recursal/Fanatic-Fandom huggingface dataset:
Huns

"All will think the world splits asunder upon hearing our steeds."

 Back to the list of cultures

“*And here come the Hunnic hordes, who are going to turn other empire's property rights into intangibles...*„~ **When entering new Era with this culture**
“*So now we have the Huns as neighbors — raiders on horseback. It's going to be a challenge to put up with them.*„~ **When meeting this culture**
The **Huns** are one of the cultures available in the Classical Era, with the Militarist culture focus.

*"Ferocious warriors of the wild steppes, the Huns are a nomadic, raiding culture who live for the thrill of battle."*

## Culture orientation

These cultures earn extra Fame from Militarist Era Stars for defeating enemy Military Units.

###  Affinity Action: Iron Reserves

Can periodically call upon able bodied patriots to take up arms in defense of the mother land.

* Instantly raise Militia Armies in your Cities, these militia behave like regular armies, cost no maintenance and upgrade automatically when a better version is unlocked in the tech tree.
* The Militias only cost Population to raise, limited to your maximum army size. In the Industrial Era and Contemporary Era militia costs 2Population each.
* Militia Units can be upgraded into professional Units in the Anti-Cavalry branch starting from Spearmen up to Rifles.
* The ability can be used once per turn and may be used to rapidly resettle population if needed.

###  Affinity Bonus: Vigilance

+30War Support equilibrium value on Relations.

* That is, Militarist Empires can declare Formal War without Grievances or Demands, and forcing a Militarist culture to surrender in a war is significantly harder than most of other cultures.

## Trait: Formidable Steeds

* +5Science on Empire per Unit is in hostile Territory
* +2Combat Strength on Cavalry Unit
* Cannot evolve Outposts into Cities during this Era

*Note: Applies to both Light Cavalry and Heavy Cavalry units*

## Emblematic quarter: Ordu

“A nomadic camp, an ordu possesses tents and herds for self-sufficiency as well as training grounds for the military.”

* They cannot be attached to Cities in this Era.

## Emblematic unit: Hunnic Horde

“Nomads with fast horses and light but powerful bows, the Huns are adaptable and dangerous.”

Special Unit that gathers Food through fighting and ransacking in order to multiply. Unable to climb Fortifications. Cannot be added to a regular Army.
**Multi-Move**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Szeged**

* Since the Huns player cannot found a new city due to the Ordu mechanic, this city name will only show up if all the other cities of Huns are being captured and the game force updates an Ordu into a city.
Exploitation

**Exploitations** are terrains exploited by nearby Districts which will provide FIMS yields (Food, Industry, Money, Science) every turn. The majority of the early game yields come from exploitations, with a variety of Infrastructures and Legacy Traits apply to them.

## District and Exploitation

On the map, the terrains that are next to Districts, having an active yield output in City view, and look visually developed with fields and houses, are **Exploitations**. Cities will usually have a ring of exploitations surrounding their districts.

All the exploitations are created by Districts - When a district is built, it will **automatically** exploit the FIMS yields of all the adjacent terrain tiles, therefore turn them into exploitations. A tile that is being exploited will provide base yields equal to the tile's yield value every turn, which will be further increased by modifiers such as Infrastructures.

* Note that **Exploitation yields are not counted towards District yields** for FIMS calculations and modifiers; the two are considered as separated sources of FIMS.

## Exploitation Mechanics

* An exploited terrain tile will provide base yields equal to the tile's yield value, which will be further increased by modifiers such as Infrastructures.
* District can only exploit tiles that belongs to the City it is in. They cannot exploit tiles **beyond the city border**.
* District can and will only exploit **every type of FIMS yields that the district itself can produce**. For instance:
	+ City Center and Outpost can exploit both Food and Industry;
	+ Farmers Quarters can and will only exploit Food;
	+ Makers Quarters can and will only exploit Industry;
	+ Market Quarters can and will only exploit Money;
	+ Research Quarters can and will only exploit Science;
	+ Hamlets can exploit both Food and Industry;
	+ Harbors can only exploit water tiles, and can exploit all 4  yields up to two tiles away;
	+ Emblematic Quarter can exploit certain FIMS yields if it "acts" as a certain type of generic district;
	+ Generic districts and Emblematic Quarters that don't have a FIMS output, such as Commons Quarters, Garrisons, and Triumphal Arch, will not exploit any surrounding tiles, and will even "destroy" the yield of the tile it is built on.
* Only Harbor can exploit water tiles; all the other districts are "land" districts and cannot exploit water tiles.
* If a tile has multiple types of yields, single yield type districts will only exploit one type of the yields of this tile. The other types of yields will not be "activated" by this district.
* The yields of a single tile **cannot be exploited twice**.
	+ For instance, if Tile A only has  yield, which is already being exploited by Farmers Quarter X, then building another Farmers Quarter Y next to Tile A will not impact Tile A in any way.
* The **different types of yields** of a single tile **can be exploited alongside each other**.
	+ For instance, if Tile A can produce both  and , then Farmers Quarter X and Makers Quarter Y can exploit Tile A at the same time.
Grain Silos

Back to the list of infrastructures

## Description

Thick-walled structures or subterranean pits are used to better preserve grain stocks for months or even years.

## Effects

* +2Food per Farmers
* +1Farmers Slot

## Family: Grain Stockage

**Granary****level 1**
****Grain Silos******level 2**
**Industrial Silos****level 3**
## Trivia

The Grain Silos is based on the Hórreo type of granary.
Factory Farming

## Resource requirements

 14
 3

 Back to the list of infrastructures

## Description

Higher stocking densities together with advancements in disease control, vitamin supplements, and other methods, permit higher yields.

## Effects

* +2Farmers Slot

* +2Food on Farmers Quarter
* +2Pollution on Farmers Quarter
* +2Food on Farmers Quarters per adjacent Farmers Quarter

## Family: Animal Husbandry

**Animal Barns****level 1**
****Factory Farming******level 2**
Egyptian Pyramid

The pyramids are the pharaohs eternal homes for life after death and their district shapes help them ascend to the afterlife.

## Placement prerequisites

Can be built once per Territory

The **Egyptian Pyramid** is the Emblematic District specific to the Egyptians. It is a constructable District that generates  and  most effective in Cities with multiple adjacent Makers Quarters.

## Effects

* +1Influence
* +3Industry
* -10Stability
* +2Industry per adjacent Makers Quarter
* +1Workers Slot on City or Outpost

## Special Effects

* Acts as a Makers Quarter for bonuses
* Exploits Industry from below and adjacent tiles
Free Officers

Infused with revolutionary zeal, when fighting superior forces the Free Officers give strength to those who fight by their side.

## Cost

### Upkeep

 3700
 3
 70

## Unit Stats

### Range

 58
 4
 4

## Class and Ability

### Specialty

Anti-Colonialism

 Back to the list of units

The **Free Officers** Units are special to the Egyptians. Unlocked by the Insurrection Theory technology in the Contemporary Era.

## Class and Specialty

Gunner
Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Anti-Colonialism**
Allied Units gain a Combat Strength bonus (+3) when attacking stronger Units.
## Trivia

* The Free Officers is based on the revolutionary Egyptian military officers of the Free Officers Movement which led the establishment of the modern Republic of Egypt.
Irregulars

* Base
* V1
* V2
* V3
* V4
* V5

 Back to the list of units

**Irregulars** are generic Units available in the Contemporary Era, after researching the Insurrection Theory technology. These Units are not trainable. Instead, they will appear to defend if one of your Cities or Outposts are under siege.

## Class and Specialty

Gunner
Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Home Guard**
Appears automatically to defend your Cities from attack. Gains a "Guardian" Combat Strength bonus (+3 versus melee attacks) when occupying a District tile.
## Upgrades and Replacements

### Unique replacements

These Units will replace the **Irregulars** if the corresponding culture is chosen.

* Reservists (Singaporeans)
Horsemen

* Base
* V1
* V2
* V3
* V4
* V5

## Resource requirements

 8

 Back to the list of units

**Horsemen** are generic Units available in the Classical Era after researching the Mounted Warfare technology.

## Class and Specialty

Cavalry
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
## Upgrades and Replacements

### Unique replacements

These Units will replace the **Horsemen** if the corresponding culture is chosen.

* Javelin Riders (Garamantes)

### Upgrades from

Upgrade cost 180 and needs 2Horse access on Empire.

* Scouts (generic)
* Scout Riders (generic)
Fort

## Resource requirements

 7
 5

 Back to the list of infrastructures

## Description

Often an expansion of simple watchtowers, forts are self-contained structures for the city's soldiers, offering better observation and strength.

## Effects

* +1Combat Strength in combat for Units adjacent to the District on Garrison.
* +1Vision Range on Garrison
* +1Detection on Garrison

## Family: Camps

**Watchtower****level 1**
****Fort******level 2**
**Command Compound****level 3**
Inventor's Workshop

## Resource requirements

 7
 7
 3

 Back to the list of infrastructures

## Description

Supporting the creation of dedicated, well-furnished workshops where inventors can explore their best ideas furthers science.

## Effects

* +1Science per number of attached Territories per Saltpetre
* +10%Science

## Family: Research Centers

**Alchemist's Workshop****level 1**
****Inventor's Workshop******level 2**
**Supercomputer Lab****level 3**
Feast

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The **Feast** is a Public Ceremony, which gives temporary yield bonuses to the City its built-in. It can be repeated for an increased Industry cost.

## Description

When mouthwatering food, fine drink, and festive song comes together much merriment ensues.

## Effects

Grants **Feast** status (+20%Food for 10 Turns)
Fusion Reactor

Harnessing the power of stars is no easy feat, but securing this technology will bring unlimited energy and near-unlimited renown.

## Technologies

### Leads to:

None

 Back to the list of technologies

**Fusion Reactor** is an Contemporary Era technology in Humankind.

## Place in the tech tree

Prerequired
Nuclear Fission
Leads to
None
## Unlocks

Global Messiah
Earn +300Fame
Fusion Power

* +50%Industry on City or Outpost
* -50%Pollution on Territory
Event

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Event** may refer to:

* Narrative Events - These events can occur during the gameplay, based on the player's actions.
* Community Events - These events allow the player to unlock small rewards after completing the challenges created by the developers. Usually, these events only last for a few weeks.
Immortals

Both imperial guard and elite heavy infantry, the well-equipped immortals are the backbone of the Persian army.

## Cost

### Upkeep

 180
 1
 8

## Unit Stats

### Range

 28
 4
 1

## Class and Ability

### Specialty

Bastion

 Back to the list of units

The **Immortals** Units are special to the Achaemenid Persians. Unlocked by the Standing Army technology in the Classical Era. They have the Speciality Bastion.

## Class and Specialty

Anti-Cavalry
Close-combat Unit. Receives bonus Combat Strength (+8) when fighting mounted enemies.
**Bastion**
Stronger (+3) when fighting from high ground and fortified position.
## Upgrades from

Upgrade cost 180 and needs 1Copper access on Empire.

* Spearmen (generic)

## Footnotes

1. ↑ The following tiles are considered fortified: a city's Main Plaza; districts connected to to the Main Plaza; Garrisons; emblematic districts with the special effect "Is Fortified".
Forbidden City

Symbolizing the majesty of imperial power, the palatial complex houses almost one thousand buildings.

## Placement prerequisites

Can be freely placed.

**Forbidden City** is one of the Medieval Era Cultural Wonders and can be built through Shared Projects with multiple Cities participating in it.

## Standard Wonder Effects

* +20Stability
* +100Fame on completion.

## Unique Effects

* +25War Support gained when going to war
* -20War Support threshold on Formal War
* -10War Support threshold on Surprise War

## Narrator

Building the Wonder
“*Not only was it the palace for two dynasties and fourteen emperors, the Forbidden City was rumored to contain 9,999 rooms…*„
Discovering the Wonder built by other Empires
“*Another empire has built the Forbidden City; I suppose there's no need to point out that no, you can't visit.*„
## Trivia

* The in-game appearance of the Forbidden City is based on the Forbidden City of Beijing, while the visual of the Ming City Center is based on the Forbidden City of Nanjing.
	+ As a result, the Wonder and the Ming City Center looks similar to each other in the game.
Hunnic Horde

Nomads with fast horses and light but powerful bows, the Huns are adaptable and dangerous.

## Cost

### Upkeep

 180
 1
 8

## Unit Stats

### Range

 20
 6
 1

## Class and Ability

### Specialty

Multi-Move

 Back to the list of units

The **Hunnic Horde** Unit is special to the Huns. Unlocked by building the Emblematic District (Ordu) in the City, in the Classical Era, no technology required. Creating them in Outposts cost 4Population to create 4 Units in one Army.

## Class and Specialty

Nomad
Special Unit that gathers Food through fighting and ransacking in order to multiply. Unable to climb Fortifications. Cannot be added to a regular Army.
**Multi-Move**
Can move until all Movement Points are depleted, ignoring zones of control.
High Furnace

## Resource requirements

 7
 5

 Back to the list of infrastructures

## Description

Capable of reaching ferocious temperatures and transforming materials, this device opens up whole new industrial fields.

## Effects

* +1Industry on Makers Quarters
* +1Industry on Makers Quarters per adjacent Makers Quarter
* +2 Access on Iron Deposit

## Family: Coal Energy

**Forge****level 1**
**Charcoal Kiln****level 2**
****High Furnace******level 3**
**Coal Plant****level 4**
Día de los Muertos

The **Día de los Muertos** is an Community Event, witch available from November 16th 2021 to December 21st 2021. This event is separated into two chapters and allows the player to unlock small rewards after completing all the challenges.

## Chapter One

### Challenges

* **Festival:** As Mexicans, complete 20 Festival Public Ceremonies.
* **Distrito Federal:** Have a City with at least 300population.
* **World Faith:** Be the religious leader of every Empire in a game.

### Rewards

* Symbols
* Decorations

## Chapter Two

### Challenges

* **Necropolis:** As the Maya or the Aztecs, sacrifice over 30population to complete a construction.
* **Army of Darkness:** As a Militarist Culture, use the Iron Reserves ability 4 times in the same Era.
* **Civil Evolution:** Enact 50 Civics across multiple games.

### Rewards

* Symbols
* Decorations

## Exclusive Rewards

These rewards can be unlocked by any player who has completed all six challenges.

**La Catrina****Avatar**
Free Trade Agreement

Controlling tariffs and other restrictions on traded goods, keeps the wheels of capitalism spinning across the globe.

## Unlocks

### Infrastructures:

Financial District

 Back to the list of technologies

**Free Trade Agreement** is an Contemporary Era technology in Humankind.

## Place in the tech tree

Prerequired
Wireless Telegraphy Civil Engineering
Leads to
Suburbs Mechanized Harvesting
## Unlocks

Worldwide Exchanges

* -50%Money cost on the base price when buying a resource through Trade

**Financial District****infrastructure**
Division by Zero

Back to the list of narrative events

## Description

Zero is a concept of incredible power. A philosopher from the intellectual quarter of `[city name]` convinced you -- and the rest of the court -- in an astounding demonstration where its utility became clear. Large numbers could now be easily handled, and calculations would become much simpler to reckon: vital aspects in everything from managing vast projects to undertaking simple transactions. It could revolutionize trade. But can the empire's people understand it? A trial is needed! Who will be the first subjects to prove its value?

## Options

ProgressScribes"Production will be increased, workers paid more easily, and constructions built more efficiently."
* Overproductive on all Cities for 10turns

WorldMoneylenders"Trade will flourish as money exchanges become easier."
* Prosperous on all Cities for 10turns

HomelandTithe Collectors"Calculating crop tithes will be less difficult."
* Bountiful on all Cities for 10turns
Furnace Steel

Innovations in the forging process and the balance of materials used leads to a superior form of steel.

## Unlocks

### Infrastructures:

High Furnace, Armory

 Back to the list of technologies

**Furnace Steel** is an Medieval Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Chivalry Heavy Infantry
Leads to
Centralized Power Gunpowder Warfare
## Unlocks

**High Furnace****infrastructure**
**Armory****infrastructure**
Holi Festival

The **Holi Festival** is an Community Event, witch available from March 17th 2022 to April 11th 2022. This event is separated into two chapters and allows the player to unlock small rewards after completing all the challenges.

## Chapter One: Holika Dahan

### Challenges

* **Shrewd General**: Force an Expansionist Empire that has Vassals to Surrender
* **Famous**: Accumulate 40 000Fame over several games.
* **Smite the Wicked**: Earn a level 3 Hero badge while playing as the Mughals.

### Rewards

* Symbols
* Decorations

## Chapter Two: Festival of Colours

### Challenges

* **Seven Colours:** Earn at least one Era Star in each category during the same Era.
* **Everybody Get Together:** Use the Agrarian affinity 30 times in the same game.
* **Houses of the Holi:** As the Leader of the Hindu religion, have 10Holy Sites in your Empire.

### Rewards

* Symbols
* Decorations

## Exclusive Rewards

These rewards can be unlocked by any player who has completed at least three of the six challenges.

**Nayakuralu Nagamma****Avatar**
Festival

Back to the list of public ceremonies

The **Festival** is a Public Ceremony, which gives temporary yield bonuses to the City its built-in. It can be repeated for an increased Industry cost.

## Description

Performers and artisans of all hues come together to inform, entertain, and astound the locals, sharing spectacles and crafts from far-flung places.

## Effects

Grants **Festival** status (+20%Influence for 10 Turns)
Gunpowder Warfare

An ancient mix of chemicals gains new life, as stronger metals can contain and orient the blast.

## Unlocks

### Resources:

Saltpetre

 Back to the list of technologies

**Gunpowder Warfare** is an Early Modern Era technology in Humankind. Cannot be boosted. This technology unlocks Saltpetre, one of the Early Modern Era Strategic Resources.

## Place in the tech tree

Prerequired
Military Architecture Furnace Steel
Leads to
Siege Cannons
## Unlocks

**Arquebusiers****unit**
**Saltpetre Mine****resource extractor**
## Unique Unlocks

**Buccaneers****Emblematic Unit**
**Conquistadores****Emblematic Unit**
**Janissaries****Emblematic Unit**
**Rocket Cart****Emblematic Unit**
Ethiopians

"Let no-one ever take what belongs to you."

 Back to the list of cultures

“*Armed with military firepower and progressive ambitions, where will the Ethiopian Empire set its sights?*„~ **When entering new Era with this culture**
“*A very modern military, the Ethiopians. Between their faith and their fortresses, I would advise approaching with caution.*„~ **When meeting this culture**
*The Ethiopians Culture is an exclusive content of the Cultures of Africa Pack DLC.*

The **Ethiopians** are a culture available in the Industrial Era, with the Militarist culture focus.

*"With its skilled soldiers and indomitable defenses, progress and power are the twin pillars upon which Ethiopian culture is built."*

## Culture orientation

These cultures earn extra Fame from Militarist Era Stars for defeating enemy Military Units.

###  Affinity Action: Iron Reserves

Can periodically call upon able bodied patriots to take up arms in defense of the mother land.

* Instantly raise Militia Armies in your Cities, these militia behave like regular armies, cost no maintenance and upgrade automatically when a better version is unlocked in the tech tree.
* The Militias only cost Population to raise, limited to your maximum army size. In the Industrial Era and Contemporary Era militia costs 2Population each.
* Militia Units can be upgraded into professional Units in the Anti-Cavalry branch starting from Spearmen up to Rifles.
* The ability can be used once per turn and may be used to rapidly resettle population if needed.

###  Affinity Bonus: Vigilance

+30War Support equilibrium value on Relations.

* That is, Militarist Empires can declare Formal War without Grievances or Demands, and forcing a Militarist culture to surrender in a war is significantly harder than most of other cultures.

## Trait: Military Modernization

* +10Science on Garrison
* +1Science per Combat Strength of hostile Units within your borders

## Emblematic quarter: Amba

“A defensive fortress built into the very face of the mountains, granting near-unassailable control of the surrounding lands.”

## Emblematic unit: Oromo Cavalry

“These feared and fearless mounted gunners have minds as keen as their aim - learning from every victory and every defeat.”

Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Experienced**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Addis Abäba, Gondär, Harär, Mäqälä, Awasa, Baḥər Dar, Dollo, Dǝrre Dawa, Ğimma, Warder**
Gaesati

Powerful warriors, the gaesati are also famous for fighting naked.

 Back to the list of units

The **Gaesati** Units are special to the Celts. Unlocked by the Standing Army technology in the Classical Era.

## Class and Specialty

Melee
Close-combat Unit.
**Fervor**
No Combat Strength penalty from damage.
## Upgrades from

Upgrade cost 90.

* Healers (Caralans)
Draftees

* Base
* V1
* V2
* V3
* V4
* V5
* V6

 Back to the list of units

**Draftees** are generic Units available in the Early Modern Era, after researching the Centralized Power technology. These Units are not trainable. Instead, they will appear to defend if one of your Cities or Outposts are under siege.

## Class and Specialty

Melee
Close-combat Unit.
**Home guard**
Appears automatically to defend your Cities from attack. Gains a "Guardian" Combat Strength bonus (+3 versus melee attacks) when occupying a District tile.
Dark Designs

Back to the list of narrative events

## Description

Coal is a wondrous natural resource -- a solid wellspring of energy you can hold in the palm of your hand! But it is exactly this potential transformative power that also brings conflict between your people. In the hinterlands of the empire near `[city name]`, an ugly face-off has developed between the local community and a commercial titan over access and rights to the numerous seams that streak the area. How do you wish to handle the locals?

## Options

### Privilege (Progress)

*"The land in question will be compulsorily purchased and protected from mining."*

* **Effects:**
	+ -200
	+ Celebrating on `[city name]` for 10turns

### Rebuke (Homeland)

*"Nature's bounties should bring us all wealth, even if it antagonizes the population of `[city name]`."*

* **Effects:**
	+ +300
	+ Defiant on `[city name]` for 10turns

### Exploit (Individualism)

*"The company will create a coal camp, which will become a model for other industries."*

* **Effect:** Force-Labored on `[city name]` for 10turns
Floating Market

With flickering fireflies under a waxing moon, the nightly floating market can sometimes be a spectacularly beautiful sight.

## Placement prerequisites

Must be placed on Coastal Water or Lake. Can be built once per Territory

The **Floating Market** is the Emblematic District specific to the Siamese. It is a constructable District that generates  and  most effective in Cities with a large amount of  and adjacent to multiple adjacent Market Quarters.

## Effects

* +1Money per Population
* +5Industry
* +3Money per adjacent Market Quarter
* -10Stability

## Special Effects

* Acts as a Market Quarter and Makers Quarter for bonuses
* Exploits Money from adjacent tiles
* Must be placed on Coastal Water or Lake

## Trivia

* The concept behind the Floating Market is the floating market tradition in the Thailand.
* Although the in-game Floating Markets can be only placed on **coastal and shallow waters**, the real life floating markets in Thailand are operating on the **rivers**, due to the fact that most of the commercial activities in the region happened alongside the river.
Humankind (video game)

## System requirements

64-bit processor and operating systemOS: Windows 7, 64-bit

Processor: Intel i5 4th generation / AMD FX-8300

Memory: 8 GB RAM

Graphics: NVIDIA GTX 770 / AMD R9 290

DirectX: Version 11

Storage: 25 GB available space

**Humankind** (stylized as **HUMANKIND™**) is a historical turn-based 4X grand-strategy game by AMPLITUDE Studios where players develop their own culturally dynamic civilizations from the Neolithic Era to the Contemporary Era to gain the most fame by having the greatest impact on human history. In **Humankind** Civilizations evolve their culture in each Era from a total of 60 historical cultures.

## History

AMPLITUDE Studios was founded to create the best turn-based strategy game. But as no one of the developers even created such a game, they decided to create a few other games first. With Humankind they finally created the game they always wanted to create.

## About the game

### Create your civilization

Combine up to 60 historical cultures as you lead your people from the Ancient to the Contemporary Era. From humble origins as a Nomadic Tribe, transition to the Ancient Era as the Babylonians, become the Classical Era Mayans, the Medieval Umayyads, the Early Modern Era Spanish, and so on. Each culture will add its own special gameplay layer, leading to near-endless outcomes.

### More than history, it is your story

Face historical Narrative Events, take impactful moral decisions, and make scientific breakthroughs. Discover the natural wonders of the world or build the most remarkable creations of humankind. Each game element is historically authentic. Combine them to build your own vision of the world.

### Leave your mark on the world

The journey matters more than destination. Fame is a new and unifying victory condition. Every great deed you accomplish, every moral choice you make, every battle won will build your fame and leave a lasting impact on the world. The player with the most fame will win the game. Will you be the one to leave the deepest mark on the world?

### Master tactical battles on land, sea & air

Each battle in Humankind plays out like a mini turn-based board game on top of the actual world map. Unstack your armies and command each of your units, including the emblematic units of your culture and their special abilities. Construct siege weapons to besiege and occupy cities. Fight in large battles spanning multiple turns, and don’t hesitate to bring in reinforcements!

### Customize your leader

In Humankind, you’ll be playing the leader of your society as an avatar that you create and customize! Your avatar will evolve visually over the course of the game as your civilization develops. You’ll also be able to level up your leader via a meta-progression system to unlock custom looks that you can showoff to strangers and friends alike in multiplayer matches up to 8 players.

## External links

* Official site
* *Humankind* on Steam
* *Humankind* on Twitter
* *Humankind* on YouTube
* *Humankind* on Facebook
Grand Mosque

A stunning blend of arcades, minarets, and arches surround a central courtyard where thousands may worship.

## Placement prerequisites

Can be built once per Territory

The **Grand Mosque** is the Emblematic District specific to the Umayyads. It is a constructable District that generates  most effective in Cities with large amounts of Territory.

## Effects

* +3Science per Number of attached Territories
* +5Faith
* -10Stability
* +1Researchers Slot on City or Outpost

## Special Effects

* Acts as a Research Quarter and a Religious District for bonuses
* Exploits Science from below and adjacent tiles

## Trivia

* The concept behind the Grand Mosque is that Umayyad Caliphate was the first Islamic caliphate that rapidly expanded the influence of Islam, and heavily engaged in mosque constructions.
* The in-game appearance of the Grand Mosque is based on the Great Mosque of Damascus, one of the oldest mosques in the world and one of the finest examples of the unique Umayyad mosque architecture.
Hardtack and Weevils

Back to the list of narrative events

## Description

The empire's naval strength grows greater every year, with our ships exploring the most distant seas and making famous discoveries. When a merchant vessel arrived back in the sea-trade port of `[city name]`, however, a horrifying spectacle came to light. Long months at sea led to the majority of crew being afflicted with scurvy. Its cause is unknown, but its effects are devastating. Loose gums are followed by blotchy skin then lethargy and death. Now the reality of life at sea is in danger of spreading and needs to be addressed. What is your response?

## Options

HomelandOverhaul"All ships will be overhauled to make them faster and shorten the length of long ocean journeys."
* -200Money
* Swift on Naval Units for 10turn

AuthoritySuppress"The afflicted sailors will be kept isolated in an infirmary so the news stays secret...hopefully..."
* Low chance of bad consequences

ProgressExperiment"Only genuine alchemical investigation gives a chance of revealing the true cause -- and prevention -- of scurvy."
* Science Investing on all Cities for 10turn
* High chance of good consequences

## Follow-up event

**Suppress** and **Experiment** options will trigger a follow-up event: Hardtack and Weevils II
It Can't Be Helped

Back to the list of narrative events

## Description

Your war with the `[empire name]` still rages, but now a troubling consideration has arisen in the city of `[empire name]`. There are whispers of spies and treason, and one group in particular has been singled out: those in the city who have historical or family ties to the enemy. These civilians have done nothing wrong - yet - but an undercurrent of fear and violence runs through the streets. What will you do?

## Options

LibertyCurfew"A little extra police vigilance may be necessary, but all your citizens must be protected, no matter their origins."
* Locked Down on `[city name]` for 10turn.
* Chances of triggering another Narrative Event

AuthorityImprison"There is a time-honored tactic for dealing with situations like these. Imprison the offending group. All of them."
* Patriotic on `[city name]` for 10turn.
* Chances of triggering another Narrative Event

HomelandConscript"They're either with you or against you. Give these people the opportunity to prove themselves by enlisting them in the armed forces."
* Sacrificing on `[city name]` for 10turn.
* Chances of triggering another Narrative Event

## Follow-up event

All options have a chance to trigger the follow-up event: It Can't Be Helped II
Danakil Desert

Intense heat, sulfur springs, and smoking mountains greet the traveler who crosses this unforgiving landscape.

## Found on

Badlands, Desert

 Back to the list of natural wonders

**Danakil Desert** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +5Science on Main Plaza
* +5Industry on Main Plaza
* +10Money per Salt on Empire
Harappans

"In one drop of water are found all the secrets of life"

 Back to the list of cultures

“*While the Harappans certainly had markets, they left few remains. Please, show us what they might have done!*„~ **When entering new Era with this culture**
“*The agrarian Harappans! You're as likely to meet their canals and farmers as their soldiers.*„~ **When meeting this culture**
The **Harappans** are one of the cultures available in the Ancient Era, with the Agrarian culture focus.

*"The Harappans are city planners without peer, cultivating peas and sesame, cotton and barley, by ingeniously channeling the flood waters of the monsoon season for their own benefit."*

## Culture orientation

These cultures gain extra Fame from Agrarian Era Stars for earning new Population.

###  Affinity Action: Greener Pastures

Can attract 1Population from each adjacent Territory's City or Outpost. It will create a Grievance against you for each impacted Empire.

* This action will cost a sum of Influence.
* Once triggered, this action will be available again after fulfilling the Agrarian Affinity meter.

###  Affinity Bonus: Community

Gains 5Stability when gaining Population.

* This bonus does not modify the city's target stability percentage.
* This bonus is scaled by game speed

## Trait: Fertile Inundations

* +1Food on Dry Grass
* +1Food on River

## Emblematic quarter: Canal Network

“Harappan cities are often built around great rivers, where extensive use of canals can transform the surrounding land into fertile plains.”

* -10Stability
* +2Food per adjacent Farmers Quarter
* +1Farmers Slot on City or Outpost

## Emblematic unit: Runner

“The Harappans thirst not for warfare, preferring to make peaceful relations with their rivals.”

Close-combat Unit.
**Pathfinder**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Harappa, Mohenjo-Daro, Lothal, Ganweriwala, Shortugai, Dholavira, Nausharo, Rakhigarhi, Kot Diji, Surkotada**

* Since Harappans are an Ancient culture, the Harappans player's capital city will bear the first name on the city list.

## Trivia

* The in-game appearance of the Harappan City Center is based on the reconstruction of a round structure in the middle of the Citadel of Mohenjo-Daro.
	+ The actual function of the round structure is uncertain. It had been considered as a stupa in the past; however, Mohenjo-Daro long predates the emergence of Buddhism.
* The cultural art of the Harappans is based on Mohenjo-Daro as well.
	+ Mohenjo-Daro was divided into two parts, the Citadel on the hill and the Lower City near the river. In the art work, the Citadel and the height difference is fairly obvious.
	+ The appearance of the male figure in the art is based on the "The Priest-King" sculpture excavated from Mohenjo-Daro.
Eduba

These schools educate scribes in reading, writing, and arithmetic, and create the foundations of a growing administration.

## Placement prerequisites

Can be built once per Territory.

The **Eduba** is the Emblematic District specific to the Sumerians.

## Effects

* -10Stability
* +2Science
* +1Science per adjacent Farmers Quarter
* +6Science per adjacent Main Plaza and Administrative Center
* +5Leverage against all known Empires when the **Eduba** is built.

## Special Effects

* Acts as a Research Quarter for bonuses
* Exploits Science from below and adjacent tiles
Diplomatic

## Summary

These cultures gain extra Fame from Diplomatic Era Stars for collecting Leverage during each era.

### Affinity action: Demilitarization

Can force a ceasefire into one Territory for 10turns, making it known to the international community: all unauthorized military Units present in the Territory are trespassing.

* If the targeted Territory has already been claimed by an Empire, only the owner and any Empires they have authorized to cross their borders will be able to move freely within it.
* If the targeted Territory was unclaimed, the Empire establishing the *demilitarization* will be considered its temporary owner.
* Automatically applies the trespassing status to the unauthorized Units already standing in the Territory at the next turn.
* Unauthorized military Units present in this Territory are trespassing and generate +1Leverage per Unit for your Empire against their owner each turn.

### Affinity Bonus: Big Brother

* Unlock the ability to collect Leverage Intel on Map with all types of Units.
* Increases the Agents Cap by 1.

## Era Stars threshold formula

The same formula applies to the Diplomatic Era Stars of every Era in the Normal Game Speed.

* **1st** or **Bronze** **Diplomatic Star**
* **2nd** or **Silver** **Diplomatic Star**
* **3rd** or **Gold** **Diplomatic Star**

## Diplomatic Stars Tips

Only Leverage Intel counts. Leverage obtained by withdrawing Demands does not count (neither does **Renounce Grievance** and **Withdraw Demands**).

To create collectable Leverage Intel, have Grievances on other Empires:

* Through Diplomacy: propose Treaties that are likely to be refused, this leads to **Treaty Proposal Refused** Grievance (make sure to have an Envoy in target Empire's Capital to collect Intel when proposing a Treaty).
* Through Religion: take Religious Hostility Civic to create the **Heresy** Grievance with all other empires with different State Religion. Also works with State Atheism (**Opium of the Masses** instead).

It is also possible to gather Intel cause by others Empires on other Empires.
Fusion Test

Understand how to fuse nuclei and the same forces that power the sun will see unimaginably ruinous weapons unleashed.

## Resource requirements

 1
 2

**Fusion Test** is one of the late game National Projects of *Humankind*. It is unlocked by the finishing the Fission Test National Project.

As the name "test" suggests, the project itself involves building a fusion test site physically on the map.

## Effects

* Unlocks ICBM Test National Project
* Unlocks constructible Thermonuclear Missile on Empire
* +100Fame

## Placement prerequisites

* Unlike normal Districts, this project will take up **19** tiles instead of occupying just one tile. Up to 2 tiles tiles surrounding the central tile must be free of Districts.
* Cannot be placed on any Resource Deposit.
* Cannot be placed on Ocean or Coastal Water or Lake.
	+ Only the central tile and at least 2 tiles in the surrounding need to be land (a total of **3** land tiles required). All the other tiles can be water,
* Can be built once per Empire.
* Once a Shared Project is placed, you can no longer move the construction from the chosen tile.

## Special Effects

The turn the Fusion Test is completed, a nuclear device will be denoted on the spot. The test site will be destroyed, and all the 19 tiles of the site will be turned into wastelands, devoid of any yields.

* Water tiles will be spared.
Heavy Machine Gun

* Base
* V1
* V2
* V3
* V4
* V5

## Resource requirements

 4

 Back to the list of units

**Heavy Machine Gun** are generic Units available in the Industrial Era, after researching the Trench Warfare technology.

## Class and Specialty

Heavy Weapon
Ranged-combat Unit, must have line of sight to attack. Can only move or attack in a turn. Cannot retaliate when attacked by a close-combat Unit. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Suppression**
The targeted Unit cannot move next turn.
## Upgrades and Replacements

### Unique replacements

This Unit will replace the **Heavy Machine Gun** if the corresponding culture is chosen.

* Gatling Elephant (Siamese)

### Upgrades from

Upgrade cost 5,155 and 1.

* Dhanvī-gaja (Khmer)
* Gajnal (Mughals)
* Rocket Cart (Ming)
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Ghanaians

"Our markets hold all the wonders of the senses."

 Back to the list of cultures

“*Brute strength and innovation? How about trade, travel, and a lifestyle supported by tolls. I'd say the Ghanaians were on to a good thing.*„~ **When entering new Era with this culture**
“*The Ghanaians could be a challenge. Will you see their camels as part of their trade caravans, or military formations?*„~ **When meeting this culture**
The **Ghanaians** are one of the cultures available in the Medieval Era, with the Merchant culture focus.

*"In their gold-rich paradise, the Ghanaians stand at a strategic crossroads of the world where they can become unrivaled masters of trade."*

## Culture orientation

These cultures gain extra Fame from Merchant Era Stars for earning Money.

###  Affinity Action: Power Investor

Can use Influence to marshal venture capital towards a Resource Deposit, either creating an Extractor or generating Money.

* If no Extractor exists, then one will be created instantly on the deposit.
* Otherwise, you will share a sum of Money with the owner. You'll both earn more Money the more Empires are buying the resource; and if the owner is an Independent People, their cut will count as a Bribe, improving relations.

###  Affinity Bonus: Mediation

Any resource you buy via trade can be re-purchased by other Empires, only if these Empires are not already buying the resource from the same third-party you are buying it to.

## Trait: Life of Luxury

* +2Money per Number of accesses to Luxury Resources.
* +1Money per Number of accesses to Strategic Resources.

## Emblematic quarter: Luxuries Market

“Transforming the raw materials of the earth into desired goods of refinement, beauty, and flair is a wondrous art.”

* +5Money
* -10Stability
* +3Money per adjacent Market Quarter
* +1Traders Slot on City or Outpost

## Emblematic unit: Meharists

“Though crude and ungainly, camels are also hardy and tireless, making them effective light cavalry.”

Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
**Anti-Cavalry**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Koumbi Saleh, Aoudaghost, Oualata, Tichitt, Nema, Galam, Dia, Sosso, Diara, Goumbou**

* The first new city found by this culture will use the first name on the city list.
Inconvenient Truths III

Back to the list of narrative events

This Narrative Event is triggered if you choose the "Stasis" option in Inconvenient Truths II.

## "Stasis" outcome

### Description

As your factories continue to belch fumes into the air and chemicals into the sea, your lands grow ever more blighted by excessive rain and scorching heatwaves. Increasingly, crops fail to grow, mass extinctions decimate the animal kingdom, and a great many communities are ravaged by fire and floods. The world is in pain, and your people with it.

### Options

#### Suffering

*"Extreme weather devastates countless ecosystems and countless lives. The damage is unspeakable."*

* **Effects:**
	+ Panicking on all Cities for 10turn
Forge

## Resource requirements

 5

 Back to the list of infrastructures

## Description

Settlements' industrial hearts swiftly coalesce around the blacksmith's smoky forge, such is its importance.

## Effects

* +1Industry per Copper
* +1Industry on Makers Quarters
* +1Industry on Makers Quarters per adjacent Makers Quarter

## Family: Coal Energy

****Forge******level 1**
**Charcoal Kiln****level 2**
**High Furnace****level 3**
**Coal Plant****level 4**
Highway Robbery II

Back to the list of narrative events

This Narrative Event is depending on a previous one (Highway Robbery), so its content changes accordingly.

## "Hunt" outcome

### Description

Despite efforts to secure their capture, the leader of the highway robberies has evaded justice. Further attacks resulted in more merchants robbed of their precious cargoes, but over the past few moons the raids have tailed off to nothing. Attempts to determine the highwayman's identity have been met with stony silence -- perhaps because it is rumored they gave their spoils to the local poor. Who knows?

### Options

NoneVanished"The gang have disapppeared, their infamous raids now only words on the wind."

## "Guard" outcome

### Description

Favorable tidings! The leader of the notorious gang who has been targeting gold merchants near the city of `[city name]` has been captured. The next choice, however, is not straightforward. It turns out, this highwayman is something of a local hero, giving away near all his spoils to the most desperate of `[city name]`. They call for you to be merciful. What will you do with the leader?

### Options

AuthorityExecute"Regardless of intentions, dreadful crimes were committed. The merchants deserve justice."

LibertyExile"To respect the wishes of the city folk, we will spare the highwayman's life. Still, they must leave."

CollectivismExonerate"Given their selfless, charitable impulses, anything but absolution would be a travesty."
Da Vinci Event

The **Da Vinci Event** is an Community Event, witch available from April 21st 2022 to May 16th 2022. This event is separated into two chapters and allows the player to unlock small rewards after completing all the challenges.

## Chapter One

### Challenges

* **Science and Industry:** Own a City netting over 1000Industry and 1000Science per turn
* **Machines of War:** Destroy the fortifications on 10 tiles during the same game.
* **Flight of Birds:** Own a Biplane as an Early Modern Era Culture.

### Rewards

* Symbols
* Decorations

## Chapter Two

### Challenges

* **Live with Passion:** Max out all 4 Ideology Axis, on either side.
* **Eternal City:** Own a City with Cultural Wonders from all six Eras
* **La Serenissima:** As Venetians, trigger the Science End Condition

### Rewards

* Symbols
* Decorations

## Exclusive Rewards

These rewards can be unlocked by any player who has completed all six challenges.

**Leonardo Da Vinci****Avatar**