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Humankind vs civ
Humankind vs civ





humankind vs civ

Even by the end of the game, most players are only going to have half a dozen cities, yet still have satisfyingly large areas to build up districts, wonders, and infrastructure. Outposts can be attached to cities to expand a city’s territory, at the cost of stability (happiness).

#Humankind vs civ full#

Borrowing from Amplitude’s earlier 4X game Endless Legend, the world is divided up into similar-size territories, with each city or outpost laying claim to a full territory.

humankind vs civ

Running an empire can be overwhelming, but Humankind keeps things running smoothly thanks to the relatively low number of cities most players can control. I’ve found that beyond the initial starter difficulty, the AI is pretty darn good at acquiring Fame throughout each era, making every game competitive and engaging - though certain culture combinations seem wildly unbalanced. Goals are always the same, but requirements and fame bonuses change as the eras progress, and cultures aligned to certain affinities will earn more Fame in those categories. Fame is an overall score awarded for accomplishing goals throughout each era, such as defeating military units, expanding my territory, and researching technology. In order to win a game of Humankind, which can easily last around ten hours, I need to acquire the most fame by the end of the game. It also doesn’t help that AI leaders are custom built with their own AI settings, not randomly generated on the fly, which would at least create a bit more excitement and unpredictably in future matches. Instead I’m facing off against a random AI avatar who had chosen the Poles, then the Zulu. Unlike Civ, I’m not trading with Ghandi of India or battling with Montezuma of the Aztecs. On the other hand, since we’re swapping entire cultures ever so often, each player loses their singular identity. After the war ended, I chose the Italians in the Industrial age to help improve stability and influence in my war-weary cities. When I advanced to Early Modern, I chose the Spanish to take advantage of their combat bonus in foreign territory. For example, when fighting back against an aggressive neighbor during the Medieval era, I was enjoying my powerful Mongol Hordes. Cultures also come in seven different affinities, including Agrarian (food focused), Builder, Expansionist, and Militarist.Ĭustomizing your unique empire through different historical cultures is an awesome concept that provides a lot of flexibility in playstyles. Ten cultures are available in each of the six eras, each providing their own unique traits, districts, and units - and the traits will stick with me as I progress through future ages. One of Humankind’s most unique features is that real-world cultures are chosen when advancing through each age. Eventually I can plop down my first outpost, which can then become my first city, and officially advance to the Ancient age. I spend my first several crucial turns exploring the randomly generated map, finding curiosities and defeating animals to earn influence, research, and money. As a turn-based strategy game, my fledgling empire begins as a neolithic people of nomads, lacking the means and technology to even found a city. If you haven’t played a Civ game before, Humankind’s gameplay is a bit daunting, and doesn’t do a great job explaining some of its systems. Despite some flaws, Humankind feels both different and familiar to 4X fans in all the right ways, providing an excellent alterative approach to turn-based strategy throughout history. Humankind is a 4X historical strategy game, a specific genre that few game companies dare tread thanks to the ever-present behemoth of Sid Meier’s Civilization series.







Humankind vs civ