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Mixing cultures in Humankind

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5 years ago
Sep 1, 2019, 7:45:08 PM

Hi! After the first news about the game I wonder how a new culture is going to be picked when you shift to the next age. How is it going to be justified?

For example, if you are playing for Egiptians and then pick Romans, how will the game explain this? Romans, as any other culture, have some very specific historic, visual and genetic associations. In order to make such a cultural mix, there might be 3 ways:

1) They are not called Romans. Instead, they are called "Culture of Law" (or anything) and a reference to real Romans is given to justify the visual style.

2) Every time you add a new culture to your civilization, you get a lore text explaining how this inner minority or a foreign nation influenced your civilization to such a scale it completely changed its identity. The problem is that this force had never been represented on the map.

3) Something else I have no idea about.


Well, I am very curious about what the Devs are going to invent in this respect. 

Any other ideas?




Speaking about the game generally, it will be interesting to see what Amplitude will do to make Humankind different from Civilization 6 after so much was borrowed from Endless Legend by Civ :).

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5 years ago
Sep 1, 2019, 8:13:58 PM

They seem to be suggesting its not a sudden radical change so your cities wont transform into marble pillars and bath houses instantly but anything new you build in that age will be Roman but the old Egyptian stuff will still be there.

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5 years ago
Sep 1, 2019, 9:27:23 PM
MasterofMobius wrote:

They seem to be suggesting its not a sudden radical change so your cities wont transform into marble pillars and bath houses instantly but anything new you build in that age will be Roman but the old Egyptian stuff will still be there.

I understand, but it's immersion-breaking too by default.

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5 years ago
Sep 1, 2019, 9:41:23 PM
Sotnik wrote:
MasterofMobius wrote:

They seem to be suggesting its not a sudden radical change so your cities wont transform into marble pillars and bath houses instantly but anything new you build in that age will be Roman but the old Egyptian stuff will still be there.

I understand, but it's immersion-breaking too by default.

Not necessarily! I totally get when they say that today's civilizations are a sum of what came before. You see signs of past cultures all over the place. We shall see how it will look like in-game but I am behind the principle.

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5 years ago
Sep 1, 2019, 11:03:58 PM
twimpix wrote:
Sotnik wrote:
MasterofMobius wrote:

They seem to be suggesting its not a sudden radical change so your cities wont transform into marble pillars and bath houses instantly but anything new you build in that age will be Roman but the old Egyptian stuff will still be there.

I understand, but it's immersion-breaking too by default.

Not necessarily! I totally get when they say that today's civilizations are a sum of what came before. You see signs of past cultures all over the place. We shall see how it will look like in-game but I am behind the principle.

"What came before" did not come from nowhere :). I hope in Humankind these - the most important decisions - will not create blank spots in stories we create.

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5 years ago
Sep 2, 2019, 2:29:11 AM

I suspect you'll need to fill in your own narrative for why your civilization has transitioned to empire X.  I can't imagine the game will supply one.  Players who don't mind the concept of one civ evolving to another likely won't need a narrative.  Players who find the mechanic immersion breaking aren't likely to be won over by a few canned lines of dialogue, I wouldn't suspect.


The whole transition from one civ to another system as described so far is madness.  Absolute madness.  Whether it will also prove to be genius remains to be seen.


I hope it is genius.  I hope it will be as fun as I think it can be, and that as other game mechanics are announced, we can see how the whole of the game ties together around this mechanic.  


But if HK is a commercial flop, it will almost certainly be because of this mechanic. 

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5 years ago
Sep 2, 2019, 6:37:25 PM

I think its genius it could really help keep the game fresh as you progress. You play Romans in civ, early game is great, you get your legions out, you build your colloseum, its all good. Then medieval comes and your legions are obsolete and all you've got is a couple of flavour bonuses to keep you going the rest of the game, you're basically just a vanilla civ now.


In Humankind medieval comes along and okay you're done with the Romans now to go switch to another civ tailored for the medieval! Frankish knights, Viking raiders you're gonna have new bonuses and units that wont just change up how you look but how you play as well. It's going to make eras feel so distinct.

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5 years ago
Sep 2, 2019, 6:55:38 PM

When Firaxis began marketing Civ VI, they were strong on the idea that the terrain affects how you play the game, such that each playthrough may change depending the combination of rivers, mountains, forests, grasslands, and oceans you start by.



But that doesn't hold up well because most civs have a bias to certain types of terrain and a lot of players simply restart until they get an admixture they approve of.


I think the genius of the HK system is that you first get the lay of the the land and your neighbors,  THEN you decide what sort of bonuses best fit your situation. It's like picking your civ as if it were your pantheon. And then you get 5 more opportunities to reevaluate your situation and adopt additional bonuses relevant to your needs. As long as the bonus sets are fairly well balanced, every playthrough is a fresh new experience and you never start a game knowing what to expect. 


 To me, it's the perfect response to what Firaxis brings to the table. I plan to keep playing Civ and play HK too.

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5 years ago
Sep 2, 2019, 7:04:29 PM

Plus you never know who you're getting in your neighbours each era, too.   You explore the early game to find out who you're near, but that will now change up every era.


That part of the game could be as interesting to some players (and annoying to others) as the selection of who you play.  It should shake up diplomatic relations (whatever they end up looking like in HK) without resorting to introducing new mid- or late-game mechanics (like Civ 5's final tier government system).  



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5 years ago
Sep 3, 2019, 3:22:57 PM

Actually, can multiple players pick the same culture? Do players get the new culture at the same time and whoever has the highest (or lowest) score picks first? Or is it a first come, first serve situation? Maybe simply in turn order?

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5 years ago
Sep 3, 2019, 3:30:51 PM
Dinode wrote:

Actually, can multiple players pick the same culture? Do players get the new culture at the same time and whoever has the highest (or lowest) score picks first? Or is it a first come, first serve situation? Maybe simply in turn order?

It's first-come first-served.

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5 years ago
Sep 3, 2019, 3:56:24 PM

It could be possible to finnaly 'play the map' the number of times in Civ 6 i've started next to say a natural wonder that would be great for a religious game but oh, im playing a science civ its not worth the bother. And another example, start on a secluded penisula away from the other players but then I'm the Mongols, a offensive cav civ when really my start would have been perfect for a trading empire or builder.

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5 years ago
Sep 3, 2019, 4:23:16 PM
MasterofMobius wrote:

It could be possible to finnaly 'play the map' the number of times in Civ 6 i've started next to say a natural wonder that would be great for a religious game but oh, im playing a science civ its not worth the bother. And another example, start on a secluded penisula away from the other players but then I'm the Mongols, a offensive cav civ when really my start would have been perfect for a trading empire or builder.

Agreed.  This part's brilliant.  Your culture adopts to the pressures and opportunities around it.

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5 years ago
Oct 1, 2019, 11:01:50 AM
Sotnik wrote:

"What came before" did not come from nowhere :). I hope in Humankind these - the most important decisions - will not create blank spots in stories we create.

Keep in mind, if it helps, that Humankind focuses on the "What if?" idea that if the world had looked different, if cultures had chosen a different path, well, you could have ended up with a world in which a Chinese dynasty eventually came to lead a Western European empire (think of how the Huns and the Mongols basically rolled over numerous kingdoms and displaced entire populations), and nobody bats an eye at this.


I don't think we want to impose a specific idea of how one civilization transitions from a culture to another, but we've seen numerous examples in our own past. With Humankind, we're just shuffling the deck harder, and giving it another shuffle with every game. Hope this makes sense.

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5 years ago
Oct 1, 2019, 11:44:00 AM

Just to say, that in reality the Egyptians were conquored/colonised by Persians, Greeks, Romans, Muslims, then the British, so this idea of evolving between cultures is actually a pretty neat one, especially if the buildings from each era change to fit the new culture. It is one of the problems of the Civ games in that everything is mono-cultural, when in reality cultures shifted and morphed throughout history.

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5 years ago
Oct 1, 2019, 4:48:54 PM

Generally they did not choose to be conquered so the system is somewhat odd with reality.

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5 years ago
Oct 1, 2019, 5:11:51 PM
Ashbery76 wrote:

Generally they did not choose to be conquered so the system is somewhat odd with reality.

Only if you view yourself as leading only the older culture, and not the new culture it's evolved into.  As the player, you're making decisions for multiple generations of people inhabiting a particular geographic region.  At era-change times, you get to make big picture decisions on how you want the society to evolve.


Also, it's not just conquest that leads to these big shifts.  Take the Nordic people as an example.  They were boring farmers and fishermen, then world exploring ferocius raiders, then typical European feudal societies, etc until now they're liberal social democracies.  At no point were they conquered, and yet to properly depict their story in the game (a real one, not even dipping into the "what might have beens") it's quite reasonable to tell that story with a bunch of gigantic culture shifts along the way.

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5 years ago
Oct 5, 2019, 3:34:47 PM

Is there any requirement to adopt a new culture? For example, can we become roman from olmec culture ? I believe not for diversity sake and it's fine, but it could be interesting to make such a requirement possible via modding. This way we could have "culture trees mod" for more realistic gameplay. For example : Olmec can evolve to Zapotec or Maya. Things like trade and wars could be requirement maybe, but it is probably best if it is only events giving bonus.


Also i hope there is some representation of traditionnalism vs progressism.


Look forward for this game

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5 years ago
Oct 5, 2019, 4:16:13 PM
werewolflord wrote:

Is there any requirement to adopt a new culture? For example, can we become roman from olmec culture ? I believe not for diversity sake and it's fine, but it could be interesting to make such a requirement possible via modding. This way we could have "culture trees mod" for more realistic gameplay. For example : Olmec can evolve to Zapotec or Maya. Things like trade and wars could be requirement maybe, but it is probably best if it is only events giving bonus.


Also i hope there is some representation of traditionnalism vs progressism.


Look forward for this game

Progress and Tradition are 2 of the known ideologies in the game, although apparently there's no specific requirements for each culture, just to get enough Fame to transition over.

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5 years ago
Oct 5, 2019, 4:27:11 PM
jhell wrote:

Hello,


Having tech requirements on Culture choice sounds quite interesting, but at the moment it's not in our vision. This is something that might become moddable but we can't make promises at this stage.

This comment seems relevant.

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