28/10/2022
Humankind, or How I stopped loving and became disillusioned with the game
Lyaden
The blog is dedicated to how I burned out of the game after a recent skating rink. But instead of demolishing the game for the tenth time, I decided to say everything I think about it.
There should have been a "first time" block here, but I'd rather throw on a little of my background. I kind of like 4X strategies, but I don't play them that much. I got hooked on the genre from the fifth part of Civilization, which I played a lot and in different ways, I tried multiplayer only with friends, but I didn't try it against "immortal" bots and so on. From the games of the studio that released Humankind, I played Endless Legend quite a bit, and a little in Endless Space 2 (it turns out 4X in space feels like a different genre). I tried other games of the genre (4 and 6 civets, Stellaris, Old World), did not catch on. Humankind will compare a lot with the listed games.
Tie
Since the first announcements, I've been hyping the game a lot. The information about the key chips painted beautiful pictures in my imagination. It was clear that Humankind would be a development (spoiler: not really) of the ideas of Endless Legend, but with a bias towards the less fantasy and more popular Sid Meier's Civilization series, a kind of "killer civet".
Literary I
Literary I
The first ice rinks did not disappoint, but exceeded all my best expectations. Except for some bugs (yes, oil spawn, I'm talking about you!) the game seemed perfect. I sincerely did not understand the haight to her, especially to the main feature, the change of cultures, the most frequent argument against which sounds like "Well, kapets is like Nilagic, so I was an ancient Chinese, developed into Romans, ended up being Americans in general. The cal game. Not like my beloved Civa, where I destroyed the French with nuclear bombs in the 19th century by the Incas." I was happy about the financial success of the Amplitude studio, they went to it for a long time, and got what they deserved.
In my misunderstanding of the situation, I even went to the Steam reviews. Basically, the arguments against the game were weak, but even positive reviews sometimes warned that the score was a stretch. I didn't take anything out of the reviews, but I remember one interesting point: "the world generator doesn't look like Earth at all, but rather like Auriga." Here I have to agree, there is something alien in the form of continents, even the most unrealistic parameters in the fifth civet give out a landscape more similar to Earth than the standard ones in Humankind. Perhaps since then I began to suspect that something was wrong with the game. And maybe after I started playing it more often.
Chips and other games are coming on the scene
As mentioned above, the change of cultures has become the main trump card of Humankind. I don't recall anything like this in any strategy. Does it sound strange, incomprehensible, incredible? But it feels... quite normal. Not that it would be delightful, and radically changes something, but it is appropriate and worthy.
The game is divided into epochs: Neolithic, Antiquity, Antiquity, the Middle Ages, Early Modern Times, Industrialization, Modernity. You start the game with one unit of nomads, and explore the surrounding lands. A very good find, no need to rush the first city, and there is time to choose its location. To move on to the next era, you need to gain 8 "stars" by increasing the population, building districts, killing units, studying technology, etc. During the transition, you choose a culture, get a unique bonus from it (more food on the rivers, stronger units, etc.), a district and a unit. As well as "ulta", which depends on the type of culture, for example, the militant can instantly summon units from cities/outposts at the cost of the population.
And it seems that you can suddenly change the vector of development according to the situation, which can be useful. The cultures themselves are not directly unique, but quite diverse (not like most of the civilizations in the fifth civ). However, in most cases it all comes down to numbers. I will not say that this part is poorly implemented, it is difficult to come up with very strange and extraordinary things in such a realistic setting. In Endless Legend and Endless Space, I can single out one of the most unique factions: a race of golems that reproduce and are treated with money (do not use food at all); a race of shadows that are not visible on the global map, and who are afraid of technology (they don't get progress points, but they can buy technology for money in the technology tree); a race of beetles who always want to eat and in general are the embodiment of the phrase "Peace Was Never An Option", because they don't have such an option.
Regions of the most popular custom map in the editor. Who will guess what it is - that cookie!
Regions of the most popular custom map in the editor. Who will guess what it is - that cookie!
Next, regions and cities. The world in Humankind and Endless Space is divided into regions of some area, where there may or may not be resources, natural wonders, and so on. There is only one city in one district. I like this balance much more than the expansion of cells in the civet, where "your" resources can go to a smart neighbor. In Humankind, you can also build outposts with any unit. This is still considered your territory when occupied, and you can also buy the extraction of resources in this territory for influence, eliminating the need to build the city of "Upper Zazhopye" just for the sake of uranium mining. Cities do not consist of a single cell, and for its effective operation it is necessary to complete it with districts: agricultural, industrial, commercial, scientific. Also, you can build a unique district for one district, which usually gives good buns, and a harbor (yes, in order to be a sea city, you do not need to be close to the sea, how do you like it, civa 5?). Cities can consist of several districts, which finally turns Humankind into an urban planning simulator. No, really, I like this mechanic the most, a kind of game in the game.
But what are we all about the good? Let's talk about diplomacy! Another feature of Humankind is claims. The neighbor occupied the neighboring territory? Throw him a claim, let him either give it back, or you will receive a bonus to military support. The latter is used to declare a "fair" war, and actually decides who won. Specifically, these things are not bad, except for the moments when for some reason you have claims on the same territory several times. There are also claims of breaking contracts, a sudden attack, you can hijack a territory with your culture or religion. But I promised about the bad, right?
In general, interactions with other civilizations are quite limited: to make claims, to fight, to make peace, a non-aggression pact, to open/close borders, to show maps, to trade resources, to conclude an alliance. All. Interactions in the union are generally ridiculous: a discount on trade in resources, +5% to culture, +5% to science and general logistics. As much as five percent, Carl!!! Moreover, bots often fall for even such super-profitable offers. And logistics during the war is useful, yes. In both Endless Space and Endless Legend, there is a trade in technology, cities (planets), just gold, and there was also a strip with a probability of acceptance. After good diplomacy for the 4X genre, we get such a stub, but with a couple of good ideas. Despite the fact that there is no UN or the like in any Amplitude game at all, a big omission. At this rate, you will miss the prohibition of citrus fruits and crabs.
Hey, give up.. please
Hey, give up.. please
Canvas, instead of the third act
Further, more. Let's talk about such an ephemeral thing as balance. The fact that complexity affects only the quantitative characteristics of AI is, unfortunately, the standard of the industry and this will not surprise anyone, especially in strategies. Once I played at a fast speed and on a difficulty one higher than average. The neighboring AI almost destroyed me at the very beginning, the only thing that saved me was that he only did riders who could not enter the city. I'm afraid to imagine what's going on at the last difficulty, of course I won't check.
But this is not even the main claim. It will be difficult here, and you will have to start with examples of civet. In general, with proper skill, in the fifth part it is not very difficult to make an uber-city, which is the most populated, and builds miracles in 4 moves, gives the most tangible increase in science, culture, and even gold. This, of course, is not very good, but in general it is quite easy to "sit on two chairs" (or more), for example, to make a city or civilization a top in production and science, and rivet fancy units, but not enough, since there is not enough money for maintenance. In Humankind, this is very strange.
Influence. It is used to build outposts (the price progresses with each region), turn an outpost into a city, add a region to a city, adopt public institutions. There are no problems with these options, I have enough for adequate development in any scenario, even without specifically swinging in prestige (yes, by the end of the game there are 10 not accepted institutions, but most of them do not give much). You can also absorb the city for influence. And that's where the weirdness begins. Firstly, the price for this is simply exorbitant, even when choosing a "prestigious" culture (from which there is actually not such a big increase). Secondly, the price is constantly increasing, for each new district, for the population, for buildings, and for the absorbed city and for the city-absorber. An adequate method remains to start production of units only in the two necessary cities, and wait for about one epoch, for the price of about 10 new outposts, 5 public institutions (prices are approximate). As a result, the option is not needed because of its price, it is easier to destroy an unnecessary city by looting the square with your army (yes, this is how it is done, no buttons to destroy the city), build an outpost in the same place, and absorb it, it will come out faster and cheaper in every sense.