Humankind: A challenger to Civilization

Presentation doesn't help.

Gilgamesh in Civ is always obviously Gil. I don't really notice much of a difference between Lucy and Victor or Boudicca or my own avatar and part of that is that they simply lack personality.

It's a wide ranging problem the game has.
 
Also, when you get things like "The Babylons entered the Classical Era as the Greeks" and I'm just going "Who?" because all I really see are the flag colours. Again, the AI has basically no presentation of personality.

The worst bit is that for all that I think that competing over which civs you get to play is a fundamentally frustrating mechanic it also has the exact capacity to keep bringing me back because I end up going "Okay, that build no longer works, so let's start a new game"
 
That's the profit from the license sale; the rest of the gold that disappeared is sunk into transportation costs and other overhead.
 
It took some tries due to my playstyle really not meshing well with the early war that always seems to occur but I managed to complete and win my first game even if only with 200 or so points. I ended up being relatively isolated on a smaller continent with just a single AI against me that after a single brutal war was more or less neutered and so I spend most of my time doing nothing, learning mechanics and building stuff and generally being in second place in the leaderboards as one of the AIs constantly outpaced me. I was actually resigned to lose this game but due to me picking two science intensive civs at the end I managed to catch on research and do the various space things while also spamming districts to get points and managed to catch up to the AI which did seem to lose some of its momentum towards the end. Though I have to say that other than the first early war I have not seen much aggression from the AIs, both against me and against each other (was playing on Nation but still).
 
That's artificial difficulty, difficulty that is only possible because it's a game and contradicts what you'd expect from a faithful simulation..

Archers shooting from a cliff on an army beneath them is many things but not exactly a faithful simulation of reality... Despite how fiction sometimes portrays archery as its range actually not all that much, especially in earlier times. Indeed even them shooting over their own troops is as far as I know pretty rare and was not a common method, historically archers tended to be deployed in front or on the flanks of an army during the skirmish phase and shot at each other from pretty short distances.
 
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Ultimately this is a consequemce of how the battle system is set. Its mostly meant to be deathballs deployed onto eachother.

In civ6 for instance this might work because individuals units act alone and battles are not seperate from regular play. However within humankind's framework it seems to be limited to who can pile in based on movement.
 
I'm uncertain, could someone confirm if three of same strategic resource deposits is the max needed for any unit? A unit may have other strat resource requirements, but no single resource required higher than three at worst?
 
I'm uncertain, could someone confirm if three of same strategic resource deposits is the max needed for any unit? A unit may have other strat resource requirements, but no single resource required higher than three at worst?

Unless I missed something (and a quick look at a wiki doesn't suggest so) that seems to be the case, indeed I think when it comes to units the max is both 3 different types and 3 of a resource with the thermo-nuke requiring 3/3/3 and being the most expensive unit and while I less sure in regards to buildings I think that at very least the max amount stays the same.
 
Anyone else really loathe the battle system? I feel like I need to reload turns because going into a fight it'll tell me we'll steamroll them but then the autoresolve loses multiple units anyways.

Actual combat feels like it's running on arcane logic and rules as well. Does my stack of four scouts beat two warriors? Combat strength says they do but sometimes they don't actually.

Aaaagh. I know it's supposed to be one of the big things that sets it apart but it just feels like I need to micromanage every fight so that the AI doesn't throw away all my units and find a way to lose.
 
The combat is pretty fun enough that I routinely engage in manual battles and the occurrence of battle is not that often such that it consumes a lot of playtime for me.

That said if you want to win with autoresolve, the method is to go for quality of units over quantity of units because in order to win with lower combat strength units you need a lot of finesse, good terrain, and luck in order to prevail over higher combat strength units. This is because the damage inflicted on units is based on the difference in combat strength where the unit with the higher combat strength will deal more damage on average over the unit with the lower combat strength. This is then modified by various bonuses and penalties such as crossing rivers and differences in height. Ranged and gunner units are also preferred for autobattling since they don't accrue retaliation damage when firing at the enemy which mitigates HP loss.
 
Also, ranged is better simply because several ranged units have way easier time focus firing one enemy unit, while melee may be blocked by terrain and other units. So, ranged makes positioning and tactics way more flexible.
It's the same as in Civilization or Endless Legend, really. Melee exists to hold the line, ranged to do actual damage, so you recruit the minimum of melee necessary to hold the line and fill everything else with ranged.
 
Also, ranged is better simply because several ranged units have way easier time focus firing one enemy unit, while melee may be blocked by terrain and other units. So, ranged makes positioning and tactics way more flexible.
It's the same as in Civilization or Endless Legend, really. Melee exists to hold the line, ranged to do actual damage, so you recruit the minimum of melee necessary to hold the line and fill everything else with ranged.
This works seamlessly with the switch to gunner-type units, as your frontline suddenly becomes part of the ranged lines. Unlike in Civ 6, infantry with guns are all actually ranged, they just get the trait to not get the malus for if actual melee occurs. So you get bunch of gunpowder infantry to hold a line while artillery blasts everyone kingdom come.
 
Ranged combat was a mistake, return to monke CIV 4. :p

Jokes aside, I'm glade they did that gunner thing, it always looked silly when my Cho-ku-nu outranged rifles.
 
Can I just say that fighting an outdated tech civ's city defense becomes very grim when you think about it. You are basically machine-gunning down hordes of civilians armed with clubs! XD
 


Welcome to Fort Hun Killer where Hunnic hordes dash themselves on our palisades and die repeatedly.



They lost three entire stacks trying to force the walls and each time they've been repelled with some non-serious losses (and copius amounts of gold expanded to heal up troops) in exchange for wiping out Hunnic horde stacks.





For the last and final battle they brought in a ram and some random motley lot in order to breach the walls. Too bad they kinda died to the javelin troops and the rest were whittled down in succession upon the city walls (again).
 


Welcome to Fort Hun Killer where Hunnic hordes dash themselves on our palisades and die repeatedly.



They lost three entire stacks trying to force the walls and each time they've been repelled with some non-serious losses (and copius amounts of gold expanded to heal up troops) in exchange for wiping out Hunnic horde stacks.





For the last and final battle they brought in a ram and some random motley lot in order to breach the walls. Too bad they kinda died to the javelin troops and the rest were whittled down in succession upon the city walls (again).
Man, must have been a great way to farm militarist stars. those and aesthete stars are the hardest for me to get in games.
 
To rub salt in the wound, the Huns (Blue) got locked out of the Mongol option by some other AI and he's all the way down in the rankings. Nomads are pretty damn terrifying in field battles but if they don't achieve anything with it they're basically down an entire era's worth of development and population.

A human player would probably be terrifying simply because they can raze all the unincorporated territory and raze down administrative centers if the opposition wants to turtle up behind their fortified cities.
 
To rub salt in the wound, the Huns (Blue) got locked out of the Mongol option by some other AI and he's all the way down in the rankings. Nomads are pretty damn terrifying in field battles but if they don't achieve anything with it they're basically down an entire era's worth of development and population.

A human player would probably be terrifying simply because they can raze all the unincorporated territory and raze down administrative centers if the opposition wants to turtle up behind their fortified cities.

I was able to do just that in a multiplayer match where I ended up picking the Norse and jumping my Khmer neighbor. Couldn't conquer more than one city, but the Norse bonuses to ransack from their unique district meant I just burned my way across his empire and got insanely rich. They're probably my favorite of the Medieval cultures right now.

I doubt I'll get away with that in a future game though. The Khmer are just so broken when they get their unique districts online that no other culture can compare.
 
Harrapans or Egypt into anything into Khmer seems ideal.

Those two are the best for early growth and Khmer are just so maddeningly strong.

Ive been favoring celts, greeks and persians for classical.
 
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