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Humankind preliminary



Humankind preliminary


In OpenDev, we tested what the Civilization killer, or Humankind, developed by Amplitude Studios, promises.

Humankind will be made in the workshop of Amplitude Studios, famous for their Endless games, which will also be their first non-Endless label. At first glance, but not for the second time, the very ambitious project cannot deny that Sid Meier’s Civilization series will compete: it is a strategy game divided into 4X-style circles based on real historical foundations (cultures, technologies, formations). We can rightly rely on the experience Amplitude Studios have accumulated over the years, especially as their project is usually pursued openly, within the framework of the OpenDev program, with the involvement of the community.

Endless Civilization

Due to the nature of OpenDev, a lot of things are still plastic, but it already looks like they’re trying to incorporate all the tried-and-tested gameplay elements into Humankind, so much so that Endless Legend players will be very familiar with a bunch of solutions. The specialized neighborhoods that debuted there will return and this time they will also receive bonuses on a neighborhood basis, just as the map divided into counties is not new, in which the enemy troops roaming there will fight each other like in an arena. We’ve also seen special buildings that also ask for a hexagon and give yummy bonuses, as well as city projects that don’t take up space and can sometimes be “manufactured” multiple times.

But a number of other game mechanics pillars may also be familiar. Our main raw materials are food (from which cities grow), money (from which the world moves), research points (from which the world moves), and production (from which cities produce). All of these are produced by our cities, which, depending on the size of the population available, can “cultivate” fields in their county. As human beings grow and people multiply, so does dissatisfaction, which we can control with food, circus, or violence, or order that our cities do not grow beyond a certain level. Of course, we will also have strategic and other important raw materials that will advance civilization itself, such as copper, iron and other minerals, the extraction of which we must take special care by building the appropriate infrastructure.

Human history…

In addition to the familiar elements, there are also novelties, the main one being that we can create our cities not with settlers, but with our armies. In exchange for a small amount of money and some time spent on construction, we can place a garrison in any county that we can move freely until we decide it becomes a city. This can, of course, be achieved by investing another dose of money and time, along with all the pros and cons of settlements.

History is also influenced by our decisions, which include both short-term and long-term decisions. In the first scenario, for example, I could decide whether my new city would forgive the debt to all those who moved there (causing a population explosion and dissatisfaction) or cruelly collect it (thereby tuning in the state treasury). Depending on the events in the game and the combination of other things, we will encounter such a decision situation many times, as promised, and they will fundamentally define our ideology and thus our civilization.

… History of wars

What we could try a little more in the six scenarios available were the battles that, as I mentioned, span entire counties. By default, armies occupying a single hexagon consist of several units, which can be spread over the available area in the event of a battle, or if more than one army may be there, the other army stays in place and its members can be called up as reinforcements during battle. A battle consists of five phases, in each of which both sides enter, shoot, fight, and when these are over, a round also passes; that is, there is a chance to send additional reinforcements to the battlefield.

In addition to their possible special abilities, the efficiency of our units is also influenced by the terrain, the altitude advantage is good for everyone, the trees would serve as cover for long-range weapons, the river is slow to cross and makes fighting harder, just as the castle walls favor defenders. The latter can be shot down with siege engines, but as a castle defender we have the opportunity to break out before the opponent makes them, or if we prefer to wait, we can enlist more people from the population into the militia.

The die is cast

Closing the preview in Caesar’s words, the dice are discarded – the only question is how Amplitude Studios will stop and succeed in crossing the Rubicon. There is a chance for it, although from what we have seen so far we do not know how many elements of the game develop in practice and there are even more elements about which we know almost nothing and greatly influence the overall picture: such as diplomacy, artificial intelligence in small and large , religion, commerce, culture, victory conditions and more. The exterior, ambiance, and core systems, on the other hand, are in place, and we hope there will be even more phases in OpenDev so we can create and pass on to you a more accurate picture of Humankind before it is released. So it’s worth watching the Civilization killer, but based on what we’ve seen so far, we wouldn’t commit to it in any way, but we’re confident that the unveiling of the real news is yet to come.