Hey everyone,
Today we want to share a first look at the upcoming Enheduanna Update for HUMANKIND with you. We know you’ve been waiting for this patch for a while, and we’re sorry for the wait. Sadly, a few factors stacked up to keep us from releasing this as quickly as we would have liked, but it is finally almost ready for release.
Enheduanna will release next week, but you can already try the beta for this patch through the update_preview branch on Steam. Just go to the properties of the game, open the betas tab, and select the right branch. So, what can you expect in this patch?
Here’s a summary of the main improvements (Full patch notes at the end of the post):
- Custom AI Opponents: You can now create your own local set of personas for your opponents to use on the AI Persona Collection screen.
- New Growth Formula: We’ve tweaked the growth formula so that a very small surplus or deficit won’t affect your population anymore, which will stop the eternal cycle of death and rebirth once your cities reach the size they can support. (Thanks DocktorKain for the help!)
- Ambush Improvements: Bumping into the invisible forces of your allies, vassals, or liege will not trigger an ambush anymore. Instead, your army will stop moving and reveal the hidden army. Additionally, ambush battles can no longer be reinforced or bombarded.
- Civics Rebalancing: Many civics have been given new effects or unlock conditions, especially in the government and society sections. Here are some examples:
- Missile Relocation: Missiles have been given a rebase command so you can move them between silos to (hopefully) get them into range of their targets.
- Naval Nuclear Tests: This should make it easier to find space for your nuclear weapons program.
- Train Connection Preview: When placing a train station, you will now see a preview of the routes it will establish to stations in adjacent territories
- More New Game Settings: In the Pace settings on the New Game screen, you can find the following new options.
- Disable the Congress of Humankind
- Disable Vassalization
- Enable instant army movement on the world map (for technical reasons, this setting cannot be changed in a running game)
- Rebalanced Merchant and Aesthete Affinities: These abilities should now scale better over the course of the game, growing slowly with each use.
- Mod Compatibility Check: The Mod Menu will now warn you if mods are outdated. If the mods are incompatible with the current version, you will receive a warning popup and cannot enable them.
- Encyclopedia Update: The official Humankind Encyclopedia will be updated
- Cloud Saving on G2G: If you are logged into G2G in game, you can now upload your player profile and saves to Games2Gether to easily transfer them to other platforms.
- New Scenario (Not Available in the Beta): Test your leadership by leading the Persians into the Industrial and Contemporary Eras despite internal unrest in the Industrial Uprising scenario. Recommended for beginners and regular players.
We hope you will enjoy these improvements to the game.
Have fun, The Amplitude Team
[1.0.27.4537] "Enheduanna Update" Version Notes
CHANGES & ADDITIONS
- Balanced the Civics effect and unlock conditions to improve the game experience.
- Added obsolete Mods detection and warning information to improve feedback on a Mod status.
- Added the possibility to do Nuclear Tests on Ocean Tiles.
- Added the possibility to move Missiles between Silos.
- Added a Cross Save feature "Cloud Sync" that allows the save of your current progression in your Amplifiers account, and the restoration of this saved progression onto another supported platform.
- Added a visual feedback for Train Rails when placing another Train Station on the map.
- Added a Game Option to disable the Congress of Humankind.
- Added a Game Option to disable the Vassalization, removing the Vassalization option in the Surrender Terms.
- Added a Game Option to enable the Instant Army Move that allow Armies to have instant movement when moving on the map (not in battle).
- Added the possibility to create and customize your own AI Persona opponents.
- Added a tooltip on Construction Queue items that are blocked.
- Balanced the Merchant affinity and the Aesthete affinity cost, as well as their increasing gains are now based on number of uses and era.
- Balanced the Ambush : Ambush battles only last one turn and they cannot be reinforced by any participant nor bombarded. Moreover, if there is a non-agression pact with another Empire when the Ambush could be triggered, then it stops the army movement and reveal the insivisble army.
- Balanced the Persian Legacy Trait by reducing it's City Cap gain to +1.
- Removed War Support impact for killing Units with the Traitor badge.
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where Rebels didn't siege if there was no army in the City.
- Fixed an issue where Units remained visually in the same place and the movement mandatory could not be completed.
- Fixed an issue where Constructing "Administrative Center Renovation" removed the unit spawn point.
- Fixed an issue where invisible Armies could cause broken saves and critical errors in rare occasions.
- Fixed an issue where the game could soft lock in rare occasions.
- Fixed an issue where the Civic choice "Globalization" wasn't allowing to trade while being at peace with no trade Treaties.
- Fixed an issue where the Builder affinity bonus "Pride" did not trigger.
- Fixed an issue where the Holy Sites could not have multiple of their synergy effects applied at the same time for Districts that count as two types.
- Fixed an issue where a Nuclear Missiles were not properly destroyed when fired.
OTHER FIXES
- Fixed an issue where losing the only army a player had in the Ancient Era, in Multiplayer, could cause a game desync and errors.
- Fixed an issue where the Merchant Affinity wasn't acknowledging researched technologies until the save was reloaded.
- Fixed an issue where the battle size and duration would not always change after the addition of reinforcements.
- Fixed an issue where the effects given by the "Criminal Slaves" Civic were not removed once the Civic choice was canceled.
- Fixed an issue where no influence was reimbursed when enacting either choice from the "Irreligion" Civic.
- Fixed an issue where Norsemen's Emblematic District "Naust" could be built over sea ice and iceberg tiles.
CIVICS CHANGES
💰 Economy Civics
Civic | Choice 1 | Choice 2 |
Knowledge Authorities New: Buy at least 3 Resources Old: Have at least 3 Trade Routes, including one import route, and be in the Classical Era | Elder's Wisdom New: +1 Stability per Researcher Old: +1 Science per Researcher | Foreign Innovations New: +1 Science per bought resource on your Capital, -1 Stability per bought resource on your Capital Old: +1 Science per number of Trade Routes |
Materials Procurement New: Unlock the Chartered Companies technology and meet at least 1 Empire Old: Unlock the Humanism technology and meet at least 1 Empire | Seize Resources Unchanged (+30 War Support increased when declaring war) | Trade Resources Unchanged (-20% Resource Deposits access required to create Wondrous Resource Deposits.) |
International Trading New: Unlock the Free Trade Technology and meet every Empire Old: Earn 5 Merchant Stars and meet every Empire | Globalism Unchanged (Authorizes trade of goods even in a diplomatic state of War.) | Isolationism New: Trade resources only with allies, +2 Industry and +1 Money on Extractors Old: Trade resources only with allies, prevents the spread of foreign culture in your territory |
Industrial Production New: Have a city with 9 Farmers Quarters and Industrial Silos Old: Have a city with 9 Farmers Quarters and a Granary | Nationalized Industries New: +1 Farmer Slot per Farmers Quarter, +10% Food on cities Old: +1 Farmer Slot per Farmers Quarter | Privatized Industries New: +1 Trader Slot per Farmers Quarter, +5% Money on Cities, -1 Stability on Farmers Quarters Old: +1 Trader Slot per Market Quarter |
Working Conditions Unlock Unchanged | Worker's Rights New: +1 Stability per Population Old: +1 Stability per Makers Quarter | Profit-Focused New: +2 Money per population, -1 Stability per Population Old: +5 Money on Makers Quarter, -50% time between rebel spawns |
⚔ Army-related Civics
Civic | Choice 1 | Choice 2 |
Army Wages Unlock Unchanged | Paid Wages New: +20 Stability on Occupied Cities, +5 Stability per Stationed Unit Old: +20 Stability on Occupied Cities, +5 Stability on Garrison | Plundered Wages New: +100% Money from Ransacking, +5 Combat Strength when Ransacking Old: +50% Money from Ransacking, +4 Combat Strength when Ransacking |
Independent Peoples Unlock Unchanged | Mercenary Armies New: -75% on Hire Army cost Old: -50% on Hire Army cost | Fellow Peoples Unchanged (-50% Cost of signing Treaties with Independent Peoples) |
Conquered Empires Unlock Unchanged | Anti-Imperialist New: +20 War Support after winning a battle against Imperialist Empires, forbids vassalization of other empires, frees all your vassals Old: +20 War Support after winning a battle against Imperialist Empires | Imperialist Unchanged (+10 War Support increased when winning a Battle on Relations) |
⚖ Justice Civics
Civic | Choice 1 | Choice 2 |
Legitimacy Unlock Unchanged | Customary Laws Unchanged (-50% on Create Outpost cost) | Codified Laws New: -50% Attach Outpost Cost, -25% Absorb City Cost Old: -50% Create Outpost Cost |
Punishment New: Have a city with a City Watch and Stability of Mutinous Old: Have a city with a City Watch and Empire Stability of Unstable | Physical Punishment New: +1 Stability per Population Old: +100% time between rebel spawns | Forfeiture New: +1 Money per Population Old: -20% Stability Loss per turn |
Capital Punishment New: Enact the choice Forfeiture in the Punishments Civic, research the Humanism technology, and have a city with Mutinous Stability. Old: Enact the choice Physical Punishment in the Punishments Civic, earn at least 9 Farmer Era Stars since the beginning of the game, and have your Empire's Stability lower than Settled. | Lifetime Sentence New: +1 Stability on Districts Old: +5 Stability on Commons Quarters | Rehabilitation New: +1 Stability per Population Old: +5 Food on Farmers Quarters |
Capital Punishment New: Enact the choice Physical Punishment in the Punishments Civic, research the Humanism technology, and have a city with Mutinous Stability. Old: Enact the choice Physical Punishment in the Punishments Civic, earn at least 9 Farmer Era Stars since the beginning of the game, and have your Empire's Stability lower than Settled. | Lifetime Sentence New: +1 Stability on Districts Old: +5 Stability on Commons Quarters | Hard Labor New: +1 Industry per Worker on Extractors Old: +5 Industry on Makers Quarter |
📜 Government Civics
Civic | Choice 1 | Choice 2 |
Leadership Unlock Unchanged | Small Council New: +1 City Cap, +1%FIMS per city in each city Old: +1 City Cap | Autarch New: +25 Stability on Capital, +20% FIMS on Capital, -10 Stability for each non-Capital City in non-Capital Cities Old: +25 Stability on Capital |
Political Entitlement New: Enact the choice Small Council in the Leadership Civic, and have a City with at least 5 Market Quarters and at least 5 Commons Quarters. Old: Enact the choice Small Council in the Leadership Civic, and have a City with at least 3 Market Quarters and at least 3 Commons Quarters. | Republic Unchanged | Aristocracy Unchanged (+1 Combat Strength on Emblematic Units) |
Political Influence New: Enact the choice Small Council in the Leadership Civic, and have a City with at least 5 Market Quarters and at least 5 Commons Quarters. Old: Enact the choice Small Council in the Leadership Civic, and have a City with at least 3 Market Quarters and at least 3 Commons Quarters. | Monarchy New: -25% Cultural Wonder Industry Cost Old: -20% Cultural Wonder Industry Cost | Aristocracy New: +1 Combat Strength on Emblematic Units Old: -20% Emblematic District Cost |
Republic Evolution New: Enact the choice Republic in the Political Entitlement Civic, have at least 50 Population in your Empire, have researched the Nationhood Technology. Old: Enact the choice Republic in the Political Entitlement Civic, have at least 50 Population in your Empire, have researched the Centralized Power Technology, and be in the Industrial Era or above. | Democratic Republic New: +5 Science on Commons Quarters per adjacent Research Quarter, +5 Money on Commons Quarters per adjacent Market Quarter Old: +1 Science on Commons Quarter, +1 Money on Commons Quarter | Oligarchy New: +25% Money on Cities, -3 Stability on Commons Quarters Old: +20% Money from Surrenders, +20% Money from Grievances |
Aristocracy Evolution: New: Enact the choice Aristocracy in either the Political Entitlement Civic or the Political Influence Civic, have at least 50 Population in your Empire, have researched the Nationhood Technology. Old: Enact the choice Aristocracy in either the Political Entitlement Civic or the Political Influence Civic, have at least 50 Population in your Empire, have researched the Centralized Power Technology, and be in the Industrial Era or above. | Democratic Republic New: +5 Science on Commons Quarters per adjacent Research Quarter, +5 Money on Commons Quarters per adjacent Market Quarter Old: +1 Science on Commons Quarter, +1 Money on Commons Quarter | One-Party State Unchanged (+10 Stability on Territory) |
Monarchy Power New: Enact the choice Monarchy in the Political Influence Civic, have at least 50 Population in your Empire, have researched the Nationhood Technology. Old: Enact the choice Monarchy in the Political Influence Civic, have at least 50 Population in your Empire, have researched the Centralized Power Technology, and be in the Industrial Era or above. | Constitutional Monarchy New: +5 Stability on Emblematic Districts Old: -20% District Buyout Cost | Absolute Monarchy New: Unlocks the option of buying constructions out with Influence Old: -20% Unit Buyout Cost |
🎭 Society-related Civics
Civic | Choice 1 | Choice 2 |
Slaves Unlock Unchanged | War Slaves New: +5 Food per Farmers, +5 Industry per Worker Old: +1 Industry on Garrison, +1 Influence on Garrison | Criminal Slaves New: +5 Food on Farmers Quarter per adjacent Commons Quarter, +5 Industry on Makers Quarter per adjacent Commons Quarter Old: +1 Food on Commons Quarter, +1 Industry on Commons Quarter |
Colonization Unlock Unchanged | Vassal Colonies New: +2 Money on any Resource Extractor in Cities founded on a Foreign Continent, +25 Stability on Cities founded on a Foreign Continent, +10 FIDS on Capital per City Founded on a Foreign Continent Old: +10 Money on Cities founded on a Foreign Continent +10 Industry on Cities founded on a Foreign Continent | Naturalized Colonies Unchanged (+25 Stability on cities founded on a foreign continent) |
Citizenship New: Research the Nationhood Technology Old: Enact the choice Constitutional Monarchy in the Monarchy Power Civic, or the choice Democratic Republic in either the Republic Evolution Civic or the Aristocracy Evolution Civic. | Universal Citizenship Unchanged (+25 Stability on all Cities) | Select Citizenship New: +10 Stability per Territory under your Empire’s Influence in each city, -10 Stability per Territory under another Empire’s Influence in each city Old: +5 Stability on Market Quarter |
🎨 Culture Civics
Civic | Choice 1 | Choice 2 |
Cultural Blessing New: Unlock the Imperial Power Technology and assimilate an Independent People Old: Successfully besiege an Independent People's City and be in the Classical Era or above | Monoculturalism Unchanged (+2 Influence on Main Plaza, +2 Influence on Administrative Center) | Multiculturalism Unchanged (+10 Influence on Main Plaza or Administrative Center created by Independent People) |
Artistic Expression Unlock Unchanged | Censored Arts New: -30% Stability loss per turn on all Cities, +30% Stability gain per turn on all Cities Old: -20% Stability loss per turn on all Cities -20% Stability gain per turn on all Cities | Free Arts New: +2 Influence on Commons Quarters, +5 Stability on Commons Quarters Old: +50% Stability gain per turn on all Cities, +50% Stability loss per turn on all Cities |
Foreign Customs New: Unlock the Centralized Power Technology and have a Territory under another Empire's influence Old: Enact the choice Multiculturalism in the Cultural Blessing Civic and successfully besiege a City containing an Emblematic Quarter. | Cultural Respect New: +5 Money per Number of Territories in your sphere of influence Old: +100% Fame earned per Aesthete Era Star | Cultural Eradiation New: -10 Stability per number of attached territories on City or Outpost, +5 Influence on Territory, Prevents the spread of other empires’ sphere of influence through controlled territory Old: Prevents the spread of other Empires' spheres of influence through controlled Territory. |
Press Freedom Unlock Unchanged | Freedom of Speech Unchanged (-20% Cost for enacting and cancelling civics) | Propaganda New: +1 War Support per turn Old: Prevents any Empire Revolution |
🙏 Religion Civics
Civic | Choice 1 | Choice 2 |
Religious Tolerance Unlock Unchanged | Religious Hostility New: -1 Stability per non-State Religion Follower on all cities, +10 Faith on Territories, Adds a new grievance with different State religion Old: +5 Faith on Territories, Adds a new grievance with different State religion | Open-Minded New: +1 Stability per non-State Religion Follower on all cities, +1 Influence per State Religion Follower in Territory on Territories Old: +3 Influence on Territories following your State Religion |
Religious Minorities Unlock Unchanged | Taxed Minorities New: +2 Money per non-State Religion Follower, -1 Stability per non-State Religion Follower Old: +10 Money on Territories if Territories following a Foreign Religion | Untaxed Minorities New: +1 Stability per non-State Religion Follower on all cities Old: +10 Stability on Territories if Territories following a Foreign Religion |
Scientific Facts Unlock Unchanged | Literalism New: +1 Faith per State Religion Tenet on Research Quarter Old: +1 Faith on Research Quarter, +1 Stability on Research Quarter | Compatibilism Unchanged (+1% Science on Holy Sites) |
Irreligion New: Produce at least 150 Influence per turn and have unlocked Encyclopedia Technology. Old: Produce at least 150 Influence per turn. Industrial and Contemporary Eras only. | Secularism New: +10% Bonus on future Fame gains, +5 Money on Religious Districts, Lose the ability to enforce a State Religion, build new Holy Sites or pick Tenets Become immune to religious Grievances, All religious Civics are locked and some invested Influence is reimbursed | State Atheism New: +20% Bonus on future Fame Gains, Replace the current State Religion with Atheism, Lose the ability to build Holy Sites or pick Tenets, All religious Civics are locked and some invested Influence is reimbursed Old: +25% Faith on Territories following your State Religion, -75% Foreign Religion strength bonus, Replace the current State Religion with Atheism, Lose the ability to build Holy Sites or pick Tenets, All religious Civics are locked and some invested Influence is reimbursed |