@Catoninetales_Amplitude
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The feeling of city growing and expanding is incredible. It also all feels so organic, natural, realistic, much more than civ6 with its weirdly growing borders and literally placing a building in a campus. Civ6 has this weird juxtaposition of large scale (metropolies, continents) and small scale (a shrine in a holy site near this place...). Humankind's cities feel like spreading urbanisation and civilization. This is incredible.
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Also, I am utterly convinced that territories are superior solution over the chaos of free settling everywhere. It just SOLVES SO MANY DAMN PROBLEMS: forward settling, stupid AI city locations, too much city density, cluttered map, map balance, resource placement, connecting cities with roads, aestethics of how do imperial borders look, borders blocking sea travel... Map feels so much bigger in Humankind.
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Curiosity rewards are less exciting than villages/ruins in civ.
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Is it just me who finds incredibly low density of resources disturbing?
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Mixed feelings about the whole wildlife combat thing. It's just arcadey and unrealistic, homo sapiens has been utterly dominating megafauna by as Early as 10 000 BC, and here animals are somehow military forces to be wary of? Especially as open dev tech tree doesn't start in early neolith but at the onset of civilization.
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The map in Humankind is so aestethically pleasing that I have realized I am uncovering it just for that reason alone. Not even the purpose of exploration and finding interesting stuff, just aestethic contemplation. This engine could as well be a basis of some relaxing design - the - planet - and - watch - it - evolve simulator. This is wonderful.
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I seriously do hope the game will contain a decent tutorial, I had no idea what am I doing with yields and adjacency bonuses and didn't even discover exploitation system.
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As I said, its hilarious how pre alpha of HK has better AI than civ6 GS. That's what happens when developers design combat system modern AI tech can actually play without NASA computers.
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The lack of technology quotes, or big images, or anything, is seriously a flaw in a game which excels in immersion in many other aspects. Its a minor thing but such an inferior minor thing than civ's quotes after getting a new tech.
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On the other hand, I had no idea how have I missed units talking!
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Maybe that does sound strange, but there are too many options unlocked to quickly - either that or production/research balance is off (not unexpected in a freakin pre alpha). Sometimes less is more. Civ5 early dilemmas between a shrine, a monument, a worker and a scout were brilliant in their hidden complexity, here I am getting a headache with a dozen of infrastructural systems and new ones arriving every 6 turns (and old ones being built every 4).
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On the other hand, I am not certain if that is a bad thing, because civ5 early game was an enormous suffering with getting anything started, while here we do get a harmonious flow of activities. That's good, I'd just slow down production a little bit and research slightly more, to avoid overwhelming player. But maybe other people have different opinions.
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I have realized some time ago how many frustrations and immersion breaking of civ would be solved if settlers and workers (civilian units in general) were removed from the game and replaced with more realistic solutions and less micromanaging, glad to see it happening here.
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I have no idea at all what are movement rules both on tactical and strategic layer. Or where are my districts getting adjacency bonuses from. Or anything involving interface, really

(yes yes I know its merely pre alpha, just pointing at this direction already)
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However I absolutely love the idea of giving units 4 move instead of classical 2, it makes the progress feel less painful. Combined with stacking, it does remove so much micromanagement. Combined with aestethics, it makes exploration a meditation.
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The event of choosing between solar and lunar calendar is exactly the sort of thing which I have desired in a games like this. Just pure coolness.