![]() ![]() More rarely, audio would start to skip and become garbled. Especially if I tabbed out of the game and back in, I would often have issues like the wagons and semi trucks travelling along my roads starting to flicker in and out of existence until I did a clean restart of the program. I also can't go without mentioning some bugs and performance issues. And while your ideological distance from another empire is supposed to generate diplomatic tension, the sheepishness of the AI to declare war meant this never really affected me much at all. I didn't get the sense that being Collectivist vs Individualist greatly transformed my society or allowed me to roleplay in any very meaningful ways. Just like the cultures, though, the bonuses for doing so seem like very small tweaks to resource generation most of the time. These decisions will move you along ideological axes like Liberty vs Authority and Tradition vs Progress. They might ask you whether you allow priests of both genders or only one, or if your monarchy should be absolute or constitutional. That being said, these narrative events are a nice touch throughout the other ages. Downplaying the climate crisis in any game about humanity's near future is not only factually incorrect – it's also really boring game design, giving up on the chance to mix things up and introduce new challenges at a point when you're probably just taking victory laps. And even when I was trying to produce as much of it as possible in my Soviet run to find out, it never got above "Level 0" or had any effect on anything. Similarly, there is a Pollution mechanic that kicks in once coal becomes available, but hell if I know what it does. The map doesn't even change to reflect rising sea levels or growing deserts. And even ignoring it completely only gives you a -30 to all resource production in your cities for 10 turns, which isn’t much by the time it comes up. There is an event chain related to climate change, but in my games it only cost what was at that point less than one turn's worth of income to avoid any consequences at all. I was also fairly disappointed with the late game. But it's not necessarily a lot more logical, either. This is of course, no siller than Civ's version of this same problem where you have American tribesmen founding the city of Washington D.C. Sure, we could say my Khmer realm was conquered by the Ming Empire when I chose them as my next culture, but where did these Chinese bureaucrats come from? Were they hiding in the forest? Outer space? They weren't on the map anywhere before I decided to play as them. The culture system also doesn't exactly solve the roleplaying problem of telling a coherent, historical story like I’d hoped it might. The problem is, while this is cool for roleplaying and can generate new conflicts in the case of atheism, it felt like taking away some of my toys since neither of these belief systems get anything to replace holy sites or tenet bonuses. There is a kind of interesting late-game wrinkle in that you can pursue tolerant secularism or militant state atheism, modeling changing ideas about the nature of the universe. Religion only spreads passively, and unless I was looking for a reason to go to war, I usually forgot it existed. Like the era bonuses for each culture, the bonuses you can add to your faith are mostly simple modifiers to resource generation or modest military buffs. There is a religion system, but only just. So to truly be a successful conqueror, you need to be exporting your gods and your top radio hits, not just have the biggest army. If you instead spread your religion or culture to one of their cities, you can gain a grievance against them for "oppressing" your people, which will slowly tick up your side's war support over time. You can just declare war out of nowhere, but doing so gives a large bonus to your enemy's war support, which is a measure of how enthusiastic their people are to fight you. Influence is also used quite a bit in the diplomacy system, and this is probably the cleverest idea Humankind brings to the genre. ![]() As a chill tile-painting game in which I can watch my civilization spread across the gorgeous world map, Humankind stands up well against its competition. These considerations made planning out my empire's path to prosperity an interesting and often challenging puzzle. Influence limits how much you can expand externally and spreads your culture to neighboring cities, while stability limits how much you can expand internally, as urban centers that sprawl out further and further become more difficult to govern. There are two new resources that mix things up a little. ![]()
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