recursal/Fanatic-Fandom huggingface dataset:
Garamantes

"The flower that blossoms in the desert can blossom anywhere."

 Back to the list of cultures

“*If it's ideas you're interested in, the Garamantes are doing marvelous things with irrigation.*„~ **When entering new Era with this culture**
“*Do my eyes deceive me, or are these the green-thumbed Garamantes? I would watch out for their horses.*„~ **When meeting this culture**
*The Garamantes Culture is an exclusive content of the Cultures of Africa Pack DLC.*

The **Garamantes** are a culture available in the Classical Era, with the Agrarian culture focus.

*"An ingenious desert people, the Garamantes can coax life from the driest ground - and have mighty cavalry with which to defend their oases."*

## 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: Desert in Bloom

* +5Influence on Main Plaza if the City is Growing

## Emblematic quarter: Foggara

“Underground aqueducts transport subterranean water to the surface - thus bringing life to even the most seemingly infertile ground.”

* -10Stability
* +2Food per adjacent Sterile Terrain, Rocky or Stone Field
* +1Food on Exploitation

## Emblematic unit: Javelin Riders

“These spear-throwing riders harass their foes from afar, falling back after each attack in readiness to strike again.”

Ranged-combat Unit. Less effective when it can't see its target. Receives a penalty (-8) when defending against close-combat attacks.
**Move One After Attack**

## City names

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

**Garama, Zynkekra, Alele, Cillaba, Cydamus, Matelgae, Debris, Baracum, Augila**
Guilds

Associations of artisans or merchants ensure the quality of trades, but can also lead to secretive alliances.

## Unlocks

### Infrastructures:

Commodity Market

 Back to the list of technologies

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

## Place in the tech tree

Prerequired
Feudalism Seafaring Mastery
Leads to
Centralized Power
## Unlocks

Trade Insurance
-20%Money cost on the base price when buying a resource through trade
+20%Money from resources sold to other Empires
**Commodity Market****infrastructure**
**Forest****constructible**
Electricity

Born in the minds of visionaries who tinkered with strange metals, even they couldn't have foreseen electricity's reach.

## Unlocks

### Infrastructures:

Coal Plant

 Back to the list of technologies

**Electricity** is an Industrial Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Nationhood Scientific Method
Leads to
Wireless Telegraphy Urban Planning
## Unlocks

Wired Vaults
Modify Market Quarter Industry cost by -20%
Coal Generators
+1Food per Coal on Farmers Quarter
+1Money per Coal on Market Quarter
+1Science per Coal on Research Quarter
+1Industry per Coal on Makers Quarter
**Coal Plant****infrastructure**
All Terrain PMV

These improved APCs include modifications that adapt them to the extremes of Australian geography.

## Cost

### Upkeep

 7400
 2
 70

## Unit Stats

### Range

 64
 8
 6

## Resource requirements

 14
 16

## Class and Ability

### Specialty

All-Terrain

 Back to the list of units

The **All Terrain PMV** Unit is special to the Australians. Unlocked by the Composite Armor technology in the Contemporary Era. It replaces the Armored Personnel Carrier.

## Class and Specialty

Armoured Vehicle
Immune to "Suppression".
**All-Terrain**
Ignores all terrain Movement penalties.
## Upgrades from

Upgrade cost 7,400 and needs 2Iron, 3Oil access on Empire.

* Dragoons (generic)
* Cossacks (Russians)
* Oromo Cavalry (Ethiopians)
* Gauchos (Argentinians)
* Heavy Machine Gun (generic)
* Gatling Elephant (Siamese)

## Trivia

* The All Terrain PMV is based on the Bushmaster PMV.
Hôtel des Invalides

Capped with a golden dome, this sprawling complex offers rest and recovery to soldiers wounded in war.

## Placement prerequisites

Can be freely placed.

**Hôtel des Invalides** is one of the Early Modern 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

* Units regenerate a small amount of Health (+10 Health/) when outside of your Territory
* On Unit:
	+ +1Combat Strength per Veterancy level
	+ +100Money per Units destroyed when disbanded
* Units disbanded in Foreign Territories grant Population to your Capital
Hydrology

Underpinning important advances in civil engineering, hydrology offers basic theories regarding the flow of water and the water cycle.

## Unlocks

### Infrastructures:

Aqueduct, Watermill, Artificial Reservoirs

 Back to the list of technologies

**Hydrology** is an Classical Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Irrigation Wheel
Leads to
none
## Unlocks

**Aqueduct****infrastructure**
**Watermill****infrastructure**
**Artificial Reservoirs****infrastructure**
Foreign Outposts

Extending the reach of an empire by establishing remote settlements in faraway regions is an important step in cultural and commercial expansion.

## Unlocks

### Units:

Quadrireme

 Back to the list of technologies

**Foreign Outposts** is an Classical Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Trade Expeditions Conquest
Leads to
Seafaring Mastery
## Unlocks

Interpreters
Modify all resource Money cost by -10% when buying a resource through trade.
**Quadrireme****unit**
Holy War

Back to the list of narrative events

## Description

The most holy city, `[city name]`, has suffered attack by the heathens of `[empire name]`. Inside the city walls, believers cower, afraid for the temples and relics -- and their lives. Now religious leaders are calling for this conflict to be named a holy war against the infidels. What is your response?

## Options

TraditionConsent"The enemy attacks our very faith! We must shift from agricultural to military production."
* Sacrificing on all Cities for 10turns

CollectivismDiscourage"We should channel our energies into industrial production even if this angers the religious leadership."
* Force-Labored on all Cities for 10turns

AuthorityIncite"With our holy sites under threat, the religious leadership can fire our armies up for war."
* Blessed on all Units for 10turns
Franks

* In-Game
* Old

 Back to the list of cultures

“*They may have had a mighty army… But to be honest, "King of the Franks" sounds like something you'd eat at a baseball game.*„~ **When entering new Era with this culture**
“*The Franks have a reputation for being after either knowledge or territory. In other words, I suspect they'll be either a very good neighbor — or a very difficult one.*„~ **When meeting this culture**
The **Franks** are one of the cultures available in the Medieval Era, with the Aesthete culture focus.

*"Guided by their faith and strengthened by their codes of honor, the Franks aim to restore imperial power and leave their mark on the world."*

## Culture orientation

These cultures gain extra Fame from Aesthete Era Stars for earning Influence.

### Affinity Action: Cultural Blitz

Can spend Money promoting patriotic works of art in specific Territories, pushing back foreign spheres of influence and generating Influence.

* Immediately bring one of your Empire's Territories back into its **sphere of influence**, and gain Influence for each adjacent Territory already in your sphere.
* If you do not have the strongest Influence in the Territory, there is a high chance it will start converting back after you use this action.

### Affinity Bonus: Grace

Cultural Proximity is always maxed out due to Aesthete affinity.

* Both Proximity with major Empires and Independent Peoples will be maxed out.
* That is, if other Empires break Treaties with Aesthete Empires, the War Support of Aesthete Empires will increase much more. In addition, declaring war against Aesthete Empires will severely drain the  of the attacking Empire every turn.
* In addition, with the Proximity with all the Independent Peoples maxed out, Aesthete Empires always only need to pay the minimum  or  cost to Bribe an Independent People.

## Emblematic quarter: Scriptorium

“A certain level of abstinence must be endured to work here, but these ascetics produce glorious testaments to God's glory.”

* -10Stability
* +5Science
* +2Influence per adjacent Research Quarter
* +1Researchers Slot on City or Outpost

## Emblematic unit: Franci Milites

“These loyal knights, famous for being heavily armored and riding heavy horses, are the strike force of the Frankish armies.”

Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength (+3) if attacking non-adjacent enemies. Unable to climb Fortifications.
**Heavy Charge**

## City names

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

**Parisius, Aurilianus, Turonus, Carnotena, Remus, Castrum Blesense, Bituriga, Tolosa, Narbo, Dorestatus**

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

## Trivia

* Franks was an Expansionist culture instead of Aesthete during the early development.
	+ Before this change with Franks, Medieval Era doesn't have an Aesthete culture.
Dunnu

Providing high border defence, this fortified citadel allows the Assyrians to assert their dominance over conquered territories.

## Placement prerequisites

Can be built once per Territory. Does not require being connected to a Main Plaza or Administrative Center.

The **Dunnu** is the Emblematic District specific to the Assyrians.

## Effects

* +3Influence
* +20District Fortification
* +2Combat Strength in combat for Units in or adjacent to the District

## Special Effects

* Acts as a Commons Quarter and a Garrison for bonuses
* Does not exploit any resources from below or adjacent tiles.
* Does not require being connected to a Main Plaza or Administrative Center.
* Can be purchased in Outposts using Influence.
* Is a Land Unit Spawn.
* Is fortified.
* Will have a road connection with its Outpost when Wheel is researched.

## Encyclopedia entry

Providing high border defence, this fortified citadel allows the Assyrians to assert their dominance over conquered territories.

The great territorial expansion of the Middle Assyrian Empire during the 13th and 12th centuries BCE saw the rise of a particular type of building: the *Dunnu*. These fortified complexes were built to perform several functions: they defended the empire's borders, demonstrated Assyrian dominance in conquered territories, and supported agriculture. The *Dunnu* were the base of military, administrative, and productive activities organized around a citadel. Often built on man-made mounds of earth or hills, they overlooked the farming plains that in turn provided the *Dunnu* with crops. The fortress and defensive walls were made using mud bricks, a technique that made it possible to build tall structures quickly. In some sites, the defensive walls stood 6 meters high and 2 meters wide and were surrounded by ditches 3.5 meters deep and 4 meters wide.

1. ↑ In-game encyclopedia
Gothic Cavalry

This heavy cavalry is generally armed with spear or sword, making them equally fearsome in close combat.

## Cost

### Upkeep

 90
 1
 5

## Unit Stats

### Range

 29
 6
 1

## Resource requirements

 8
 5

## Class and Ability

### Specialty

Ransacker

 Back to the list of units

The **Gothic Cavalry** Unit is special to the Goths. Unlocked by the Mounted Warfare technology in the Classical Era.

## Class and Specialty

Heavy Cavalry
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength (+3) if attacking non-adjacent enemies. Unable to climb Fortifications.
**Ransacker**
Bonus Combat Strength (+3) when ransacking and fighting on enemy Districts.
## Upgrades from

Upgrade cost 90 and needs 1Horse, 2Iron access on Empire.

* Chariot (generic)
Aerial Warfare

The advent of flying machines opens up an entirely new arena for battle, requiring a whole suite of new tactics.

## Unlocks

### Resources:

Aluminium

 Back to the list of technologies

**Aerial Warfare** is an Contemporary Era technology in Humankind. This technology unlocks Aluminium, one of the Contemporary Era Strategic Resources.

## Place in the tech tree

Prerequired
Aeronautics
Leads to
Radar
## Unlocks

**Aluminium Mine****resoure extractor**
**Airport****district**
**Monoplane Fighter****unit**
**Strategic Bomber****unit**
Gajnal

With artillery mounted on the back of the elephant, the gajnal is a swift, terrifying addition to Mughal forces.

## Cost

### Upkeep

 1945
 2
 40

## Unit Stats

### Range

 44
 6
 4

## Resource requirements

 14
 6

## Class and Ability

### Specialty

Move and Fire

 Back to the list of units

The **Gajnal** Unit is special to the Mughals. Unlocked by the Siege Cannons technology in the Early Modern 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.
**Move and Fire**
Can perform a full move after making an attack.
Humankind

Welcome to *Humankind* Wiki
Welcome to

The *Humankind* guide for cultures, eras, technologies and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Humankind

**Humankind** is a turn-based strategy game by AMPLITUDE Studios where you try to have the biggest impact on human history from the Neolithic Era until the Contemporary Era. Build up the most fame while you create your own civilization by combining 60 historical cultures.[Read more...]

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	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
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Haven

The Phoenicians settled in the heart of many bays, turning the coastal escarpments into natural protection for their ports.

## Placement prerequisites

Can be freely placed in Coastal tiles. Can be built once per Territory.

The **Haven** is the Emblematic District specific to the Phoenicians. It is a constructable District that generates , most effective on tiles adjacent to many Coastal Water and or Lake tiles.

## Effects

* +2Money per adjacent Coastal Water
* +2Money per adjacent Lake
* +1Traders Slot on City or Outpost
* +1Farmers Slot on City or Outpost
* -10Stability

## Special Effects

* Acts as a Farmers Quarter and Market Quarter for bonuses
* Replaces Harbor
* Exploits all the yields from nearby Coastal tiles up to 2 tiles away.
* Is a Naval Unit Spawn.
* Allows Units to embark without any Movement penalty.

## Encyclopedia entry

The Phoenicians settle in the heart of many bays, turning the coastal escarpments into natural protection for their ports.

The coast of ancient Phoenicia, present-day Lebanon, consisted of a number of bays interspersed with rocky headlands. These natural harbors allowed the coastal inhabitants to develop maritime sites that were protected by the terrain from the elements and other destructive forces. All Phoenician cities had two ports: one for commerce that was open and accessible; and one for the naval fleet built next to the city walls. Whenever these natural sites could not provide sufficient protection for Phoenician ships, they were reinforced by way of dikes and seawalls. The ports were also equipped with jetties, moorings, and boat sheds, known as *neoria*. The Phoenicians' skill in selecting the most suitable natural environments (islands, sheltered bays, river mouths) was also employed when founding numerous Mediterranean trading ports.

1. ↑ In-game encyclopedia
Ironclad

Used as high-seas battleships, coastal defense ships, and long-range cruisers, ironclad design is rapdily evolving.

## Cost

### Upkeep

 7730
 6
 70

## Unit Stats

### Range

 60
 5
 5

### Detection

 4
 1

## Resource requirements

 20
 6

## Class and Ability

### Specialty

Indirect Shatter, Ship of the Line

 Back to the list of units

**Ironclad** is a generic Naval Unit available in the Industrial Era after researching the Propeller technology.

## Class and Specialty

Capital Ship
Expensive but powerful warship. Takes reduced damage (-50%) in combat.
**Indirect Shatter**
Unit can attack Units without a clear Line of Sight. Can attack Fortifications. Removes "Dug-In" status on target.
**Ship of the Line**
Gains Combat Strength (+5) when adjacent to exactly two other friendly Units.
## Upgrades and Replacements

### Upgrades from

Upgrade cost 7,730 and needs ,  access on Empire.

* Man O' War (generic)
Family Matters

Back to the list of narrative events

## Description

Once a wandering tribe, your civilization now possesses a fine city where generations of families have settled and grown. Individuals are known by a single name alone, but with more and more citizens, it is becoming harder to track family lines, to know who is related to who. In order to better identify your people, you believe it is time for citizens of the same family to take a common second name. From where should the family name originate?

## Options

TraditionMother"The identity of a newborn's mother is never a matter of dispute."

AuthorityFather"We should take the name from the father, a pillar of strength for the child."

WorldNature"We should let families be inspired by something from the world or myth."
Insurrection Theory

Uprisings must be understood -- and fought -- through an unconventional perspective that uses new methods of warfare.

## Unlocks

### Units:

Helicopter Gunship, Irregulars

 Back to the list of technologies

**Insurrection Theory** is an Contemporary Era technology in Humankind.

## Place in the tech tree

Prerequired
Amphibious Warfare
Leads to
None
## Unlocks

**Helicopter Gunship****unit**
**Irregulars****unit**
## Unique Unlocks

**Free Officers****Emblematic Unit**
**Guerrilleros****Emblematic Unit**DLC
**Peacekeepers****Emblematic Unit**
**Reservists****Emblematic Unit**DLC
Disappearing Acts

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## Description

A citizen of the impoverished city of `[city name]` has come to you with a disturbing tale. Over the last few years, several young people -- including his own daughter -- have disappeared without a trace. Scouring the lands, he eventually came across her and others on the stage in `[city name]`. The youths claim to be happy, with the theater offering an escape from poverty, but the father petitions you to put a stop to this practice which is shattering families. What do you say?

## Options

TraditionHalt"This practice must stop. The youths will be returned to their families even if feathers are ruffled in `[city name]`."
* Celebrating on `[city name]` for 10turns
* Defiant on `[city name]` for 10turns

LibertyLegalize"The youths are old enough to make their own choices -- and livelihoods -- even if it displeases their elders."
* Celebrating on `[city name]` for 10turns
* Defiant on `[city name]` for 10turns

IndividualismCompensate"The practice will be prohibited, but the youths in `[city name]` can stay. The families will be redressed -- and, in time, `[city name]` will be proud."
* -150Money
* Overproductive on `[city name]` for 10turns
Games

Back to the list of public ceremonies

The **Games** 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

With high stakes, under the hot sun athletes and warriors compete with one another to earn the hungry crowd's applause, ridicule, or even pity.

## Effects

Grants **Games** status (+20%Stability for 10 Turns)
Halberdiers

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

 Back to the list of units

**Halberdiers** are generic Units available in the Early Modern Era, after researching Centralized Power technology.

## Class and Specialty

Anti-Cavalry
Close-combat Unit. Receives bonus Combat Strength (+8) when fighting mounted enemies.
## Upgrades and Replacements

### Unique replacements

This Unit will replace the **Halberdiers** if the corresponding culture is chosen.

* Naginata Samurai (Edo Japanese)
* Sapa Inca Guards (Inca)
* Reisläufer (Swiss)

### Upgrades from

Upgrade cost 485.

* Pikemen (generic)
From Distant Shores

Back to the list of narrative events

## Description

In the bustling city of `[city name]` sailors from distant lands mingle with the locals, bringing colorful tales, fantastic legends—and, sometimes, peculiar fruits and vegetables. One such specimen is especially delicious. Your advisors tell you it appears well suited to flourishing in the soil of the homeland, and suggest planting it as a crop. What is your decree?

## Options

ProgressPersuade"The benefits should be plentiful, but there may be distrust, so we will need to convince the local citizens."
* Science Investing (+, -) on City for 10turns
* Chances of triggering another narrative event

AuthorityEndorse"Eventually the locals will see the benefits, but to begin with they will need to be coerced."
* Force-Labored (+, -) on City for 10turns
* Chances of triggering another narrative event

TraditionDismiss"We will only grow local crops for local people!"
* Superstitious (-) on City for 10turns

## Follow-up event

The **Persuade** or the **Endorse** option will trigger a follow-up event: From Distant Shores II
Helicopter Gunship

These gunships fly lower and more slowly than fixed-wing aircraft, providing precise firepower and excellent support for ground operations.

## Cost

### Upkeep

 7400
 2
 70

## Unit Stats

### Range

 58
 10
 3

### Detection

 4
 1

## Resource requirements

 12
 9

## Class and Ability

### Specialty

Shatter

 Back to the list of units

**Helicopter Gunship** are generic Units available in the Contemporary Era, after researching the Insurrection Theory technology.

## Class and Specialty

Gunship
Ignores all constraints and bonuses from terrain, and cannot be attacked by Melee Units.
**Shatter**
Can attack Fortifications. Removes "Dug-In" status on target.
## Upgrades and Replacements

### Upgrades from

Upgrade cost 7,400 and needs 3Aluminium, 2Oil access on Empire.

* Howitzer (generic)
Empresa Farmacéutica

Backed up by cutting-edge research, Cuban medicines are highly valued around the world.

## Placement prerequisites

Can be built once per Territory.

The **Empresa Farmacéutica** is the Emblematic District specific to the Cubans. It is a constructable District that generates Pharmaceuticals.

## Effects

* Creates a new Deposit of Pharmaceuticals which is automatically exploited.
* +5Food per Farmer on Overpopulated City
* +5Industry per Worker on Settled City
* +5Money per Trader on Settled City
* +5Science per Researcher on Settled City
* +10Stability per Pharmaceuticals on all Cities

## Special Effects

* Counts as a Research Quarter
* Exploits Science from below and adjacent tiles

## Trivia

The **Empresa Farmacéutica** is based on the Cuban Neuroscience Center.
Humankind/Flex section

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Encyclopedia

The tome encompassing the sum of human knowledge is sought by the tyrant and the benevolent alike.

## Technologies

### Leads to:

Steam Engine, Scientific Method, Nationhood

## Unlocks

### Infrastructures:

Academy

 Back to the list of technologies

**Encyclopedia** is an Industrial Era technology in Humankind. Cannot be boosted. The Empire that researches this technology first will complete a competitive deed and gain +50Fame.

## Place in the tech tree

Prerequired
Movable Typeface
Leads to
Steam Engine Scientific Method Nationhood
## Unlocks

Precedents (civics)
Reduce the Influence cost of Civics
* -20% Cost of canceling Civic
* -20% Cost of enacting Civic

Labor Charter (City action)
Drawn up and signed in ink, the charter confirms that no worker will ever be forced to sacrifice their life for the empire's constructions.
* Can no longer use Population to buyout.

**Academy****infrastructure**
## Trivia

* The in-game Encyclopedia technology is a direct prerequisite of Nationhood technology. This is likely a reference to Encyclopédie, the French encyclopedia that contributed to the development of the intellectual front of French Revolution.
Hacienda

In these vast estates, the indebted rural population work the plantations, orchards, and ranches for the Mexican landowners.

## Placement prerequisites

Can be built once per Territory

The **Hacienda** is the Emblematic District specific to the Mexicans. It is a constructable District that generates  most effective in Cities with multiple Districts producing , especially adjacent Farmers Quarters.

## Effects

* +1Food
* +3Food per adjacent Farmers Quarter
* +1Food on Tile producing Food
* -10Stability
* +1Farmers Slot on City or Outpost

## Special Effects

* Acts as a Farmers Quarter for bonuses
* Exploits Food from below and adjacent tiles

## Trivia

* "Hacienda" means "farm", "ranch", "estate", or "plantation" in Spanish. The term is usually referring to agricultural estates in the colonies of the Spanish Empire.
* The concept of Hacienda is a reference to the huge estates and plantations that once dominated the rural Mexico as well as the agricultural economy of Mexico.
Haudenosaunee

"Let the roots of peace spread to all points of the compass."

 Back to the list of cultures

“*A stable, successful, ecologically pragmatic culture. There is something to be said for matriarchies.*„~ **When entering new Era with this culture**
“*If you treat them right, you'll only know the Haudenosaunee as peaceable farmers.*„~ **When meeting this culture**
The **Haudenosaunee** are one of the cultures available in the Early Modern Era, with the Agrarian culture focus.

*"An alliance of Native American tribes joined in spiritual harmony by their great binding law, the Haudenosaunee are a communal culture who know the land intimately."*

## 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

## Emblematic quarter: Three Sisters Plantation

“Winter squash, maize, and climbing beans planted in close proximity as “companions” ensure bountiful harvests.”

* -10Stability
* +3Food per adjacent Farmers Quarter
* +1Farmers Slot on City or Outpost

## Emblematic unit: Rotiskenrakehte

“Masters of understanding and blending into the terrain, the rotiskenrakehte are experts in the art of guerilla warfare.”

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.
**Stealth**

## City names

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

**Onondaga, Canadasaga, Cahunghage, Canajoharie, Ganondagan, Canienga, Gewauga, Kanaraske, Ganadoga, Gistaquat**

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

## Trivia

* "Haudenosaunee" ([hodinɔ̃hʃɔ̃ːni] pronounced as *hoh-den-noh-SHOH-nee*) means "People of the Longhouse" in the Seneca language. The native people of Five Iroquoian Nations use this word to refer to themselves in English.
* "Haudenosaunee" was initially called "Iroquois" during the development.
* The in-game appearance of the Haudenosaunee City Center is based on the Longhouse, the traditional dwelling and place of assembly of the Haudenosaunee.
I Come Bearing Steam

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## Description

An inventor engineer ostracized from her own country on account of her religion has come to you offering her scientific expertise. She wishes to settle in the city of `[city name]`, where she believes she could work productively. Her pioneering work on the fundamentals of engines could be vital, but the fact she is not a follower of `[religion]` could make things difficult. What do you say to her?

## Options

### Reject (World)

*"She's been ostracized because she's a heretic. And we don't want those of other faiths here either. "*

* **Effect:** None

### Use (Individualism)

*"Her research is crucial, but you can't openly welcome her. You'll need to bribe `[city name]` to hide her. "*

* **Effect:** Science Investing on `[city name]` for 10turns

### Naturalize (Progress)

*"It'll be distruptive, but let us show the world that any innovator of any creed can become one of our citizens. "*

* **Effects:**
	+ Forces choice "**Open-Minded**" for civic: "Religious Tolerance"
	+ Learning on all Cities for 10turns

### Jail (Homeland)

*"She's a traitor. Or worse -- a spy. In either case, she should be imprisoned with maximum fanfare."*

* **Effect:** Celebrating on all Cities for 10turns
Geosynchronous Satellite

A great unmoving eye in the sky, peering unblinkingly at a quarter of the world.

## Resource requirements

 1

**Geosynchronous Satellite** is one of the late game National Projects of *Humankind*. It is unlocked by the Communication Satellites technology.

As the name "satellite" suggests, the project itself involves building a launching site for the satellite physically on the map.

## Effects

* Provides vision over **33%** of the map's latitudes, centered on the project's Capital
* Unlocks Polar Satellite National Project
* +100Fame
* On Main Plaza:
	+ +10Influence
	+ +10Money
	+ +10Science

## Placement prerequisites

* Unlike normal Districts, this project will take up **7** tiles instead of occupying just one tile. The 6 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 needs to be on the land. The 6 surrounding 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.
Cyclopean Fortress

The Mycenaeans fortify cities with cyclopean walls, which involve stacking large limestone slabs without mortar to fashion strong barriers.

## Placement prerequisites

Can be built once per Territory. Does not require being connected to a Main Plaza or Administrative Center.

The **Cyclopean Fortress** is the Emblematic District specific to the Mycenaeans.

## Effects

* +20District Fortification
* +5Stability
* +2Combat Strength in combat for Units in or adjacent to the District.

## Special Effects

* Acts as a Makers Quarter and a Garrison for bonuses
* Exploits Industry from below and adjacent tiles
* Is a Land Unit Spawn.
* Is fortified.
* Can be built anywhere in the Territory.
* Does not require being connected to a Main Plaza or Administrative Center.
* Increases the Movement point cost of tiles within a range of 1 tile for hostile Armies.

## Trivia

* "Cyclopean" is the adjective form of "Cyclopes", the one-eyed giants in the Greek Mythology.
	+ The Classical Greeks believed that, since the walls of ancient Mycenae (which was already in ruins in the Classical Era) was so magnificent, entirely made out of huge boulders, it was probably the Cyclopean giants that helped the Mycenaeans built the walls.
* The concept of the Cyclopean Fortress is a reference to this Mycenaean tradition of massive stonework and enormous fortifications.
* The in-game appearance of the Cyclopean Fortress is roughly based on the Citadel of the city of Mycenae, one of the largest Bronze Age fortifications.
Holy Site

Holy Sites are special **Religious Districts** that are the main producer of Faith for a religion. Holy Sites are built through Shared Projects by City cooperation.

## Overview

**Holy Sites** are special **Religious Districts** unlocked by the first religion choice (**Polytheism** or **Shamanism**) and are tied to that religion; every religion will have their own Holy Sites.

* The ability to build a religion's Holy Site is not limited to the Religion founder or leader. **Every empire that follows a religion are allowed to construct Holy Sites for this religion.**

Building a Holy Site is considered as a **Shared Project** - That is, it is possible to assign multiple cities for its construction.

Industry Cost is 400\*Era

Unlike other Districts, the maximum number of Holy Sites are decided by **Religious Tenets**:

* The initial religion choice (Polytheism or Shamanism) allows you to build **1** Holy Site.

* Every tier of Tenets will increase the cap of Holy Sites by one.
	+ Picking a Tier 4 Tenet will bring the maximum number of Holy Sites to **5**.
	+ The Tier 4 Tenet **Donate Generously** can allow one to build **2** extra Holy Sites, bring the maximum number to **7**.
* In addition, there are **7** Wonders (see below) that also act as a Holy Site for bonuses and Faith output, but **don't count towards** the Holy Site cap.
* This maximum number is also shared by all the Empires following the religion.

Holy Sites can be built more than once in a Territory, offering a strong output of Faith on the Territory.

Every Holy Site will have a **base yield** of +20Faith and +20Stability.

* Many yields offered by Tenets and Religion Civics will also apply to Holy Sites as a District yield.

## Wonders act as a Holy Site

### Ancient Era

**Stonehenge****Ancient Era**
**Temple of Artemis****Ancient Era**
### Classical Era

**Church of Our Lady Mary of Zion****Classical Era**DLC
**Pyramid of the Sun****Classical Era**DLC
**Statue of Zeus****Classical Era**
### Medieval Era

**Angkor Wat****Medieval Era**
**Great Mosque of Djenné****Medieval Era**DLC
**Notre Dame****Medieval Era**DLC
**Tōdai-Ji****Medieval Era**
### Early Modern Era

**Saint Basil's Cathedral****Early Modern Era**
### Contemporary Era

**Christ the Redeemer****Contemporary Era**
English

* In-Game
* Old

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“*Whatever you think of the agrarian English, don't complain about their cooking. They'll come after you with their longbowmen…*„~ **When entering new Era with this culture**
“*Ah, the pastoral English. Leave them to their farms and everything should be fine. And maybe get rid of the yew trees…*„~ **When meeting this culture**
The **English** are one of the cultures available in the Medieval Era, with the Agrarian culture focus.

*"Beset by many threats, the English unite under the fluttering flag, the holy verses, and the law of the land. Obedience and dedication to lord and liege are paramount."*

## 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: Serfs' Labor

* +7Food per number of attached Territories on City or Outpost

## Emblematic quarter: Stronghold

“From the minds of English stalwarts, ever more devious means of defending the lands are born and trialed here.”

* +20District Fortification
* +3Combat Strength in combat for Units in or adjacent to the District.
* Increase the range by 2 for Ranged Units standing on it.

## Emblematic unit: Longbowmen

“Famed for their exploits abroad, the yew bows of the longbowmen dominate medieval battlefields.”

Ranged-combat Unit. Less effective when it can't see its target. Receives a penalty (-8) when defending against close-combat attacks.
**Indirect Fire**

## City names

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

**Londonia, Euruic, Cantvaria, Oxeneford, Norwic, Snotingeham, Grentebrige, Wintonia, Bristou, Sarisberie**

* The first new city found by this culture will use the first name on the city list.
Horse Ranch

From great steeds to plough horses, this majestic animal strengthens all man's endeavours.

## Placement prerequisites

Can only be placed on Horses Deposit.

The **Horse Ranch** is a Strategic resource extractor, which is available in Cities and Outposts after the player reached the Ancient Era and researched the Domestication technology. Can only be placed on Horses Deposit.

## Effects

* +3Science per adjacent Research Quarter

## Special Effects

* Extracts Horses from the Deposit it is built on.
Inconvenient Truths

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## Description

There has been an unsereling turbulence to the weather in recent years - the seasons seem less reliable than they once did. Though scorned by many of their peers, several pre-eminent scientists argue that the emissions of increasing industrialisation are causing the planet's temperature to rise, and in turn its climate to grow less
predictable. They claim the disruption will severe if rapid action is not taken.

## Options

### Investigate (Progress)

*"Fund further study into this hypothesis. If there is an impending threat, we must know more before we act."*

* **Effect:**
	+ Science Investing on all Cities for 10turns
	+ Chances of triggering another narrative event

### Dismiss (Tradition)

*"Poppycock and nonsense. We will not diminish our prosperity to appease a few doomsaying scholars."*

* **Effects:**
	+ Overproductive on all Cities for 10turns
	+ Chances of triggering another narrative event

### Act (World)

*"Order our factories to devise cleaner methods of operation, Sanction those who do not comply"*

* **Effect:** +800Science

## Follow-up event

"**Investigate**" and "**Dismiss**" options will trigger a follow-up event: Inconvenient Truths II
A Vile & Ancient Tradition II

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## Description

Our forces were well-trained but too few, and the pirates too many - and far more well-armed than anticipated. Not only have we failed to reclaim the stolen oil, but good men celebrated as selfless heroes of our homeland have paid with their lives. This is a dark day for our nation – not to mention that we now have no choice but to spend exorbitantly on naval security patrols, to prevent similar such tragedies in future.

## Options

HomelandMourn"Across all our lands, our people weep – both for the loss of our brave forces, and for the shame and high cost of this failure."
* Defiant (-) on all City for 10turn
* -20,000Money
In Another World

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## Description

The tribe is growing as families bear many healthy sons and daughters, raising them into strong, capable tribesmen and women. One child, however, is struggling to feel a part of the tribe. They seem to have difficulty being understood, and often appear to be lost in their own world. The last few moons have even seen them succumb to vocal outbursts in their sleep, frightening many. How can the tribe tackle this troubling matter?

## Options

NoneExalt"We will worship this child as a channel of the spirits of the wild, and let their presence reflect our glory."
* +10Influence

NoneUnderstand"The child must be treated as an ordinary soul with an extraordinary ailment."
* +2Knowledge

NoneBanish"Let us not harbor any of the weak among our number."
* This option kills a Unit from the Army.
* Ferocious (+) on all Units for 10turns.
Diesel Submarine

Attack submarines running on diesel-electric propulsion can only remain submerged for a limited time, but stay dangerous to unaware enemy Capital Ships.

## Cost

### Upkeep

 3700
 1
 80

## Unit Stats

### Range

 64
 6
 2

### Detection

 4
 18
 1

## Resource requirements

 7
 4

## Class and Ability

### Specialty

Stealth, Torpedo Attack

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**Diesel Submarine** is a generic Naval Unit available in the Contemporary Era after researching the Amphibious Warfare technology.

## Class and Specialty

Torpedo Vessel
Cheap glass cannon meant to destroy Capital Ships. Cannot attack when adjacent to enemy Screening Ships.
**Stealth**
Able to enter any foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
**Torpedo Attack**
Receives a very high Combat Strength bonus when attacking Capital Ships.
Howitzer

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

## Resource requirements

 20
 14

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**Howitzer** are generic Units available in the Industrial Era, after researching the Military Coordination 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.
**Shatter**
Can attack Fortifications. Removes "Dug-In" status on target.
Infrastructure

**Infrastructures** in Humankind are yield modifiers built in the Cities. **Infrastructures** found in the construction list as well as Units and Districts. Each City can only build one of each of these special buildings, and they are not placed on the map, but they will directly improve the City. They interact with Districts and other game entities in unique ways. The special buildings are categorized by families and levels. New family lines or new levels in the existing ones can be unlocked by various technologies.
Fever Pitch II

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## Description

As the day of the big game draws near, everywhere you go, from marketplaces to thermal bathhouses, you hear commoners and highborn alike talking about the imminent match. Now the day has finally arrived, and the great arena in `[city name]` overflows with followers of both cities' teams, singing and cheering, as they await the commencement of the game. Your presence is expected, but there are no neutral areas in the arena, so if you attend you will need to choose a side. What will you do?

## Options

TraditionEvangelize"I will not attend, instead dedicating my time to reminding citizens of this match's religious roots."
* Fanatical (+) on **both** cities for 10turns

IndividualismSupport `[capital name]`Effect is applied to the City making the most Money."I will favor the city of moneymakers, even if it disappoints the capital of industry."
* Prosperous (+) on City for 10turns

HomelandSupport `[city name]`Effect is applied to the City making the most Industry."My heart is with the workers, not the moneylenders."
* Overproductive (+) on City for 10turns
Hawaiians

"We fight for the honor of our people."

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The **Hawaiians** are a culture available in the Industrial Era, with the Agrarian culture focus.

*"Deeply connected to both the land and sea, the Hawaiians develop techniques to cultivate the best of their environment."*

## 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

## Emblematic quarter: Loko Kuapā

“Nutritious seaweed and fish can feed many, when raised in the Loko Kuapā’s grand basins.”

* +15Food per adjacent Ocean
* -10Stability

## Emblematic unit: Koa Warriors

“Elite professional soldiers, the Koa Warriors are disciplined infantry and pitiless opponents.”

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.
**Implacable**

## City names

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

**Waikīkī, Honolulu, Hilo, Kailua, Kokoiki, Pōpōiwi, Kahalu'u, Haleki'i, Kualoa**
Iron Mine

Only the hottest fires can free this metal, but iron transforms the tools of industry and war.

## Placement prerequisites

Can only be placed on Iron Deposit.

The **Iron Mine** is a Strategic resource extractor, which is available in Cities and Outposts after the player reached the Classical Era and researched the Standing Army technology. Can only be placed on Iron Deposit.

## Effects

* +3Science per adjacent Research Quarter

## Special Effects

* Extracts Iron from the Deposit it is built on.
Gatling Elephant

Armed with a deadly machine gun, this elephant's war cry is accompanied by the staccato clatter of weapon fire.

## Cost

### Upkeep

 5155
 2
 60

## Unit Stats

### Range

 55
 6
 4

## Class and Ability

### Specialty

Suppression

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The **Gatling Elephant** Unit is special to the Siamese. Unlocked by the Trench Warfare technology in the Industrial 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.
**Suppression**
The targeted Unit cannot move next turn.
## Upgrades from

Upgrade cost 5,155.

* Gajnal (Mughals)
* Rocket Cart (Ming)

## Trivia

* Siam used gatling guns mounted atop elephants in the Haw Wars between 1865 and 1890.