IN Humankind , Unlike Civilization , play for some specific nation will not come out. During the game, you will gradually “layered” one culture to another in order to get your unique build at the end. And there are enough combinations, given that the total cultures in the game 60. At the same time, some of them will be expected to be much better than the rest. Those who “mix” the nation are randomly in the final are unlikely to succeed, so you need to choose wisely.
In this guide, we will help you figure out how the cultural system generally works and how to find your imbu.
You should choose cultures for the style of play – this insists training, and in general this is the most logical solution. If you prefer to play the conquest, you will not suit more “pacifistic” fractions.
In total, Humankind provides 7 features that correspond to generally these styles of passage. Just choose the most comfortable options for you and play.
Each of the cultures has:
When the culture changes with the new era, the player loses the opportunity to build the same iconic quarters. At the same time, the already erected areas remain in place. But the former iconic detachments can be hired after a change in culture.
Peculiarity Game style A special effect Cultures
Agriculture of population growth and food production “Earth of abundance” – you can use the impact to call migration Harapps, Celts, British, Iroquois, Mexicans, Brazilians, Turks
Militarism war and dominance over the territory "reliable reserve" – you can collect the militia in any city. “Vigilance” – the basic value of military support increased Hittta, Mycenaean, Goths, Aztecs, Mongols, Poles, Germans, Zulus
Aesthetics of diplomacy and the use of the influence of “cultural blitz” – you can invest money in the subordination of the territory due to cultural influence. “Grace” is a simplification of the diplomatic relations of Olmeki, Zhou, Murye, Franks, Japanese era of Edo, Ming, Austro-Hungary, Italians, Egyptians (modernity), Indians
Construction development of production and industrialization "industrial breakthrough" – in each city you can activate the regime, during which all resources of the settlement will be converted into industry. “Pride” – if a new district is being built in the city, the stability of the village rises the Egyptians (ancient era), Maya, Khmers, Mogola, Persians (Industrial era), Siamese, Australians
The expansion of the conquest of the new territories “Unified Banner” – it is possible to annex the territories with the avantosts and administrative centers. “Ambitions” – the ability to cross borders without damage and regardless of relations with a neighbor Assyrians, Achaemenids, Persians (Antiquity), Romans, Teutons, Ottomans, Spaniards, British, Russians, Soviet people
Trade management of resources and money “influential investor” – you can use the influence to build mining enterprises for themselves and other crops. “Mediator” – you can sell to neighbors the resources bought on the third party, Nubi, Phoenicians, Aksumi, Carthaginians, Byzantines, Gans, Venetians, Dutch, Chinese
Science Development of Technologies, pumping a “collective opinion” of a knowledge tree – in every city you can include a regime during which all excess resources will be turned into a scientific resource. “Aviation” is the opportunity to study the technologies of the next era of Babylonians, Greeks, Umayades, Chonson, French, Japanese, Swedes
In general, your task is to combine cultures that complement each other, moving from one era to another. Moreover, if you really like a specific fraction, then it doesn’t matter-you can leave it. This will give you a bonus of 10% to glory. You will receive it until you choose a new culture. This boost is accumulative, that is, if, for example, you started the Egyptians and in the Middle Ages are still playing for them, then the bonus will be 20%.
Transcendence It sounds tempting, of course, but this is actually not worth it (unless you decide to give yourself a challenge and get an achievement of an “endless civilization”). So you can miss the lion's share of useful mechanics and stay with nothing.
In general, everything is quite simple – if you have a conquest type of game and you want to crush the whole world, the easiest way will be “crossing” militaristic cultures: first take Mikens, then the Huns, then Aztecs, Poles and Germans, and to fix it all Soviet regime with its expansiveness (just imagine such an explosive mixture!).
The same approach will help you quickly collect eras stars, go to new eras and at the same time get Achivka.
True, not every era offers cultures with all 7 features, and you can still not have time to take the one you need before another player does it. You always need to keep spare options in my head. For example, a good choice will combine construction and science, trade and aesthetics.
The skill of the Khmer's “Servants of the Great” gives +3 to the industrial resource for each quarter of artisans, and the zuluses allow you to add +2 stability for each of the areas Tropical Wins Casino. Thus, it will be possible to build very large industrial centers.
The culture of the Japanese era of the era of Edo goes well with any agricultural crops, but best of all – with Harappresses. It's all about their passive ability "fertile spills", which gives +1 to the food produced on cells and rivers. In such a combo, the influence of your empire will grow like yeast.
This combination is useful to everyone who loves to fight against neighbors. The Glory of Witsilophetli will give +2 to the speed of the movement of your detachments by land and reduce by 20% the number of industrial resources necessary to create units. At the same time, the Red Wave will even more reduce the amount of funds spent on recruiting, having tilted it all with a bonus +3 to firepower. In general, you can create huge armies in a record time, strangling the enemy under yourself with one number.
"Hall of worthy" Chsonsev gives +3 to a scientific resource for a cage where this resource is produced. In the modern era, such a boost can be made even more tangible with the help of the Swedes who will additionally give +1 to the scientific resource from these areas. This choice will be very useful at the end of the game and will calmly complete the study of a technology tree.
Franca is a great choice for those who want to play in the manner of aesthetics. They go well with all the cultures that relate to this style of game. But it is the Austro-Hungarians that make the bonus to influence from their quarter even more impressive. The "hand of the emperor" of this culture gives +1 influences in principle for any quarters. You will still have to build many areas, and therefore the bonus will be very tangible.
The best combo for those who play trading. The Deventian Devanti Dams gives +5% to money for the allied cities, while the Chinese "New Silk Road" – +10% for money for all cities. If, for example, you have two alliances, then you will already receive 20% more money. Only Nubians and Dutch can add to this – then you will generally stop needing gold.