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Hit 400 hours of Humankind the other day...

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2 years ago
Sep 2, 2022, 3:50:51 AM

I love this game - hats off to Amplitude and its developers for offering a fresh take on the historical 4X genre. I've played dozens and dozens of games and I'm still finding fun, new strategies to try out. I love to zoom in on my cities and just enjoy the beautiful graphics and art. Battles are fun and engaging and it's just amazing to get to fight a tactical battle on the actual terrain of the map. Over the last year I really feel like you've made a slew of playstyles viable and competitive, and there are a dozen more that may not be optimal but can be a lot of fun. You've also created the most fun and engaging multiplayer experience in any turn based 4X I've ever played. Really looking forward to what you will be adding next for us to experience.


I do want to take this opportunity to mention some bugs or annoyances that have been in the game for as long as I can remember in the hopes that maybe someone will see this and we can scratch a few off the list before my next few hundred hours:


  1. Production queue has been bugged from day 1. If you drag items from the back of the queue to the front, the queue UI does not update correctly (it will update after you exit the city UI and then reenter it).
  2. The shadows of boats are detached and floating far from the boat.
  3. The toggle for land trade routes and sea routes is broken and it will constantly flip back to sea route. 
  4. After taking a city, it can be instantly recaptured if the previous owner simply has a unit nearby with movement left.
  5. Civics that unlock infrastructure do not allow you to hover over the infrastructure to see what it does.
  6. Cultural blitz is broken and will randomly award insane amounts of influence for no discernable reason. 
  7. Forcing a defeated enemy to take your religion appears to be broken in many ways.
  8. Enemies can endlessly demand that you take their religion even though they have no religious pressure on you.

Some observations:

  1. Production is no longer king! Sure, it's still quite good, but the builder affinity may actually need a buff, +10 stability for completing a district isn't worth anything.
  2. Science affinity is still the strongest thing in the game. Being able to rush an era ahead for better units is insanely powerful. But even more than that, there is no downside to taking your time to collect all the era stars since you can stay current on tech and you'll instantly collect science stars once you progress to the next era. No other ability in the game even comes close to competing with this ability. I might humbly suggest changing science stars to science produced as well as limiting the ability to beeline ahead of time technology - perhaps by making tech easier to get when you have researched more of it versus the other way around.
  3. The expansionist ability is very weak. It can reset by any random conflict or even accidently moving your unit or merging a new unit into the army. The cooldown is way too long, the cost too high and it's pretty much useless by mid game.
  4. Independent city states are a very important RNG factor that could be tweaked, and it's a factor you can't plan for since they don't spawn until after you pick your first culture. One player can be surrounded by a few peaceful city states that they can flip to free cities. Another player can be surrounded by multiple aggressive city states and be forced to fend off wave after wave of armies. Another player may not have any city states near them and will lose access to military stars as well as cities. In these examples the player with peaceful neighbors is at a huge advantage over the other two players. 
  5. Luxury manufactories and wonderous trade good effects are insanely unbalanced and broken. It usually feels like entire games come down to who gets that tech first. Manufactories are also very hard to locate on a map so they can be sacked or conquered. I might humbly suggest making it so you need to physically own the required resource nodes to be able to build a manufactory. 
  6. Pacing is still not quite there. Neolithic through Medieval feels great, then things really start to spiral from Early Modern to Modern. There are too few techs in early modern and industrial and by the time you get to modern techs are too easy and quick to get. 
  7. Repeatable projects are useless. Although with the recent district reclassification, the faith one is a good model for how these could be made to be useful. Symposium is just baffling how a late game tech and project produces +5 science.
  8. Religion needs to be revamped. We need a reason to fight off other religions and spread your own other than grievances, and consequences for a religion being wiped off the map. Religious pressure is also a very obtuse system that is really difficult to understand.
  9. Late game projects should be much, much harder to complete than they are now. 
  10. There are not enough catch up mechanics right now. The highest fame getter tends to snowball for the entire game because they can afford to wait and collect the most stars while still getting the best cultures. A system that scales star requirements based on fame would help slow down the top dogs while giving the players that have fallen behind on fame a chance to be competitive. 

Thanks for making a great game and hope the next year is even better! 

Updated 2 years ago.
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2 years ago
Sep 2, 2022, 8:14:46 AM
x3igh7 wrote:

 Repeatable projects are useless. Although with the recent district reclassification, the faith one is a good model for how these could be made to be useful. Symposium is just baffling how a late game tech and project produces +5 science.

What if Repeatable Projects buffed City's FIMSI and Faith with a percentage? (Something like +5%)

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2 years ago
Sep 4, 2022, 6:59:01 PM
A1y0sh4 wrote:
x3igh7 wrote:

 Repeatable projects are useless. Although with the recent district reclassification, the faith one is a good model for how these could be made to be useful. Symposium is just baffling how a late game tech and project produces +5 science.

What if Repeatable Projects buffed City's FIMSI and Faith with a percentage? (Something like +5%)

This sounds like a good idea. Something definitely needs to be done, because at the time there's no reason at all to ever build them (except maybe one symposium for the fame points).

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2 years ago
Sep 4, 2022, 7:04:59 PM

I agree with most points by OP, especially 7 and 10. I would add:


11. There should be some way to keep the peace in high difficulties. I play on HK and being extremely aggressive is always the best strategy. If I try to be peaceful the game punishes me by getting almost every AI to attack me. Add to this the fact that AIs are very reluctant to agree to diplomatic treaties you offer except for trading luxuries (unless it's late game, you're super strong and they are super weak), and you see why Humankind is mostly a war game.


12. The current fame system makes it so that you should never specialize. I think the difference in fame between your affinity and other stars should be bigger, so specializing is at least a possibility.

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2 years ago
Sep 5, 2022, 8:13:21 AM

I have 900 hours and basically fully agree with your points here :) Nothing to add.

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2 years ago
Sep 12, 2022, 1:21:06 AM
A1y0sh4 wrote:
x3igh7 wrote:

 Repeatable projects are useless. Although with the recent district reclassification, the faith one is a good model for how these could be made to be useful. Symposium is just baffling how a late game tech and project produces +5 science.

What if Repeatable Projects buffed City's FIMSI and Faith with a percentage? (Something like +5%)

Probably something like this. I was more thinking generally about the idea to add +X to all districts classified as "X District". Makes the project much more interesting of a choice and scales well into the late game.

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2 years ago
Sep 13, 2022, 12:22:08 AM

Disagree on builder affinity. Temporary stability to offset the penalty lets you push districts more aggressively and only catch up on stability later for some opportunistic snowballing. The point where you finally stop being able to ride the dragon and it crashes is also really interesting gameplay-wise.

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