[1.0.14.2658] "First Anniversary Update" Version Notes
CHANGES AND ADDITIONS
Added the "One Hunderd Year War" scenario.
Added hats in the avatar customization panel.
Added all previously released community challenges.
SPECIAL TIME-LIMITED FEATURES
Added the Cakeification constructible for city centers.
You might also see magical animals running around. Who knows?
Battuta Update Out Now
Balance is an important topic for many of you, as it informs your strategies and your choice of cultures, which in turn affects how different your games will feel. Since replayability is important for a 4X game, with the Battuta Update, we focused on improving many of the less popular or less picked cultures to make them more appealing. Some of you may have already tried these changes in the beta, and we’ve seen some excitement for the options the reworked cultures offer. For those of you who did not play the beta or haven’t heard about the Battuta Patch before, here’s a quick recap of the main features (click on the names in bold or see below for more details):
Culture Balancing (see below): Rebalanced numerous cultures, including various new effects and abilities
Improved Militarist Action (see below): Added an option to upgrade militia into proper combat units, and fixed various bugs with the ability
Rebalanced Influence costs(See below): Cost of enacting civics, attaching territories, and merging cities grows far less over the course of the game
Improved Religious Districts: Various Tenets now provide economic bonuses on religious districts and religious districts are clearly marked in their tooltip
Better Civics Tooltips: Civics tooltips now show the effects of both options, even before you unlock them
Immersive Player Names: Diplomatic notifications now focus on the persona and give them a title appropriate for their government
Line of Sight Rework: Improved Line of Sight rules to generate more intuitive results and allow easier use of direct fire units
City visuals: Improved variety of Commons Quarters and facing of quarters to reduce repetitive patterns in large cities
We hope you’ll have fun exploring new strategies in the Battuta Update!
Balance Changes
If you have been around for the beta you will be familiar with these changes, BUT we have tweaked a couple of things (underlined), these tweaks can be "real" changes or changes that weren't on the previous blog but that they were on the beta.
Influence Balancing
You probably know how many players bring up the rapidly growing influence costs for various actions in the game. To be honest, some of those costs did spiral a bit out of control in the mid to late game. So we are adjusting some factors to the following:
Civics: Reduced the cost impact of Number of Enacted Civics
Attaching Outposts: Reduced the impact of already attached territories by 40%
Merging Cities: Reduced the impact of Infrastructure Buyout Cost by over 50%
Vassalization
Forcefully Vassalizing an opponent after a war will now be cheaper if you have more Fame than them. Roughly every 200 Fame should provide a 10 point reduction in War Score Cost. We also fixed the bug where (re-)vassalizing an empire after they tried to break free wasn't free as intended.
Militarist Affinity
While the Iron Reserves ability is incredibly powerful when exploited by an experienced player, we found that most more casual players find it extremely weak and almost never use it. So, we are making some tweaks to it to make it feel better to use for casual players, while fixing some bugs and unintended uses:
Militia units in Eras 5 and 6 now cost 2 pop each to raise (sieges unaffected)
Militia units can be upgraded into professional units in the Anti Cavalry branch (starting from Spearmen up to Rifles in the 6th era)
Fixed Militia units being free to heal
Fixed an exploit that created population when upgrading and disbanding units
Adjusted Ability Cooldown to scale with gamespeed and army size
Harbor Construction
To give you additional options when building your cities, Harbors will now serve as a "construction anchor" the same way Hamlets do, letting you build new districts next to them. We think this will particularly benefit naval cultures with "counts as" effects on their Emblematic Harbors, or otherwise maritime cultures. (Looking at you, Dutch V.O.C. Warehouse...)
Cultures
Now we're getting into the meat of the balancing
ERA 1
Phoenicians
Phoenician LT loses early naval tech cost reductions, gains +1 CS and +1 Movement Speed on naval units
EU becomes Naval Transport, unlocked with Fishing. 13CS, 2 Movement Speed (14CS and 3 Move Speed with LT)
Phoenicians gain access to Pentekonter
EQ gains a +1 Food worker slot
Hittites
LT: tech cost reduction to wheel replaced with "+20 to FIMS per Occupied City on each of their Own Cities" (Note: This effect ends with the war.)
Emblematic Quarter provides +3 Money and +20 Health Regen to friendly units in territory
Assyria
Dunnu counts as Commons Quarter
EQ gets Influence yield raised to +3 (was +2)
Myceneans
EQ loses additional industry bonus
EQ Stability bonus is now +5 (instead of +15)
Olmec
LT now gives +3 Influence per territory (was +1)
Egyptians
EU loses “Indirect Fire”
ERA 2
Romans
EQ now permanently gives +5 Influence, +5 Stability for each adjacent district
EQ now counts as Commons Quarter
EQ gives +50 Fame if completed while city is Victorious
LT –30% upkeep reduction replaced with +50% experience gain on unit
LT lost -30% Research Cost for Imperial Power
Praetorian Guard lose 1CS (now 29)
Goths
LT: Removed Ransack Combat Strength Bonus
LT: Added "+5% of Ransack Gains earned as Science per Army Unit (bonus scales with amount of units in ransacking army)
EQ Base Yields unchanged, but no Stability penalty
EQ also increases overall ransack bounty by +5%
EQ now counts as Commons Quarter
Era 2+ nomads (Huns, Mongols)
No longer gain food as combat spoils
Now can collect special “Pasture” curiosities that spawn on Prairie and Dry Grass which give food
Huns
LT: Added +5 science per Unit on hostile territory
Garamantes
EQ removed +1Food per adjacent Rocky Field and Stone Field
EQ gains +1 food on exploitation on territory (there is a bug on the UI that doesn't mention "on territory")
EQ now must be build next to Sterile, Stony Field, or Rocky Field
EU losses “Indirect Fire”
ERA 3
Aztecs
EQ now counts as Commons Quarter
EQ now gives +10 Stability (was +5)
Sacrifice Action now causes each EQ to get +100% to their stability output
Additional Sacrifice effect gives +1 CS to Heavily Damaged (<33%) Units per Sacrificing settlements
Mongols
LT: Added -25% Vassalization cost reduction
Khmer
EU loses “Move and Fire”
EU gain Elephant Platform (no penalty from melee attacks).
EU loses “Indirect Fire”
ERA 4
Ming
LT: Replaced "+1 Influence on Territory" with "+10 Influence per enacted Civic"
EQ: No longer provides Stability, but counts as Commons Quarter instead
EQ: +1 influence per district in same territory as emblematic quarter
Poles
EQ now counts as Commons Quarter
Venetians
LT: +1 influence per trade route, +1 money per trade route, +2 money per naval route
EQ: +2 Money base yield (was +1)
EQ: +2 Influence per adjacent District (was +1 per market before)
Spain
EQ now gives +5 stability (was -10)
EQ now counts as Commons Quarter
ERA 5
Ethiopia
LT effect boosted to +10 Science on Garrisons (was +5)
LT gains "CS of hostile units within borders gained as Science"
EQ now counts as Commons Quarter
EQ now properly counts as Garrison
Zulu
EQ now counts as Farmers Quarter
EQ now serves as construction anchor like Hamlet
EQ now gives +25XP on new units (was +10)
French
EQ loses "Collective Minds" effect
EQ gains +2 Science per trade route
Russians
LT loses old effects
LT gains "-25% outpost creation cost"
LT gains +10 Fortification on settlements
ERA 6
USSR
Resource now only applies CS bonus only if unit is Supplied
Americans
EQ loses "strength on adjacent units"
EQ no longer reduces Stability
EQ gains gold synergy with Garrisons
EQ counts as Market Quarter
EQ counts as Commons Quarter
EQ gives +3 Bombardment Strength (Yes, this is global)
Japan
EQ loses inherent synergy effect with Makers and Research quarters (infrastructures that give synergy to Makers and Research quarters still work)
EQ: Restricted +2 Science and +2 Industry effects to local territory
Turks
LT buffed to +3 Food per pop (was +1)
Brazil
EQ: gains "+3 Science per adjacent Farmers Quarter"
EQ: gains +1 Researcher slot
EQ now counts as research quarter
India
EQ: count as Common Quarter and Religious District
EQ: exploits industry and food of tiles (as Hamlets)
EQ: does not need to be placed next to another district
EQ: loses +2 Faith per population
EQ: provide +1 Science, +1 Influence on Religious District
LT: +5 influence (instead of +3), +2% money per territory under influence
Cuba
EQ: count as Science Quarter
EQ: removed +1 Food per population per Pharmaceuticals on all Cities
EQ: +1 Food per Food Worker per Pharmaceuticals on Overpopulated cities
EQ on Settled cities (>90% Stability)
+1 Industry per Pharmaceutical access per Industry worker
+1 Money per Pharmaceutical access per money worker
+1 Science per Pharmaceutical access per Science worker
Religious Districts and Tenets
We've added an explicit line in the "counts as" section for religious districts. Currently, the list of Religious Districts includes all Holy Sites ("normal" and cultural wonders, but this may not be displayed yet), and the the following Emblematic Quarters
Aztec
Maya
Edo Japanese
Spanish
Russian
Umayyads
Maurya
Celts
Goths
Aksumites
Teutons
Ottomans
Nazca
Mississippians
In addition to that, we have added an additional effect to the following Tenets
Tier 1
Respect the seas’ bounties : +2 Food on Religious District
Abstain from Intoxicants: +2 Industry on Religious District
Seek Wisdom: +2 Science on Religious District
Shelter the True Oracles: +2 Influence on Religious District
Be virtuous as Water: +2 Stability on Religious District
Reject Luxury: +2 Money on Religious District
Tier 2
Undertake Pilgrimage: +2 Influence on Religious District
Bear not False Witness: +2 Science on Religious District
Give Alms: +2 Money on Religious District
Observe Fasts : +2 Food on Religious District
Protect the Weak: +2 Stability on Religious District
Tier 3
Develop the Intellect: +2 Science on Religious District
Purge Idleness: +2 Industry on Religious District
Mandate Patronage: +2 Money on Religious District
Proselytize Daily: +2 Influence on Religious District
Tier 4
Raise Monuments: +2 Science on Religious District
Donate Generously: +2 Money on Religious District
Sustain the Faithful: +2 Stability on Religious District
[1.0.13.2719] "Ibn Battuta Update" Version Notes
IMPORTANT CHANGES AND ADDITIONS
Introduced the new Empire Name system.
Heavily rebalanced cultures, including Militarist Iron Reserves rework, Phoenicians EU becoming naval transport, etc.
Rebalanced influence costs, especially late game: Enact Civic, Attach Territory and Merge City influence costs grow slower.
New Line of Sight calculation (should be more intuitive).
Please find all balance changes here : https://www.games2gether.com/amplitude-studios/humankind/forums/168-general/threads/49496-battuta-patch-balance-changes?page=1#post-357922
OTHER ADDITIONS AND CHANGES
New Loading screens.
New Loading tips.
Borders are now turned off when removing the UI overlay with Shift+F10 (for nicer screenshots!)
Civic Bonuses shown in tooltips for locked civics.
Improved rotation of quarters, buliding placement in city plans and variety of Commons Quarters to avoid repetitive patterns in large cities.
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
Vassalizing an enemy after they try to break free should now cost 0 war support
Fixed several issues with the Wonder-Full achievement not unlocking properly.
Fixed an issue with the Pacesetter achievement not unlocking properly.
Fixed an issue where "Falling Out" achievement was not unlocking correctly.
Fixed an issue where the "International Trading" civic was not unlocking when the prerequisites were met.
Fixed an issue where War Support changes did not match between the battle aftermath and diplomacy screen.
Fixed an issue where an AI controlled empire could get stuck in the Neolithic.
Fixed an issue with no texture appearing on the Great Zimbabwe wonder.
Fixed an issue where the community folder could have too many folders when building mods often.
Fixed an issue where Air and Artillery strikes could corrupt a save in very rare occasions.
Fixed an issue where units with the Bombard ability could not attack a unit on a tile with destroyed fortifications.
Fixed an issue where armies standing on an outpost of an empire that just signed a non-aggression pact would get destroyed.
Fixed an issue with resource pins not correctly updating when replacing an embematic resource with different types of resource extractor.
Fixed an issue where the yields of the Aesthete ability were working differently than described in the tooltip.
OTHER FIXES
Fixed an issue where a player who was not the host could change DLC content spawn probability settings in the multiplayer lobby.
Fixed an issue with the Mississipians' emblematic quarter wasn't giving money to adjacent districts.
Fixed an issue where resource pins remained on tiles that became Wastelands.
Fixed an issue where the "See more" button in the new update panel on the main menu was incorrectly localized in several languages.
Fixed an issue where armies could not ransack tiles belonging to one of their vassal empires.
CULTURES OF LATIN AMERICA FIXES
[Community] Fixed an issue with the Baira Hunter's tooltip not correctly showing the Indirect Fire ability.
[Community] Fixed an issue where the Inca's emblematic quarter could not be build next to some mountain tiles.
[Community] Fixed an issue where the Inca's emblematic quarter could not be built next to mountain natural wonders.
[Community] Fixed an issue where Sapa Inca Guards had their Anti-cavalry bonus applied twice.
[Community] Fixed an issue where the Taino emblematic unit did not replace the crossbowmen.
[Community] Fixed an issue where units minor factions added with the Cultures of Latin America had incorrect art.
[Community] Fixed an issue where the Machu Pichu wonder would lose functionality after its territory was split, upgraded to a city, then merged.
Fixed an issue where bonuses from Machu Picchu also applied to outposts.
Scenario Challenge 01: Summer Heat
When we launched the Humankind events with the Dia de los Muertos event last year, we wanted to encourage players to pursue different goals than usual and get creative with their strategies, while also rewarding successful players with some neat but not essential in-game rewards. However, many of you felt that we missed the mark on this, voicing your concerns about various aspects of the events, from the specific challenges to the FOMO of their timed nature.
Clearly, we had to rethink our approach to challenging our players, but we needed time to weigh out options. In the meantime, we relied on the existing system to continue providing challenges, while also experimenting with other formats like the Amplified and Lunar New Year Community Challenges and the Push Humankind Too Far Challenge.
In the end, we decided to keep things simple: Scenarios instead of challenges.
Many players had suggested scenarios as an alternative to the time-limited goals of the events, and it is an idea we like and had considered before. Unfortunately, hand-crafting scenarios like the first OpenDev takes a lot of work from our designers, and it will take time to create them. So, while you can look forward to some big scenarios, we also want to pass the time between them by providing smaller, more straightforward scenarios, like the first scenario we are releasing today to try the new format. Whether big or small, these scenarios will be provided as a save by us, you will be able to replay them any time you want with no time pressure.
However, playing the scenario early will still have some small benefits. As an added competitive element, we will maintain a Hall of Fame, but entry into this leaderboard will be limited to a certain time after the scenario is first published, and the top scoring players may receive a Games2Gether badge as a reward. Beyond those bragging rights, though, there will not be any other rewards for these scenarios, as we do not want anybody to miss out.
Scenario Challenge 01: Summer Heat
Since we want to focus on trying the new format with this first challenge, we have kept the scenario fairly simple, pitting you against 9 Empire-level AI on a standard-sized map on fast speed, with only 150 Turn Limit as the end condition to keep scores comparable. But water is scarce in this world, with a desert spanning across the center of the map, and barely any rivers, lakes, and oceans. How great an empire can you build in these conditions?
Note that this scenario was created to be compatible with the Ibn Battuta Update, which unfortunately means it is not backwards compatible with the Bolivar update. To play this scenario, you will have to use the beta branch or wait for the release of Ibn Battuta.
Copy the file into the "Save Files" > C:\Users\"username"\Documents\Humankind\Save Files
Make sure you are on the Battuta Beta (otherwise will crash)
If not, Right Click on the Game on Steam > Properties
Betas > Select "ibnnattuta_beta"
Open the game > Play > Load > Select the "CommunityChallenge01-SummerHeat"
Enjoy and submit your result on the contest section ^-^
For the time being, we are using the contest section on Games2Gether to collect submissions to the leaderboard. If you want to compete against other players for the Hall of Fame, please create a new contest entry, and include a screenshot of your final score as well as the save game on the turn you won. For the sake of fairness and verifying your scores, mods will not be allowed for leaderboard entries. If you played the scenario a second time and got a better score, feel free to update your submission, but please do not create a new entry. We will close submission to the leaderboard in two weeks (July 27th).
However, the new scenario format does not mean our old events and rewards are lost to time. We may reactivate these events to give all players the chance to unlock their rewards at their own pace in the future. This will require some preparation, though, so we cannot yet tell you when that may happen.
We hope you will enjoy this little challenge, and the bigger scenarios we have in mind for the future.
Ibn Battuta Beta and Balancing
The Ibn Battuta Update will arrive soon, but we have one last sneak peek for you. Today we want to take a look at cultures and balancing.
While we made some general balance changes in this update, like making vassalization easier for famed empires and making most influence-based actions cheaper in the mid and late game, our focus was on the cultures. We wanted to give a boost to some of the weaker or less interesting cultures to offer more compelling choices, though we also changed some of the cultures that were just too powerful. About two dozen cultures have been tweaked in some way, and there's not enough room in this blog to cover all of them, so the best way to learn what has changed is to give it a spin yourself in the Ibn Battuta beta available for Windows on Steam now! Just opt into the ibnbattuta_beta branch in the game's properties.
If you're unsure about trying the beta, or just want to know a little more before jumping in, you can read about four of the cultures that have received major changes below, or check out a more complete list of changes on the forum.
Phoenicians
The Phoenicians were a naval power who founded cities along the coasts of the Mediterranean and were influential traders. Unfortunately, many of you found that this legacy was not represented well in Humankind. The Bireme may have let you explore the waters more freely than other cultures, but your outposts and thus your empire were still landlocked. While your boats zipped off to far away lands, your scouts would trudge across difficult terrain...
Not anymore, though! We've told your land-lubbing soldiers to get on the boat and get out there to claim some land: Biremes are now transport ships that unlock with the Fishing technology, allowing you to easily expand along coastlines and maybe even snatch a few inviting islands. If you need better protection for your explorers, you can now also build the Pentekonter like other cultures, but your Legacy Trait will give you a slight edge.
Goths
What if you get sea-sick, or are just not a good negotiator? Don't worry, you can still benefit from the riches and knowledge of your neighbors. You just have to take a slightly more... direct approach to it, and the Goths got your back.
The Goths haven't exactly been a popular pick so far. While the Gothic Cavalry is decently powerful, especially on the charge, neither their Legacy Trait nor their Emblematic Quarter seemed particularly appealing to players, especially compared to the economic bonuses of other cultures. We knew we had to offer the Goths some economic benefits, but we wanted to stick with the ransacking theme of their Legacy Trait, so instead of ransacking faster you will now gain some Science from ransacking. The Tumulus will further boost this less-than-friendly knowledge sharing, and benefit from some tweaks made to the religious tenets (more info on that below), while no longer reducing your stability.
Mounted Nomads: Huns and Mongols
Speaking of powerful mounted forces, both the Huns and the Mongols have gotten some changes and small buffs.
On their own, their emblematic units were in a good spot in combat; difficult to catch but not overly powerful in a fight. Their tendency to multiply and raise new troops after killing yours caused some problems, though. You might enjoy fending off a couple of horse archers the first time around, but weathering an endless horde of them in a large battle or prolonged war could be tedious, if not frustrating. So, we've reined in these seemingly necromantic practices: Mounted Nomads will no longer grow from defeating enemy units. Instead, you can find special "Pasture" curiosities that will provide some growth to your army, and you can still grow by pillaging enemy districts.
Since many players also felt that these two cultures were too similar, we've added some additional bonuses to their legacy traits: The Huns will now gain a small amount of science for each of their units in hostile territory, encouraging you to be aggressive even when you are not out to conquer. The Mongols, on the other hand, can make some extra money from tributaries, as vassalizing other empires will be easier for them.
Americans
Let's skip ahead a couple of centuries to the Contemporary Era and take a look at the Americans. The Defense Agency has frequently been criticized as one of the weakest Emblematic Quarters in the Contemporary Era, if not the game. Between its synergy to garrisons and its very localized effect on combat, many players felt it offered very little benefit, with its cost only growing as you tried to maximize its effects.
Thanks to some internal restructuring, the Defense Agency is ready to be a boon to your economy, and a boom to your military. Not only does it no longer reduce your stability and gain bigger synergies with garrisons, it now also counts as a Market and Commons Quarter to benefit from additional synergies. More importantly, it now supplies your troops with shiny new high-tech weapons. Explosive ones, mostly: Every Defense Agency in your empire will increase the strength of your bombardment abilities, whether it's your army, navy, or air force.
Religious Districts and Tenets
So, what about those tenet tweaks we mentioned?
When reading the feedback, we noticed that many cultures with a religious Emblematic Quarter tended to be among the less popular choices. Faith was just not considered a strong yield by many players, as they largely relied on Holy Sites and Cultural Wonders to spread their religion, and they preferred more direct economic benefits. To help these cultures be more appealing to players, we are adding some economic benefits to them through the tenets: Each non-militaristic tenet will now provide a small resource yield on Religious Districts (including Holy Sites). We've also fixed a problem where these Religious Districts where not properly marked in their tooltip, so they will be easier to identify now. They might not rival dedicated districts, but each religious district should now add to your economy based on your religion, and we hope a religious playthrough will now be more interesting.
We hope you'll enjoy the new culture balancing and the opportunities it should open!
Quality of Life in the Ibn Battuta Update
Last week, we gave you a first glimpse at the Ibn Battuta update by telling you about the upcoming leader names and titles. This week, we want to tell you about a couple of improvements that should create a smoother, more enoyable experience: Visual updates to cities, better civics tooltips, and improved line of sight.
Beautiful Cities
We often see praise for the 2D and 3D art in Humankind, but some players rightly pointed out that large cities could get a bit repetitive. While this might have been intentional for some of the more rigid road layouts, it didn’t feel right with the more curved, “organic” tiles. Now some tiles will be rotated at random to break these patterns, and we’ve also fixed an issue that kept the game from using the full variety of Commons Quarters. And while we were at it, we also configured the “Toggle UI” hotkey to also remove territory borders, so nothing will get in the way of taking the prettiest screenshots possible.
The differences are subtle, but should make cities look more organic
Law of the Land, Part 2
In the Bolivar Update, we added the unlock conditions of civics to their tooltips, allowing you to plan your short-term goals without guessing at what you need to do, but that was only the first step. In the Ibn Battuta Update, we are adding the effects of both choices of every civic to their tooltips, so you can decide if they are worth pursuing. Between the unlock conditions and the effects, you should now have all the information you need to shape your empire’s policies and traditions according to your vision.
Civics effects are now easily visible from the main Civics screen
Let Slip the Fog of War
Speaking of vision, we’ve also overhauled the Line of Sight system. The old system favored the defender in many ways and had some quirks that were unintuitive and frustrating to many players. Why would these forests and units get in the way of your cannon on the crest of a hill? Clearly, the world of Humankind is inhabited by giants and Redwood trees... This could make it very difficult to line up a good shot without exposing your units too much.
So we’ve cut units and forest down to size to make it easier to exploit elevation to bring your full firepower to bear. At the same time, we’ve improved the Line of Sight check to be more accurate. Your frontline should interfere a bit less with your shooting now, while cliffs should have a bigger impact: You may need to get right up to the edge to shoot down at your enemies, and you will be much less safe from return fire.
Getting a clean shot is easier now, while obstacles are marked more clearly
That’s all for now, but we hope you will enjoy these visual improvements to the game. Come back next week for an early look at some of the changes we are making to cultures. We think they’ll offer some exciting new opportunities!
Empire Names in the Ibn Battuta Update
The Bolivar Update brought many important improvements to Humankind, but we still have a lot of ideas how to make the game better in the future, and we’re sure many of you are eager to hear about them. So it’s time for us to talk about what’s coming in the Ibn Battuta Update in late July, starting with a feature that we’ve been working on for a while: the Immersive Empire Names.
“Immersive Player Names” may actually be a more accurate name for the feature. Giving consistent names to the empires in Humankind honestly turned out more difficult than expected, and we went through several iterations looking for a version that worked well in all supported languages. In the end, we decided to move the spotlight from the empires to the avatars themselves.
So, why is this important? Well, while changing and adapting your culture to the shifts in your situation is a core part of the Humankind experience, it could honestly get pretty confusing (as many of you were quick to point out). “The huns have declared war on me? The who? Oh, they used to be...” And referring to the other players as “the green empire” or “that pink $#?@!” isn’t much fun, either, and robbed the avatars of a lot of their personality, as they were just not very present while playing.
Now the game will focus on the avatar name for most interactions (with their culture usually added in brackets), so you should feel much more like you are interacting with the same leaders throughout your game, rather than a string of different cultures. You’ll probably notice this most with the various notifications, where you don’t get the benefit of seeing the other avatar as you do on the diplomacy screen. Now it’ll be much easier to keep track of who is who and what they’re up to if they’re properly addressed by name.
Hang on... Priest-King? Supreme Ruler?
Yes, now that the names of the avatars are featured more prominently, we have decided to give them titles as well. Unlike the names, these titles will shift over the course of the game as they enact different government civics, so you may deal with kings and queens in the early game, but presidents and great leaders in the late game. Some of these government civics also take into account your ideologies, so even an aristocratic republic might be ruled by an emperor if their ideology leans towards authority.
As with most aspects of Humankind, we still have many ideas on how to improve this, but we think this new focus on the avatar names will already add a lot of flavor to your diplomatic interactions and allow you to build lasting alliances (and bitter grudges).
And if you want to know more about the other improvements we have coming with the Ibn Battuta Update, stay tuned to our announcements in the coming weeks.
[1.0.12.2616] Bolivar Hotfix 2 Version Notes
FIXES
Fixed an issue where additional content could be hidden from the game in some occasions.
[1.0.12.2608] Bolivar Hotfix 1 Version Notes
ADDITIONS
Added an item "Cultures of Latin America" in the Extras menu, to give access to community rewards.
FIXES
Fixed an issue where winner AI would not force surrender and loser AI would not offer surrender in some occasions.
Fixed an issue where Natural wonders could be cut in half in some occasions.
Fixed an issue where the Independant People relation increase for a "bribe" or "praise" would last a single turn.
CULTURES OF LATIN AMERICA FIXES
Fixed an issue where Sapa Inca Guards unit was missing the Centralized Power tech prerequisite to be unlocked.
Fixed an issue where the Inca Terrace Farm could not be built next to natural wonders that have mountain tiles, if moutains were in another territory, or next to snowy mountains.
MODDING TOOLD FIXES
Fixed a crash when usign the "run" option in the modding tool.
Bolivar Update and Cultures of Latin America Available Now
Updates, cultures, and announcements, oh my... Today is a busy day for Humankind. So, let’s rest for a moment and take a closer look at all of this, starting with...
The Bolivar Update
There are many improvements, big and small, in the Bolivar Update. Too many to describe in detail here, but here’s a quick overview of some key improvements:
Unlocked during a recent community challenge, the Mississippians (sometimes known as the Cahokians) join Humankind as a Builder culture in the Medieval era who are especially adept at exploiting rivers. You can also grab the Mississippian Soundtrack and a Wallpaper Pack of their culture art (and all the cultures in the Cultures of Latin America DLC as well!) on Games2gether. Click here to download !
Cultures of Latin America DLC
On top of the improvements of the Bolivar Update and the Mississippian Culture, we are releasing the Cultures of Latin America DLC. This culture pack is available right now, bringing the following content to your game:
Six new Cultures: Caralan (Era 1 Builders), Nazca (Era 2 Aesthete), Taino (Era 3 Agrarian), Inca (Era 4 Expansionist), Argentinians (Era 5 Merchants), and Cubans (Era 6 Aesthete)
Two new Cultural Wonders: Teotihuacan Pyramid of the Sun (Era 2) and Maracana Stadium (Era 6)
Four new Natural Wonders: Desert of Atacama, Lençóis Maranhenses National Park, Salar de Uyuni, Salto Angel
That’s all for now, but there’s more coming! We’re still working to bring you consistent and flavorful empire names to immerse you in the game world. We’re also continuing to balance cultures, and have been tweaking line of sight rules for battles (as we've heard feedback on both from many of you). And then there’s... No, we can’t spoil that yet, but if we were you, we’d stay tuned!