recursal/Fanatic-Fandom huggingface dataset:
Egyptians (ancient)

## Egyptians

"The seed cannot sprout upwards without also sending down roots."

 Back to the list of cultures

The **Egyptians** are one of the cultures available in the Ancient Era, with the Builder culture focus.

*"A culture of divine-touched pharaohs, fertile lands, and dreams of immortality. Unparalleled architects and administrators capable of transforming the land."*

## Culture orientation

These cultures gain extra Fame from Builder Era Stars for building new Districts.

###  Affinity action: Land Raiser

Can set a City into "Land Raiser" mode.

* All the Money and Science output of the City are converted into Industry.
* The City will only produce Food and Industry when this mode is activated.
* The action can be applied only one City at a time, with a 10turn cooldown.
* The mode lasts for at least 5turns until it can be deactivated.

###  Affinity Bonus: Pride

Gains 10Stability when completing a District's construction.

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

## Trait: Grand Planners

* +1Industry on Tile producing Industry
* -10% on District Industry cost

## Emblematic quarter: Egyptian Pyramid

“The pyramids are the pharaoh’s eternal homes for life after death, and their distinct shapes help them ascend to the afterlife.”

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

## Emblematic unit: Markabata

“A lightweight chariot that helps Egyptian commanders observe the battlefield, dispatch orders, and fire.”

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

## City names

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

**Memphis, Thebes, Akhetaton, Pi-Ramesses, Zawty, Abedju, Hut-Waret, Nekhen, Iunu, Tjenu**

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

As wealthy empires grow, merchants and nobles express their power by funding artistic endeavours and scientific research.

## Unlocks

### Infrastructures:

Playhouse, Inventor's Workshop

 Back to the list of technologies

**Humanism** is an Early Modern Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Centralized Power
Leads to
Mercantilism
## Unlocks

**Playhouse****infrastructure**
**Inventor's Workshop****infrastructure**
**Luxury Manufactory****district**
In the Land of the Blind

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## Description

Blindness has always afflicted a small fraction of the population from birth, but in the overcrowded slums of `[city name]`, smallpox outbreaks have left many without their sight. Now a professor from the city's university believes he can help these people be more comfortable despite their disability by founding a school for the blind. What do you say?

## Options

### Found (Homeland)

*"Some are afraid the school might spread the disease, but the story will inspire too."*

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

### Refuse (Individualism)

*"The blind are best cared for by their families, at home."*

* **Effect:** none

### Research (Progress)

*"`[city name]` is a center of learning. Instead of a school, we'll fund Louis Braille, an inventor developing aids for the blind."*

* **Effect:**
	+ Science Investing on `[city name]` for 10turns
	+ Chance of good consequences

## Follow-up event

"**Research**" option will trigger a follow-up event: In the Land of the Blind II
Envoy

Free to slip across borders and through cities. Envoys seek both useful information and improved friendships abroad.

## Cost

### Upkeep

 90
 1
 4

## Unit Stats

### Range

 18
 8
 1

## Class and Ability

### Specialty

Cultural Ambassador, Unrestricted

 Back to the list of units

**Envoy** is a generic Units available in the Ancient Era, after researching Wheel technology.

## Class and Specialty

Diplomatic Agents
Leverage Intel-gathering Unit that can influence Independent Peoples (+1Patronage) by visiting them.
**Cultural Ambassador**
Visiting Foreign Cities allows for both parties to gain Influence (+10%). Visiting Independent Peoples allows for increased Patronage (+1)
**Unrestricted**
Moves faster on roads (+?) and has no restrictions on movement in Foreign Territory. Cannot perform offensive actions.
## Unique Effects

Agents
Maximum buildable number of this Unit, is capped at the number of players present in the game for each Empire.
Ambassador
Up on entering a foreign Territory owned by another Empire, this Unit receives the Diplomatic status.
* The owner of the Unit gains 10% of the visited Foreign City's Influence. The owner of the City receives the same amount of extra Influence.
Cultures of Latin America Pack

The Cultures of Latin America Pack is a DLC for Humankind that was released on June 9th, 2022.

## Description

Pack includes six new Cultures, four new Natural Wonders, two new Cultural Wonders, and multiple new Narrative Events.

## Content

### Cultures

**Caralans****Ancient Era**
**Nazca****Classical Era**
**Taíno****Medieval Era**
**Inca****Early Modern Era**
**Argentinians****Industrial Era**
**Cubans****Contemporary Era**
### Natural Wonders

**Atacama Desert****Natural Wonder**
**Lençois Maranhenses****Natural Wonder**
**Salar de Uyuni****Natural Wonder**
**Salto Ángel****Natural Wonder**
### Cultural Wonder

**Pyramid of the Sun****Classical Era**
**Maracanã Stadium****Contemporary Era**
### Narrative Events

**A Fitting Stage**
**The Stories in the Stars**
**A Splash of Color**
**A Totem for the Tribe**
**In Another World**
**Family Matters**
**Of Herds and Heirlooms**
**The Hidden Lives of Cacti**
**Fever Pitch**
**From Distant Shores**
**Last Rites**
**A Floral Frenzy**
**The Lost Cities of Gold**
**A Knotty Discovery**
**Culinary Trends**
Picross S3

*This article is a stub. You can help Picross Wiki by expanding it.*

 Publisher
 Platform(s)
 Release date

**Picross S3** is a Picross game for Nintendo Switch, and the third game in Picross S series.

Alongside the normal, Mega, and Clip Picross puzzles, the game marks the debut of the mode **Color Picross**, which was already a thing in nonogram video games, but featured for the first time in Nintendo's Picross franchise.
Farmers Quarter

Whether it's fields of corn or herds of goats, all those who feed the populace benefit from the wisdom of nearby fellow farmers.

## Placement prerequisites

Next to existing Districts.

The **Farmers Quarter** is a generic District, which is available in Cities after the player reached the Ancient Era.

## Effects

### Basic Effects

* Exploits Food from below and adjacent tiles
* +1Food
* +1Food per adjacent **Farmers Quarter**
* +1Farmers Slot on City or Outpost
* -10Stability

### Infrastructure Effects

**Animal Barns (Animal Husbandry level 1)**

* +1Food on Farmers Quarters
* +1Food on Farmers Quarters per adjacent **Farmers Quarter**

**Factory Farming (Animal Husbandry level 2)**

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

### Technology Effects

Electricity - **Coal Generators**

* +1Food per Coal on **Farmers Quarter**

Microbiology - **Soil Preparation**

* Modify **Farmers Quarter**'s Industry cost by -20%

Power Lines - **Aluminium Smelting**

* +1Food per Aluminium on **Farmers Quarter**

Computing - **Volunteer Computing**

* +1Science on Regular District

Nuclear Fission - **Uranium Radioisotopes**

* +1Food per Uranium on **Farmers Quarter**

World-Wide Web - **Internet Reselling**

* +1Money on Regular District

World-Wide Web - **Content Creation**

* +1Stability on Regular District

## Related Infrastructures

Following Infrastructures can be constructed once the City has at least 1**Farmers Quarter**:

**Animal Barns****level 1**
**Factory Farming****level 2**
## Emblematic Quarters acting as Farmers Quarters

**Astronomy House****Babylonians**
**Canal Network****Harappans**
**Foggara****Garamantes**DLC
**Haven****Phoenicians**
**Olmec Head****Olmecs**
**Cothon****Carthaginians**
**Nemeton****Celts**
**Stronghold****English**
**Three Sisters Plantation****Haudenosaunee**
**Hacienda****Mexicans**
**Agronomy Lab****Brazilians**
Game Speed

**Game Speed** is one of the game setups of *Humankind* that **determines** **how many** Turns **a game will last**, an important part of the End Conditions.

It will also affect other parameters such as Population growth rate, Industry cost, Money accumulation, and Technology research speed.

Currently there are 5 Game Speeds: **Blitz**, **Fast**, **Normal**, **Slow**, **Endless**.

## Biltz

**Biltz** is for an ultra fast-paced game; a game will be 75Turns maximum.

The scaling of constructible costs and Era Star requirements in Biltz will be at `*0.25`, or 1/4 of Normal Speed.

## Fast

**Fast** is for a fast-paced game; a game will be 150Turns maximum.

The scaling of constructible costs and Era Star requirements in Fast will be at `*0.5`, or 1/2 of Normal Speed.

## Normal

**Normal** is the default game speed. A game takes 300Turns maximum.

## Slow

**Slow** is for a slow-paced game; a game will be 450Turns maximum.

The scaling of constructible costs and Era Star requirements will be at `*1.5`, or 3/2 of Normal Speed.

## Endless

Taking your time to crush your opponent; a game will be 600Turns maximum.

The scaling of constructible costs and Era Star requirements will be at `*2`, or twice of Normal Speed.
Great Zimbabwe

This colossal fortress-city is a spectacular fusion of human ingenuity and natural beauty. It is as elegant as it is impregnable.

## Placement prerequisites

Can be freely placed.

*The Great Zimbabwe Wonder is an exclusive content of the The Great Zimbabwe DLC.*

**Great Zimbabwe** 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

* +2%Money per Number on unique types of Resources available on Empire

## Narrator

Building the Wonder
“*With 10-meter walls over a thousand years old, it is easy to believe this was the seat of a great empire.*„
Discovering the Wonder built by other Empires
“*Great Zimbabwe has been built! This is one fortress you'll only be seeing from the outside.*„
Fifteen Hundred Watery Graves

Back to the list of narrative events

## Description

Disaster! The beautiful new passenger liner, The Glory of `city name`, has sunk on its maiden ocean voyage. Of the over two thousand souls on board it is estimated almost three-quarters lost their lives as the ship slipped under the waves. Many blame the lack of lifeboats and safety features of the liner, and accuse both the commercial operators and government regulators of gross arrogance. The operators say they will learn, and don't require interference. The media attention is huge and requires a reaction. How do you respond?

## Options

### Regulate (Progress)

*"The commercial operators have demonstrated they cannot value human life above the bottom line."*

* **Effect:** None

### Trust (Homeland)

*"The operators have shown great remorse. They don't need our interference... do they?"*

* **Effect:** Prosperous on all Cities for 10turns.

## Follow-up event

"**Trust**" option will trigger a follow-up event: Fifteen Hundred Watery Graves II

## Trivia

* Judging from the descriptions of a passenger liner sinking on its maiden voyage, as well as the specific 1,500 estimated deaths and description of the aftermath, this event is likely based on the historical events that surrounded the Sinking of the Titanic.
Fluyt

Hailing from the Dutch shipyards, the fluyt is a dedicated shipping vessel, eschewing armaments for increased cargo space.

## Cost

### Upkeep

 0
 0

## Unit Stats

### Range

 39
 10
 1

## Class and Ability

### Specialty

Conveyor

 Back to the list of units

The **Fluyt** Unit is special to the Dutch. Unlocked by the Three-Masted Ship technology in the Early Modern Era. Replaces Land Units which embark to travel across Ocean tiles.

## Class and Specialty

Naval Transport
Naval Unit that replaces Land Units which embark to travel across Ocean tiles. Movement Points are reduced to 2 when in Battle.
**Conveyor**
Increased Movement speed (+4) when starting its turn in an allied Territory.
## Upgrades from

Upgrade cost 0

* Transport Galley (generic)
* Langskip (Norsemen)
* Mtepe (Swahili)
Fighters' Fate

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## Description

As the last gasps of combat fade on the battlefield, it is clear that the empire’s forces have claimed a decisive victory. The enemy is in retreat, leaving all its captured soldiers behind – and in the hands of your triumphant army. Wounded, subdued or belligerent, these fighters wear the colors of your opponent. What is to be done with these prisoners of war?

## Options

CollectivismIntegrate"No matter where it comes from, more labor helps power the empire. They will work for us."
* +1Population on City

HomelandRansom"We have no use for these defeated scoundrels, yet they may not be worthless. Let their families buy them freedom."
* +2000Money

AuthorityExecute"The battle is over, but our enemy will never relent. We will not take the unnecessary risk of letting them live."
* Ferocious (+) on Unit for 10turns
Haras

Recruited outside Arabic tribes, these guardsmen of governors and royal family are elite light cavalry of the caliphate.

## Cost

### Upkeep

 400
 1
 20

## Unit Stats

### Range

 36
 6
 1

## Class and Ability

### Specialty

Enforcers

 Back to the list of units

The **Haras** Units are special to the Umayyads. Unlocked by the Chivalry Technology in the Medieval Era.

## Class and Specialty

Cavalry
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
**Enforcers**
Drains additional Stability during Sieges.
Gigir

War chariots provide an invaluable advantage to the Hittites, but the disciplined organization of the army only let the nobles fight on them.

## Cost

### Upkeep

 180
 1
 3

## Unit Stats

### Range

 23
 6
 1

## Resource requirements

 6
 4

## Class and Ability

### Specialty

Suppression

 Back to the list of units

The **Gigir** Units are special to the Hittites. Unlocked by the Wheel technology in the Ancient 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.
**Suppression**
The targeted Unit cannot move next turn.
Enkang

A self-sufficient farmstead encircled by thick thorn bushes, to protect cattle and tribe alike.

## Placement prerequisites

Can be freely placed. Can be built once per Territory.

*The Enkang Emblematic District is an exclusive content of the Cultures of Africa Pack DLC.*

The **Enkang** is the Emblematic District specific to the Maasai.

## Effects

* +5Food per adjacent Exploitation
* -10Stability

## Special Effects

* Acts as a Farmers Quarter for bonuses.
* Allows construction of new Districts on adjacent Tiles
* Can be freely placed and provides an anchor point for new Districts like the Hamlet.
Grand Teahouse

A place of great tranquility, beautiful craftsmanship, and soothing aromas, perfect for the exchange of ideas.

## Placement prerequisites

Can be built once per Territory

The **Grand Teahouse** is the Emblematic District specific to the Ming. It is a constructable District that generates  most effective in Cities with multiple adjacent Districts, especially Commons Quarters.

## Effects

* +1Influence per Districts in Territory
* +2Influence per adjacent District

## Special Effects

* Acts as a Commons Quarter for bonuses.
* Doesn't exploit nearby tiles

## Trivia

* The concept of the Grand Teahouse is likely a reference to the flourishing urban culture of Ming dynasty.
* The in-game appearance of the Grand Teahouse is based on the Yuyuan Garden of Shanghai, a teahouse that was initially a Ming dynasty garden.
Eldgjá

A testament to the awesome power of nature, this “fire gorge” carved from volcanic activity is now home to a stunning waterfall.

## Details

### Movement cost:

Impassable

 Back to the list of natural wonders

**Eldgjá** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +5Food on City or Outpost
* +2Food on tile producing Food
Early Modern Era

**Early Modern Era** is one of the Eras in *Humankind*. When entering this era, the player can choose between ten cultures. After the culture is chosen, the era transition will accrue in between this and the next turn. In this era, a new Strategic Resource () is available after researching the corresponding technologies. To progress to the next era the player has to collect 7 of the 21 era stars. The previous era is the Medieval Era. The next era is the Industrial Era

**In-game motto:** "*Marked by renewed interest in science and technology, increased exploration and international commerce, growth in the fine arts, and the large-scale adoption of gunpowder.*"

## Intro

Geography, Cartography, Algebra, Optics... Astronomy!
It is a time of discovery and exploration:
but discoveries are not made solely by traders and adventurers.
Those who explore with ships and caravans
would go in circles without those who explore with pens and parchment...

## Early Modern Era cultures

**Caribbean Pirates** Militarist
**Dutch** Merchant
**Edo Japanese** Aesthete
**Haudenosaunee** Agrarian
**Inca** ExpansionistDLC
**Joseon** Scientist
**Maasai** AgrarianDLC
**Māori** MilitaristDLC
**Ming** Aesthete
**Mughals** Builder
**Ottomans** Expansionist
**Poles** Militarist
**Spanish** Expansionist
**Swiss** DiplomaticDLC
**Venetians** Merchant
## Early Modern Era technologies

**Three-Masted Ship**Prerequired TechnologiesSeafaring Mastery**Naval Artillery**Prerequired TechnologiesSeafaring Mastery**Centralized Power**Prerequired TechnologiesGuilds, Furnace Steel, Chivalry**Gunpowder Warfare**Prerequired TechnologiesFurnace Steel, Military Architecture**Movable Typeface**Prerequired TechnologiesAlchemy, Three-Masted Ship**Chartered Companies**Prerequired TechnologiesNaval Artillery, Three-Masted Ship**Humanism**Prerequired TechnologiesCentralized Power**Supply Lines**Prerequired TechnologiesCentralized Power**Siege Cannons**Prerequired TechnologiesGunpowder Warfare**Mercantilism**Prerequired TechnologiesChartered Companies, Humanism**Flintlock**Prerequired TechnologiesSupply Lines, Siege Cannons

## Early Modern Era wonders

**Brussels Town Hall****Early Modern Era**DLC
**Hôtel des Invalides****Early Modern Era**DLC
**Machu Picchu****Early Modern Era**
**Saint Basil's Cathedral****Early Modern Era**
**Santa Maria del Fiore****Early Modern Era**
**Taj Mahal****Early Modern Era**
**Topkapi Palace****Early Modern Era**
**Palace of Versailles****Early Modern Era**DLC
Highlanders

Specialized in attacking from the front lines, these impressive infantry troops stand out with bagpipes and kilts.

## Cost

### Upkeep

 5155
 3
 40

## Unit Stats

### Range

 48
 4
 4

### Detection

 4
 1

## Class and Ability

### Specialty

Highland Charge

 Back to the list of units

The **Highlanders** Units are special to the Scots. Unlocked by the Line Formation 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.
**Highland Charge**
Bonus Combat Strength (+?) when moving next to their target before attacking. Ignores all terrain movement penalties during a charge.
Dragons of the Battlefield

Back to the list of narrative events

## Description

Tales of other empires' armies boasting "fire-breathing" engines is spreading like...ahem...wildfire through your own ranks, driving interest in weapons powered by gunpowder. Now one such scorched and blackened armament has been scavenged from a recent battlefield. What should you do with it?

## Options

HomelandDisplay"Letting every soldier see the weapon will put fire in their bellies!"
* Swift on all Units for 10turns

TraditionStudy"Commanders should understand its effects -- and train their units accordingly."
* Studious on all Units for 10turns

NoneDeconstruct"Our alchemists can resurrect the weapon -- and create our own fire-breathing unit."
* Spawns an Army of Arquebusiers in the Capital
From Distant Shores III

Back to the list of narrative events

## "Push" outcome

### Description

Some time ago, foreign sailors brought a wondrous crop to your lands. For years that crop flourished across your empire, helping to feed the citizens. However, a terrible blight has recently ravaged it near `[city name]`, threatening to spill out and decimate the entire crop. Your most learned minds suspect it is caused by a pest that has finally crossed the oceans itself, finding itself in a virgin land free from its usual predators. The blight could be contained to `[city name]`, although it would be to the city's immense detriment. What is your wish?

### Options

CollectivismProliferate"We will suffer together--with hard work we can alleviate this blight's most devastating effects."
* Diseased (-) on all Cities for 10turns

AuthorityContain"`[city name]` will witness terrible pain, but the rest of the empire will be spared."
* Diseased (-) on City for 10turns

## "Supplement" outcome

### Description

Some time ago, foreign sailors brought a wondrous crop to your lands. For years that crop flourished in one corner of your empire, helping to feed the citizens of `[city name]`. However, a terrible blight has recently ravaged its numbers, and threatens to spill out and decimate local species. Your most learned minds suspect it is caused by a pest that has finally crossed the oceans itself, finding itself in a virgin land free from its usual predators. The blight will not spread, but its impact depends on the action you take. What is your decree?

### Options

IndividualismLimit"With money and guidance the farmers can reduce the impact of the pest on their yields."
* -500Money
* Diseased (-) on City for 10turns

TraditionDisregard"Let nature take its course."
* Diseased (-) on City for 10turns
Financial District

Back to the list of infrastructures

## Description

Bringing together banks, insurers, exchanges, and other powerful corporations into one tightly-knit area provides an economic boon.

## Requirements

* Requires the City to have at least 3Market Quarters to be built.

## Effects

* +1Money per number of attached Territories per Oil
* +15%Money
* +2Pollution on Makers Quarters

## Family: Banking

**Bank****level 1**
****Financial District******level 2**
Fool's Gamble II

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This Narrative Event is depending on a previous one (Fool's Gamble), so its content changes accordingly.

## "Consent" good outcome

### Description

Winner! Fortune is smiling on your empire. The decision to not interfere with wagers on games of dice in `[city name]` has paid off. A culture of sensible gambling has taken root across the empire, and very few are racking up big debts. In fact, it's become a reliable source of revenue for the empire.

### Options

LibertyDouble-Six"People enjoy an odd gamble, and are able to control their impulses."
* Prosperous on all Cities for 10turn

## "Consent" bad outcome

### Description

Shoot! Bad luck. The decision to not interfere with wagers on games of dice in `[city name]` has proven most unwise. Across the empire, gambling is now embedded deep in the cultural fabric and many people bet more than they can afford on everything from cock fights to the outcomes of battles. In debt and desperate for money, many holdings have fallen into disrepair as farmers sacrifice crops for short-term gain.

### Options

LibertySnake Eyes"Gambling has become a social disease. Farms have fallen into ruin as farmers eye their next wager."
* Diseased on all Cities for 10turn
Dutch

"For the intrepid, the world is an endless festival of commerce."

 Back to the list of cultures

“*It seems the Dutch have both ships as well as pens and paper. Not to mention their vast quantities of cheese.*„~ **When entering new Era with this culture**
“*These Dutch are known as a culture that expands their trade fleets at the same pace as their bank accounts.*„~ **When meeting this culture**
The **Dutch** are one of the cultures available in the Early Modern Era, with the Merchant culture focus.

*"Striking for the high seas with a growing merchant fleet financed by wealthy backers, the Dutch are well placed to found thriving trading posts across the globe."*

## 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.

## Emblematic quarter: V.O.C Warehouse

“Overlooked by administrators' offices, the warehouse floor is stacked high with imports and is a riot of colors and smells.”

* +20Money per adjacent Harbor
* -10Stability
* +2Money per Traders on City or Outpost
* +1Traders Slot on City or Outpost

## Emblematic unit: Fluyt

“Hailing from the Dutch shipyards, the fluyt is a dedicated shipping vessel, eschewing armaments for increased cargo space.”

Naval Unit that replaces Land Units which embark to travel across Ocean tiles. Movement Points are reduced to 2 when in Battle.
**Conveyor**

## City names

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

**Amsterdam, Rotterdam, Leiden, Den Haag, Delft, Middelburg, Breda, Haarlem, Groningen, Utrecht**

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

## Trivia

* "Dutch" was initially called "Hollanders" during development.
* The in-game appearance of the Dutch City Center is based on the Royal Palace of Amsterdam. It was initially the City Hall of Amsterdam during the Dutch Golden Age, later converted to a royal palace for receptions and ceremonies.
Inconvenient Truths II

Back to the list of narrative events

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

## "Investigate" outcome

### Description

After long and careful study, your scientists present the results of their studies into the effects of an ever-hotter Earth. Their findings make for bleak reading - flash fires and coastal flooding will ravage countless communities in the decades to come. There is a window of opportunity in which to prevent this, though the cost of change will be high. Should we act while we still can?

### Options

#### Change (Collectivism)

*"For the sake of everyone. penalise the use of fossil fuels, subsidise renewables and fund innovation."*

* **Effects:**
	+ -400Money
	+ Overproductive on all Cities for 10turn

### Stasis (Homeland)

*"Accept 'donations' from fossil fuel magnates and ignore the scientists findings, for this is tomorrow's crisis, not today's."*

* **Effects:**
	+ Prosperous on all Cities for 10turn
	+ Chances of triggering another narrative event

## Follow-up event

"**Stasis**" options will trigger a follow-up event: Inconvenient Truths III
Gunung Mulu

The caves beneath the striking pinnacled mountainside is said to be home to endless bats, bottomless shafts, and lost souls.

## Details

### Movement cost:

Impassable

 Back to the list of natural wonders

**Gunung Mulu** is one of the one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +5Industry on Main Plaza
* +5Science on Main Plaza
* +5Food on Main Plaza
Evidenzbureau Agents

Members of the world's first military intelligence service, these agents operate in many different campaigns and theaters.

## Cost

### Upkeep

 1290
 2
 30

## Unit Stats

### Range

 52
 4
 4

### Detection

 4
 14
 4

## Class and Ability

### Specialty

Stealth, All-Terrain

 Back to the list of units

The **Evidenzbureau Agents** Units are special to the Austro-Hungarians. Unlocked by the Guerilla 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.
**All-Terrain**
Ignores all terrain Movement penalties.
**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.
## Upgrades from

Upgrade cost 1,290.

* Prowlers (generic)
* Rotiskenrakehte (Haudenosaunee)
Cultures of Africa Pack

The Cultures of Africa Pack is a DLC for Humankind that was released on January 20th, 2022.

## Description

Expand your HUMANKIND™ experience with the **Cultures of Africa DLC**!

Features 6 new cultures spanning all eras, new natural and built wonders, 7 new independent people, and 15 new Narrative Event.

## Content

### Cultures

**Bantu****Ancient Era**
**Garamantes****Classical Era**
**Swahili****Medieval Era**
**Maasai****Early Modern Era**
**Ethiopians****Industrial Era**
**Nigerians****Contemporary Era**
### Natural Wonders

**Mount Kilimanjaro****Natural Wonder**
**Victoria Falls****Natural Wonder**
**Zuma Rock****Natural Wonder**
**Lake Natron****Natural Wonder**
### Cultural Wonder

**Great Mosque of Djenné****Medieval Era**
### Events

**Awakened Fury**
**Pestilent Pastures**
**Great Apes In The Fog**
**A Vile & Ancient Tradition**
**Revenge of the Pharaohs**
**Child Soldiers**
**Swamp Fever**
**Wanting To Believe**
**Young Offenders**
**The Unicorn's Horn**
**The Greatest**
**Mixed Banners**
**Heroes' Homecoming**
**The Cradle of Humankind**
**Tainted Waters**
**Livity**
## Trivia

The building in the key art is the Menelik Palace in Addis Abeba.
Food Market

Back to the list of infrastructures

## Description

Bleating livestock, dazzling fruits, the stink of fish; the market is not only a riot for the senses, but also a source of revenue.

## Effects

* +1Money on Market Quarter per adjacent Market Quarter
* +2Money on Market Quarter

## Family: Distribution

****Food Market******level 1**
**Food Plaza****level 2**
Humankind/Bottom section

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Han

"We must tend to our knowledge by protecting our prosperity."

 Back to the list of cultures

“*Where intangibles meet the practical, the Han really excelled. Like the fine art of diplomacy... and crossbow production.*„~ **When entering new Era with this culture**
“*And now we meet the Han! Scientists, diplomats, and daunting opponents.*„~ **When meeting this culture**
The **Han** are a culture available in the Classical Era, with the Diplomatic culture focus.

*"Part of a flourishing scientific tradition, the Han combine devotion to discovery with a robust imperial military."*

## Culture orientation

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.

## Emblematic quarter: Paper Mill

“Relatively inexpensive and simple to produce, paper will please poets, astronomers, and accountants.”

* -10Stability
* +1Science per researched technologies
* Creates a new Deposit of Paper which is automatically exploited.
	+ +10Science when a Leverage Intel is collected per Paper
	+ +2Science per Paper

## Emblematic unit: Lián nŭ bīng

“Fitted with sophisticated mechanics, the crossbows of these well-trained soldiers provide amazing speed and strong defenses.”

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

## City names

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

**Cháng'ān, Luòyáng, Hándān, Jìnyáng, Péngchéng, Shòuchūn, Guǎnglíng, Línxiāng, Wan, Jiānglíng**
Great Barrier Reef

Guided by the constellations, ancient peoples have navigated these colorful, fecund waters for generations beyond count.

## Details

### Movement cost:

1

 Back to the list of natural wonders

**Great Barrier Reef** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +5Money on City or Outpost
* +5Influence
* +10Food on Harbor
Foggara

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

## Placement prerequisites

Can be built once per Territory. Must be placed next to **Rocky Field** or **Sterile Tile** or **Stone Field**. Does not require being connected to a Main Plaza or an Administrative Center.

The **Foggara** is the Emblematic District specific to the Garamantes.

## Effects

* +3Food
* -10Stability
* +2Food per adjacent Sterile Terrain, Rocky or Stone Field
* +1Food on Exploitation

## Special Effects

* Must be placed next to Rocky Field or Sterile Tile or Stone Field.
* Does not require being connected to a Main Plaza or an Administrative Center.
* Acts as a Farmers Quarter for bonuses
* Exploits Food from below and adjacent tiles
Healers

Relying on the medicinal properties of plants, Healers help promote a peaceful, nurturing society.

## Cost

### Upkeep

 45
 1
 1

## Unit Stats

### Range

 16
 4
 1

## Class and Ability

### Specialty

Plant Lore

 Back to the list of units

The **Healers** Unit is special to the Caralans. Unlocked in the Ancient Era, no Technology is required.

## Class and Specialty

Melee
Close-combat Unit.
**Plant Lore**
Knowledge of beneficial plants provides Health Regeneration (+? Health per ) outside of Friendly Territories to all Units in their Army.
Edo Japanese

"Patience means restraining one's inclinations."

 Back to the list of cultures

“*After all, who really needs an emperor to run an empire if you have a shogun?*„~ **When entering new Era with this culture**
“*The aesthetes of the Edo era! An ancient and refined culture. Who will be happy to hack you to pieces if you annoy them.*„~ **When meeting this culture**
The **Edo Japanese** are one of the cultures available in the Early Modern Era, with the Aesthete culture focus.

*"In the feudal culture of the Edo Japanese, the daimyos carry out the shogun's will through steely diplomacy and, if needed, by the samurai's blade."*

## 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.

## Trait: Shogun's Authority

* +1Influence per Population on City or Outpost

## Emblematic quarter: Tera

“A shrine complex of pagodas, storehouses, living quarters, and koi ponds, the temple promotes peace of mind.”

* -10Stability
* +2Influence
* +5Influence per adjacent Mountain

## Emblematic unit: Naginata Samurai

“Wielding the iconic pole weapon with a fearsome reach, the naginata samurai operate following a strict code of honor.”

Close-combat Unit. Receives bonus Combat Strength (+8) when fighting mounted enemies.
**Honor Code**
Prevents its Army from retreating.

## City names

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

**Edo, Kyoto, Osaka, Nagoya, Kanazawa, Nagasaki, Kagoshima, Hakodate, Sendai, Hakone**

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

## Trivia

* "Edo Japanese" was initially called "Tokugawa Japanese" during the development.
* The in-game appearance of the Edo Japanese City Center is likely based on the Nijō Castle in Kyoto, a castle built by Tokugawa Ieyasu and served as the official Kyoto residence of the Tokugawa shōguns.
Great Blue Hole

All manner of sea creatures stalk the hole's uncharted depths, from sharks to gobies to angelfish.

## Details

### Movement cost:

1

 Back to the list of natural wonders

**Great Blue Hole** is one of the Natural Wonders in *Humankind*.

## Effects

* +10Stability on City or Outpost
* +5Science on City or Outpost
* +2Science per Researchers on City or Outpost
Encyclopedic Knowledge

Back to the list of narrative events

## Description

The empire is renowned for its achievements in both the scientific and commercial arts. Now, with encyclopedias disseminating knowledge to all who possess the inclination and the literacy levels, two leading contenders have emerged in the field. The Universal Cyclopedia of Sciences focuses on the theoretical sciences, while the Lexicon Technicum emphasizes practical knowledge. Both are now seeking endorsement from the leadership. Who will you back?

## Options

### Cyclopedia (Progress)

*"Scientific enlightenment will fuel our future development."*

* **Effect:** Learning on all Cities for 10turns

### Lexicon (World)

*"We must concentrate on agricultural growth."*

* **Effect:** Bountiful on all Cities for 10turns

### Both (Homeland)

*"At extra cost, the state will support both volumes, cementing the empire's achievements."*

* **Effects:**
	+ +10Fame
	+ -500Money
Great Mosque of Djenné

A place of prayer and culture, the Great Mosque's countless sun-baked bricks make it appear more sculpted than constructed.

## Placement prerequisites

Can be freely placed.

**Great Mosque of Djenné** is one of the Medieval Era Cultural Wonders and can be built through Shared Projects with multiple Cities participating in it. Counts as a Holy Site.

## Standard Wonder Effects

* +20Stability
* +100Fame on completion.

## Unique Effects

* +5% additional Fame gain bonus multiplier on Empire
* Unlocks constructible Crépissage on Empire
* Acts as a Holy Site for Tenet/Civic bonuses and religious pressure.
	+ +20Faith
	+ +20Stability

## Narrator

Building the Wonder
“*It is hard to believe that something so grand and sumptuous could be built with humble brick and adobe.*„
Discovering the Wonder built by other Empires
“*An architectural marvel is complete! Proof that there's much to be done with the humble adobe brick.*„
End Condition

A game of *Humankind* will end when **one** of the certain **End Conditions** are met.

Note that **the End Conditions are not Winning or Victory Conditions** - the winner of a game of *Humankind* is determined based on Fame. When the game ends, whoever has the most Fame wins the game.

Ending Conditions can be Customized.
Fool's Gamble

Back to the list of narrative events

## Description

In the prosperous city of `[city name]`, the game of dice has become a favorite pastime of the poor and wealthy alike. What was once entertainment is now serious business. Whereas the poor play for scraps, the stakes can be much higher for the city's wealthy. Now one incredibly rich citizen has gambled away his entire fortune to a fellow citizen, leaving him destitute. What is your say on gambling?

## Options

LibertyConsent"What concern of yours is a private wager between two people?"
* Chances of triggering another Narrative Event

HomelandProhibit"Gambling has no place in our society. `[city name]` must learn to live without such activity."
* Locked Down on `[city name]` for 10turns

IndividualismControl"Instead of indulging philosophers, we should create gambling houses where taxes can be collected."
* Parsimonious on `[city name]` for 10turns

## Follow-up event

**Consent** option will trigger a follow-up event: Fool's Gamble II
Grievance and Demand

As part of diplomacy, when an Empire's choices create a situation that is deemed offensive or otherwise unacceptable by another, a **Grievance** will be generated for the other Empire.

**Grievances** can be **Renounced** to maintain positive relations between two Empires, or be pressed as a **Demand**, to request a compensation appropriate to the **Grievance**. Each **Grievance** will grant a one time +5War Support; and if not doing anything with it, the **Grievance** will expire in the next 10turns. Unlike Reputation Badges Grievances expire at 0turns.

**Demands**, or pressed compensations for **Grievances**, are usually about transferring the control of a border Territory, paying a sum of Money, changing a civic or state religion, joining a war, etc. **Demands** can be accepted, refused/withdraw, or defused; an unsettled ongoing **Demand** will cause an embargo, suspending the trade between the Empires.

### Renounce (grievance)

* Gain +5Leverage against causative Empire. (Only with Together We Rule Expansion Pack)

### Demand (grievance)

* Demand the grievance
* If you have more demands than the opponent you gain +3War Support per turn

### Withdraw your Demands

* Gain +5War Support per demand
* The opponent's demands remain active and they will gain +3War Support per turn
* The opponent's demands cannot be refused until you activate a new grievance
* Your unused grievances are not lost

### Refuse their Demands

* Only possible if you also have demands
* The opponent gains +5War Support per demand
* The opponent is forced to either withdraw their demands or declare war/break the Alliance

### Accept their Demands

* Gain +10War Support per accepted demand
* Fulfill the demand terms
* Your demands are lost with no benefit
* Your unused grievances are not lost
* Return to a stable diplomatic state

### Propose Defusal

* Only possible when both empires have demands
* Both empires withdraw their demands
* Unused grievances are not lost
* Return to a stable diplomatic state

## List of Grievances and corresponding Demands

Note: If the original reparation of a Grievance is no longer possible, the corresponding Demand will always be "Give a sum of Money".
Guerilla Warfare

Taking advantage of the lands that they know far better than invading armies, local resistance groups are trained to fight lethal hit-and-run battles.

## Unlocks

### Units:

Partisans

 Back to the list of technologies

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

## Place in the tech tree

Prerequired
Nationhood
Leads to
Trench Warfare
## Unlocks

Warfare Scavenging
Modify Pre-Industrial Era Units' Industry cost by -10%
Underground Resistance
-25Stability on Cities under occupation by another Empire
**Partisans****unit**
## Unique Unlocks

**Evidenzbureau Agents****Emblematic Unit**
**Soldaderas****Emblematic Unit**
Goths

"The fallen will not be forgotten as we fight for greatness."

 Back to the list of cultures

“*It's not really a question of intangibles with the Goths; there were a lot of tribes and a lot of travel.*„~ **When entering new Era with this culture**
“*Mobile and militarist, the Goths. You can probably guess that this relationship will not be an easy one.*„~ **When meeting this culture**
The **Goths** are one of the cultures available in the Classical Era, with the Militarist culture focus.

*"A valorous culture who regard the crucible of the battlefield as the true measure of a person, the Goths are nevertheless spiritual, venerating their traditions."*

## 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: Nimble Pillage

* +10% Ransack Bounty gained as Science per Units on Army
* +2Influence on Garrison

## Emblematic quarter: Tumulus

“Large mounds of dirt accompanied by stelae and stone circles, tumulus are used by Goths to cremate or bury the dead.”

* +3Faith
* +2Faith per adjacent District
* +5% Ransack gains on Army

## Emblematic unit: Gothic Cavalry

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

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

## City names

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

**Gothiscandza, Oium, Árheimar, Tolosa, Narbona, Arverna, Albiga, Ruthena**

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