fortydayweekend
Warlord
- Joined
- Nov 20, 2009
- Messages
- 241
There's a gripes thread already so thought I'd start a positive one 
- I'm a serial reloader of start positions in these games but in Humankind I've only done it once. The neolithic period and the benefits of lingering mean you can almost always find a good spot to settle. The only time I restarted was a start that had no luxuries, no good rivers, and no mammoths.
- The situational-ness of most of the decisions. Different starts will suggest different strategies for neolithic (mammoth-rich vs mammoth-poor but 3 sage means your early game will play out very differently), and the map will lead you to pick an Ancient culture that can exploit it, which will lead you to pick a complementary Classical culture, ok sure you'll go Khmer next but then it's really up in the air.
- The meta-strategic game of avoiding future bottlenecks and how this influences culture choice - you have to focus on influence/food/industry/money/science at different times, based on what you'll need in the next era or 2. E.g. upgrading to modern units will suddenly make you wish you had taken the Dutch, or at least built a few more MQs in the last era. This adds loads of replayability from learning each game.
- The assymetric balancing of units and EQs. Some look obviously better than others but the more I play the more I love/hate each of the units and appreciate all the EQs. It's really hard to pick a 'best' Classical culture for example, they could all be good or bad depending on your situation. Even Celts aren't necessarily the best if you have scouts to burn and forested rivers instead of green farmland.
- There are difficult and interesting decisions to make especially when choosing a culture and which techs to beeline at the start of an era. Not as good as Civ4 but there are moments I've spent a lot of time thinking about what to do next.
- How you can use the tactical battlefield to beat a stronger AI opponent, how you can beat superior troops with numbers (to a degree), and also how the AI doesn't seem to press its advantage or send huge stacks at your capital. Also how you can convert population into troops very quickly, and while it hurts your economy the base yields mean that you will never tank it entirely. This means you can win a war against a stronger opponent, with patience and by sacrificing pop, and you're not in danger of being wiped out or having your game completely ruined by a single stack of doom. At worst you cede a couple of territories and pay some gold. It means you can be weaker and you don't have to win every war you fight to win the game.
- No infinite city spam, tall is viable (to a degree). Aggressive conquest isn't guaranteed to be worthwhile even if you win some territories or a city and pure expansion is capped by influence, which means a tradeoff with civics. (I think outposts should get more expensive and attaching cheaper though).
- I like the Fame system because it means that the early phases of the game matter too. I think the reason the AI gets ahead on fame is that it's prioritising the bonuses rather than focusing on building food/industry like most players will. (I seem to get all the agrarian and builder stars and hardly any money/influence ones). It's yet another trade off between different yields that makes it difficult to work out optimum strategies, you have to think about Fame yield over the entire game instead of just a linear progression of what to build next.
- The district placing mini-game is interesting with the importance of terrain, adjacencies and commons quarters, but it's way more interesting when stability is an issue and you're playing catchup so every decision feels consequential. When you're on 100% stability and ahead it's just clicking on the suggested placements and very boring.
- Finally the immersion in this game is amazing (aside from having to rely on colours for ID instead of names). But the terrain and the way the city blends in, the feeling of danger of seeing an enemy stack on your border and having to work around the terrain to hold them off... giving half your population spears and sending them out to fight the Huns.. the Huns suddenly becoming Aztecs with crossbows and pikes so you switch into the next era and put everyone into tech so you can catch up before they completely destroy your sword army. Sure there's a lot of squinting and counting forests initially but it doesn't take too long to get a feel for what works.
- You can pick what kind of game you want - pick peaceful AI and give everyone a continent, or put 8 players into a Normal map and spend the whole game fighting.
I feel like a lot of the disappointment people have with the game is when it's too easy or too hard. If it feels boring I'd suggest turning the difficulty way up. You can be behind in tech and surrounded by Condescending/Tyrannical AI and still manage to survive, it's very forgiving. If it's too hard, hopefully there are some good guides that come out to help - I feel like you can beat up to Civilization level just by doing a bit of maths, but I know that's not easy or fun for everyone.

- I'm a serial reloader of start positions in these games but in Humankind I've only done it once. The neolithic period and the benefits of lingering mean you can almost always find a good spot to settle. The only time I restarted was a start that had no luxuries, no good rivers, and no mammoths.
- The situational-ness of most of the decisions. Different starts will suggest different strategies for neolithic (mammoth-rich vs mammoth-poor but 3 sage means your early game will play out very differently), and the map will lead you to pick an Ancient culture that can exploit it, which will lead you to pick a complementary Classical culture, ok sure you'll go Khmer next but then it's really up in the air.
- The meta-strategic game of avoiding future bottlenecks and how this influences culture choice - you have to focus on influence/food/industry/money/science at different times, based on what you'll need in the next era or 2. E.g. upgrading to modern units will suddenly make you wish you had taken the Dutch, or at least built a few more MQs in the last era. This adds loads of replayability from learning each game.
- The assymetric balancing of units and EQs. Some look obviously better than others but the more I play the more I love/hate each of the units and appreciate all the EQs. It's really hard to pick a 'best' Classical culture for example, they could all be good or bad depending on your situation. Even Celts aren't necessarily the best if you have scouts to burn and forested rivers instead of green farmland.
- There are difficult and interesting decisions to make especially when choosing a culture and which techs to beeline at the start of an era. Not as good as Civ4 but there are moments I've spent a lot of time thinking about what to do next.
- How you can use the tactical battlefield to beat a stronger AI opponent, how you can beat superior troops with numbers (to a degree), and also how the AI doesn't seem to press its advantage or send huge stacks at your capital. Also how you can convert population into troops very quickly, and while it hurts your economy the base yields mean that you will never tank it entirely. This means you can win a war against a stronger opponent, with patience and by sacrificing pop, and you're not in danger of being wiped out or having your game completely ruined by a single stack of doom. At worst you cede a couple of territories and pay some gold. It means you can be weaker and you don't have to win every war you fight to win the game.
- No infinite city spam, tall is viable (to a degree). Aggressive conquest isn't guaranteed to be worthwhile even if you win some territories or a city and pure expansion is capped by influence, which means a tradeoff with civics. (I think outposts should get more expensive and attaching cheaper though).
- I like the Fame system because it means that the early phases of the game matter too. I think the reason the AI gets ahead on fame is that it's prioritising the bonuses rather than focusing on building food/industry like most players will. (I seem to get all the agrarian and builder stars and hardly any money/influence ones). It's yet another trade off between different yields that makes it difficult to work out optimum strategies, you have to think about Fame yield over the entire game instead of just a linear progression of what to build next.
- The district placing mini-game is interesting with the importance of terrain, adjacencies and commons quarters, but it's way more interesting when stability is an issue and you're playing catchup so every decision feels consequential. When you're on 100% stability and ahead it's just clicking on the suggested placements and very boring.
- Finally the immersion in this game is amazing (aside from having to rely on colours for ID instead of names). But the terrain and the way the city blends in, the feeling of danger of seeing an enemy stack on your border and having to work around the terrain to hold them off... giving half your population spears and sending them out to fight the Huns.. the Huns suddenly becoming Aztecs with crossbows and pikes so you switch into the next era and put everyone into tech so you can catch up before they completely destroy your sword army. Sure there's a lot of squinting and counting forests initially but it doesn't take too long to get a feel for what works.
- You can pick what kind of game you want - pick peaceful AI and give everyone a continent, or put 8 players into a Normal map and spend the whole game fighting.
I feel like a lot of the disappointment people have with the game is when it's too easy or too hard. If it feels boring I'd suggest turning the difficulty way up. You can be behind in tech and surrounded by Condescending/Tyrannical AI and still manage to survive, it's very forgiving. If it's too hard, hopefully there are some good guides that come out to help - I feel like you can beat up to Civilization level just by doing a bit of maths, but I know that's not easy or fun for everyone.