Humankind is an excellent game but it would be a great game in multi if several bugs ans issues were adressed. :)
I and other guys have already reported these bugs on the forum. I'm reposting them here in one topic to get the attention of the devs to take care of them if they please.
- Bug-exploit with outposts. Allowing to have free cities. Big exploit explained here: Link
- Civics bug in multi (no civics if there are 5 players or more in multi). Huge bug which cripple multi: Link
- Turn timer creating FPS Leak in multiplayer, making that in multi we never use timer. This bug prevents us to use Timer in multiplayer from the beginning of the mid game approximately. This problem always happens, and looks like a memory leaks.
Our observations allow us to say with certainty that this bug is related to animations and combat animations. The more fights you play manually, the more FPS loss there is. If you do the fights in automatic, you will not see the bug. It is very important to test the bug in good conditions. Also, we can't show you the bug with a save, because the bug disappears with every reload of a game. If you want to experience the bug you have to play a long game, do some fights, and do not reload (relobby) the game.
- Battles blocking city production, even if the city is not under siege, making any defensive strategy not viable. It's not a "bug" it's a bad feature. It makes that any battle near a city, completely blocks the production of this city. A battle blocks too any foreiner army inside the battle map, for all the turns the battle will long last. It's abnormal.
- Instant sortie before you can assault a city make it impossible to build siege machines in multi. During the fight of the Sortie, the defensive units won't attack and simply sit on the city. Siege machines won't be built. That's why siege machine are never built in multi because the defensor simply always do a sortie, and prevent any siege machine production...
- The problem with the fact that units can block reinforcement ramps on turn 1. With the current system, attacking an army is incredibly superior to staying on defence. It gives the first turn to attack, but that's okay, but more importantly, it allows you to block army reinforcements with only one unit placed on the reinforcement point. It is so easy and powerful, that we are obliged to impose in multiplayer its prohibition by a rule. Of course, in a public multiplayer game, it is possible to enforce this rule. A solution has to be brought to this problem.
Maybe just say that in the first round of combat it is not possible to step on the reinforcement squares, but that it becomes possible afterwards. Maybe always give the first move to the player attaqued, not the attacker. Would reinforce the defense over the offense in the game which is very good.
- When you have captured a city, the enemy can recapture it immediately the same turn. This bug comes from two things: First, only the armies present in the city can trigger the defence of the city and mobilise the allied units in the vicinity to do so. And secondly, on Humankind you can't move a unit that has participated in a battle. This prevents you from sending a unit into the city to occupy it. The game should "understand" that a conquered city is not an empty city if invaders have just conquered it and invaded it.
- When a barbarian city appears, it has 0 population. This allows you to get a second or third city from the first turns of the game without any influence cost.
A few added problems with the game / especially related to multiplayer:
1. Too long turns. (propably the biggest turn off to most players)
- suggestions to solve:
- add option to disable combat antimations in multiplayer
- reduce lengt of battles (or option in multiplayer) less rounds per turn would be most noticeable. 2 rounds instead of 3 per turn sounds reasonable. 3x6 is way too long overall. 2x5 would be sufficient battle lenght. Right now sometimes other players have to wait 30mins to 1h per turn when other players are having big fights past midway of game. completely unreasonable.
2. Sacking and repairing own territory for benefit.
3. When attacking as a defender (blocking the enemy from attacking or moving) the attacker (now defender) is unable to bombard city fortifications and the defender just sits inside the city not attacking out, simply stalling the attacker for 6 turns (and then immediately possibly attacks with another unit after to stall another 6 turns) (this process also blocks often building of siege equipment by the attacker, but the attack can be also outside the city, you just retreat inside the walls/districts)
4. Using scouts as naval ships, not teching horseback riding so you can keep building scouts well into the late game, and just drop them in water for big naval advantage. population and resource cost is much more efficient than actual naval ships and you can build them in all cities.
- When a barbarian city appears, it has 0 population. This allows you to get a second or third city from the first turns of the game without any influence cost.
yes, barbarians and their cities are far too exploitable also.
3. When attacking as a defender (blocking the enemy from attacking or moving) the attacker (now defender) is unable to bombard city fortifications and the defender just sits inside the city not attacking out, simply stalling the attacker for 6 turns (and then immediately possibly attacks with another unit after to stall another 6 turns) (this process also blocks often building of siege equipment by the attacker, but the attack can be also outside the city, you just retreat inside the walls/districts)
Your phrasing here is not clear - do you mean during a sortie battle?
If the sortie attacker stalls inside their walls, they risk losing the battle, thus war support.
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