8housesofelixir
Emperor
- Joined
- Jul 15, 2020
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I have played several rounds of Huns in the Stadia OpenDev version of the Humankind.
The Huns work like this:
However, most of the strategy games/war games/4x games always give their mounted archers the range of a field cannon instead, make these horse riders literally self-propelled artilleries - Humankind, with its 3 range Huns, is no exception.
Civ VI, interestingly, does get the mounted archers right - the Saka Horse Archers of the Scythians only have 1 range.
Overall, I like the Huns design here.
Many strategy and 4x games have a hard time presenting the nomadic people within their game mechanics, struggling between a pastoralism flavor and a fun-to-play faction. The nomadic people in these games are allowed to build settlements and cities in order to compete with other factions, with a lot of weird "steppe" flavors such as city-razing or building-burning, horse-spamming or duplicating, as well as Atheism-spreading (yes, that's what the Huns can do in AOE2) abilities.
But here, the Humankind Huns looks mostly (and surprisingly) fine. They cannot build cities but can grab a vast territory (as what happened IRL), and every inch of that territory can pump out horses to fight. The horses have some elegantly simple abilities, no more city-razing, just using high mobility and double movement to dominate the open fields while not eliminating the necessity of other units. Even the horse-duplicating ability has its requirements and limits. Most importantly, the Huns themselves cannot simply develop the conquered cities and run away from the game, and it would be better to choose another Culture in the following Era.
The Humankind Huns are not perfect, but to my knowledge, they are probably the most carefully designed nomadic peoples in the strategy/4x games. The devs at Amplitude had done a great job, and I hope this is something other 4x games can learn from as well.
The Huns work like this:
- When you choose to play as the Huns, all your outposts will be considered the Huns EQ, the Ordu. Ordu cannot be turned into a city - so you cannot create any new cities as Huns - but when an Ordu has more than one population, it can build the UU of the Huns, the Hunnic Horde. Basically, every Hunnic territory not attached to a city can immediately spawn the Hunnic UUs (if you placed them right for population growth).
- Hunnic Horde has 22 Combat Strenɡth, 6 Movements, and 3 Ranɡe. They also have Nomad and Free Raider traits, making them able to move/attack twice and multiply their numbers through fighting and ransacking.
- So you can just build Hordes from Ordu, ransack everything in sight to multiply them, and engage the enemy's major force in large numbers. In the battle, the move/attack twice ability can lead to a devastating hit-and-run or flanking attack, not to say that 3 range literally made your Hordes a moving artillery piece.* With some help from the regular troops (you do need some meatshields to deny your enemy's mobility), one can sweep the whole continent as the real scourge of God.
- On the other hand, the Huns don't have any non-military abilities to help them proceed in Science, building up Stability in the conquered cities, or gather non-military Fames. Most importantly, they cannot create new cities by themselves. If the Hordes' waves are being stopped, then the zenith of the Huns will be stopped as well. It would be better to choose another Culture for the Medieval Era and beyond (unless you decide to play as Mongols as a follow-up, which seems like an upgraded version of the Huns).
However, most of the strategy games/war games/4x games always give their mounted archers the range of a field cannon instead, make these horse riders literally self-propelled artilleries - Humankind, with its 3 range Huns, is no exception.
Civ VI, interestingly, does get the mounted archers right - the Saka Horse Archers of the Scythians only have 1 range.
Overall, I like the Huns design here.
Many strategy and 4x games have a hard time presenting the nomadic people within their game mechanics, struggling between a pastoralism flavor and a fun-to-play faction. The nomadic people in these games are allowed to build settlements and cities in order to compete with other factions, with a lot of weird "steppe" flavors such as city-razing or building-burning, horse-spamming or duplicating, as well as Atheism-spreading (yes, that's what the Huns can do in AOE2) abilities.
But here, the Humankind Huns looks mostly (and surprisingly) fine. They cannot build cities but can grab a vast territory (as what happened IRL), and every inch of that territory can pump out horses to fight. The horses have some elegantly simple abilities, no more city-razing, just using high mobility and double movement to dominate the open fields while not eliminating the necessity of other units. Even the horse-duplicating ability has its requirements and limits. Most importantly, the Huns themselves cannot simply develop the conquered cities and run away from the game, and it would be better to choose another Culture in the following Era.
The Humankind Huns are not perfect, but to my knowledge, they are probably the most carefully designed nomadic peoples in the strategy/4x games. The devs at Amplitude had done a great job, and I hope this is something other 4x games can learn from as well.
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