the Age's Militant Factions).
I hope this little collection of my experiences from the game development helps. I haven't even touched on some other early things you will encounter, like Diplomacy and Trade (they are very closely related) and Minor Factions, which can be almost as aggravating as Civ's Barbarians!
More later.
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