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a day ago Nov 12,2024, 10:04:41 AM

Enheduanna Beta Available Now

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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?


BetaSelection.JPG


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.

Example_Personas2.png

  • 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:

Leadership.jpg Tolerance.jpg Aristocracy.jpg


  • 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.

Nuclear_Water2.png

  • 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

TrainStation.jpg

  • 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


CivicChoice 1Choice 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


CivicChoice 1Choice 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


CivicChoice 1Choice 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


CivicChoice 1Choice 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 Market Quarters and at least 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 Market Quarters and at least 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


CivicChoice 1Choice 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


CivicChoice 1Choice 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


CivicChoice 1Choice 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



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a day ago
Nov 12, 2024, 10:29:39 AM

This all looks very promising and creation of our own AI personas is a big one to tick off the wishlist I had since the release (does that mean we will finally be able to disable streamer personas, tho? Soon?), but it also has a major 'yes, and' vibe. Fingers crossed it's another, not the last patch for HK.

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a day ago
Nov 12, 2024, 11:23:34 AM

DNLH wrote:

does that mean we will finally be able to disable streamer personas, tho? Soon?

Definitely the feature I've been waiting for the MOST since release!
I have all the Twitch personas, but only want to use a few of them.

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a day ago
Nov 12, 2024, 3:38:12 PM

We've been waiting for news about Humankind, and we're not disappointed to hear that the new update is coming soon. 


Thanks devs!

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a day ago
Nov 12, 2024, 3:43:47 PM

Some great additions, changes, and so on from the looks of things.


I've never 'wanted' the local / custom personas per se, but knowing they're on the way does actually pique my interest. Kind of hype for that!


Not immediately ambushing invisible 'allied' units is a nice change, for sure.


Definitely a promising start, and hopeful for more down the line if we can get it. Still love the game and would love to see extra stuff if/when viable, I understand there's a lot going on at the studio at the moment and it might be unrealistic to get too eager too soon.

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a day ago
Nov 12, 2024, 4:37:11 PM

The Civics changes look great, now every civic has a situation that I could definitely see myself using them in. No more obvious "Yes please" or "No thank you!" to civics.


On the topic of population consumption, now that you are tweaking it, please consider allowing cities in the second half of the game to grow more than one population per turn. In the early game, military units cost one population. And since cities grow at a maximum of one population per turn, this is a nice soft cap on training a military too quickly. But by the time you get to the Early Modern or Industrial era, things have gotten out of control: An Ironclad costs 6 population, line Infantry costs 4 population! And cities keep on growing at one population per turn. We need our cities to grow faster, to keep up with the demands of modern military.



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a day ago
Nov 12, 2024, 4:40:47 PM

very, very welcome changes. I particularly like the changes to Ambushes, which should make engaging in that type of warfare far more intriguing.

any word on fixing air combat? I noticed that still seems to be out there…

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a day ago
Nov 12, 2024, 6:17:28 PM
I have mixed feelings about this patch: On one hand, finaly we've got something new for our beloved Humankind, we've been waiting for so long about any piece of information about humankind development and here it is, patch, with cool new features and rebalance, but on the other hand it was so long from last news and patches, a lot of people become tired of no news from humankind and have abandoned the game, and after that all that come is a patch with not so many new content. It's kinda dissapointing. 


But, of course it's better than nothing
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4 hours ago
Nov 13, 2024, 1:09:19 PM

With the change to Isolationism it will no longer be possible to completely stop the spread of foreign culture?

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4 hours ago
Nov 13, 2024, 1:15:00 PM

heksesang wrote:

With the change to Isolationism it will no longer be possible to completely stop the spread of foreign culture?

That effect is still available through the Cultural Eradication choice of the Foreign Customs civic.

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