recursal/Fanatic-Fandom huggingface dataset:
Agrarian

## Summary

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

## Era Star threshold formula

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

* **1st** or **Bronze** **Agrarian Star**
	+ Grow an additional `(Number of Era * 7) + 5` Population.
* **2nd** or **Silver** **Agrarian Star**
	+ Grow an additional `(Number of Era * 7) + 5` Population.
* **3rd** or **Gold** **Agrarian Star**
	+ Grow an additional `(Number of Era * 7) + 5` Population.

Number of Era = `[1] Ancient ... [6] Contemporary`

Game Speed = `not part of formula`

Example:

* 12 Population per star in Ancient
* 19 Population per star in Classical
* 26 Population per star in Medieval
* 33 Population per star in Early Modern
* 40 Population per star in Industrial
* 47 Population per star in Contemporary

The next era Bronze star can be unlocked with progress past the current era Gold star threshold (unknown formula).

## Agrarian Stars Tips

Have high Food production (the more excess Food, the faster the growth speed) and free Specialist slots.

May build Units as they tend to be cheaper than Districts or Infrastructures.

Use **Affinity Action: Greener Pastures** to steal Population from other Empires or Independent People.

Population from Outposts counts.

## List of Agrarian cultures

### Classical Era

**Celts** **Agrarian**
**Garamantes** **Agrarian**DLC
### Medieval Era

**English** **Agrarian**
**Taíno** **Agrarian**DLC
### Early Modern Era

**Haudenosaunee** **Agrarian**
**Maasai** **Agrarian**DLC
### Industrial Era

**Hawaiians** **Agrarian**DLC
**Mexicans** **Agrarian**
### Contemporary Era

**Brazilians** **Agrarian**
**Nigerians** **Agrarian**DLC
**Turks** **Agrarian**
Commons Quarter

The epicentre of the city's entertainments, the quarter provides respite from daily grind to nearby citizen of every persuasion.

## Placement prerequisites

Next to existing Districts

The **Commons Quarter** is a generic District, which is available in Cities after the player reached the Classical Era and researched the Imperial Power technology.

## Effects

### Basic Effects

* Doesn't exploit nearby tiles.
* +2Influence
* +5Stability per adjacent Farmers Quarter
* +5Stability per adjacent Makers Quarter
* +5Stability per adjacent Market Quarter
* +5Stability per adjacent Research Quarter
	+ No stability adjacency with Districts that don't have these 4 tags, including Commons Quarters themselves.
	+ If an Emblematic District can act as more than one generic Districts, then every District type tag will no longer count. For instance, a **Commons Quarter** next to a Cothon will have +5Stability instead of +15, BUT when calculating the optimal position that the game recommends you to place a commons quarter to gain its full benefit it will still treat unique districts with multiple types as multiple sources of stability when in fact they are not. Be mindful of this before deciding your commons quarter placement.

### Infrastructure Effects

Artist's Studio **(Arts Family Level 1)**

* +1Influence per adjacent District on **Commons Quarter**

Neighborhood Watch **(Governance Family Level 1)**

* +5Stability on **Commons Quarter**

### Technology Effects

Wireless Telegraphy - **Radio Broadcasting**

* +2Influence on **Commons Quarter**

Urban Planning - **Public Infrastructure**

* Modify **Commons Quarter** Industry cost by -20%

Computing - **Volunteer Computing**

* +1Science on Regular District

World-Wide Web - **Internet Reselling**

* +1Money on Regular District

World-Wide Web - **Content Creation**

* +1Stability on Regular District

World-Wide Web - **Online Encyclopedia**

+2Influence on **Commons Quarter**
## Related Infrastructures

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

## Emblematic Quarters acting as Common Quarters

**Dunnu****Assyrians**
**Knyaz Library****Bulgarians**DLC
**Triumphal Arch****Romans**
A Fitting Restage III

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## Description

Years have passed since the magnificent Maracanã, an iconic landmark in the great city of `[city name]`, enjoyed its last major renovation. Today, the stadium is looking tired, its paintwork peeling, its color schemes dated. This, however, is not a crisis, but an opportunity! Tastes change, after all. And so, the venue will be refreshed, bringing it into line with modern sensibilities. What events, though, should be gracing the refurbished Maracanã for the foreseeable future?

## Options

IndividualismMusicals"Theatrical productions that mix music and drama are all the rage, with seasons lasting years. Not to mention the merchandising. We'll rake it in."
* Prosperous on City with Maracanã Stadium for 10turn.

WorldMartial Arts Expo"From cinema to street, martial arts—judo, karate, kendo—are laying deep roots in pop culture. The Maracanã will be the venue to fight."
* Cheerleading on City with Maracanã Stadium for 10turn.

HomelandLiterary Festivals"Encouraging literacy, while illuminating the great writers of our past, will give our people a sense of peace and wellbeing."
* Celebrating on City with Maracanã Stadium for 10turn.

## Follow-up event

After a few turns (?) a follow-up event the A Fitting Restage IV will be available.
City Status

*Main article:* Status
**Statuses** are temporary effects that impact Cities. They can be triggered by a choice made during a Narrative Event or be a natural consequence of a gameplay context. Statuses might last for a fixed number of Turns as is the case for Narrative Events, or be variable depending on a game context. Status effects always alter the attributes of the City on which they apply.
Breaking News

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## Description

Following a successful mission in the territory of `[empire name]`, your agent has sent in a very satisfactory report. Unfortunately, the juiciest details of that report have ended up splashed across the front pages of every newspaper in `[city name]`. Your advisors indicate that the communication channel was compromised, and unknown parties almost certainly intercepted the entire report. Your operative has gone to ground, but your citizens are raising alarms about the activities of your security forces – even gathering in front of military facilities to demand information. What will your next move be?

## Options

AuthorityRepress"The people need no explanations. Our agents will handle internal problems, and collect steep fines from dissenting citizens."
* Locked Down (-, +) on City for 10turns
* +500Money

TraditionReview"We must improve our communications to prevent any further leaks."
* Researching (?) on City for 10turns

WorldRenounce"These were the actions of a rogue agent! She will answer for her misdeeds."
* Celebrating (+) on City for 10turns
* Kill Units from Army

HomelandReclaim"How fortunate – all can now appreciate our neighbors’ appalling behavior, and our fitting response."
* Patriotic (-) on City for 10turns
* -5Leverage against Empire
Arms Factory

The fully mechanized, mass production of rifles, machine guns, shotguns and carbines gives strength to all comrades.

## Placement prerequisites

Can be built once per Territory

The **Arms Factory** is the Emblematic District specific to the Soviets. It is a constructable District that generates , and , and a Weapon.

## Effects

* +5Industry
* +5Money
* +10Pollution
* -10Stability
* Creates a new Deposit of Weapons which is automatically exploited.
	+ Diversification Effects
		- +2Combat Strength on Unit
	+ Cumulative Effects
		- -10Stability (per ) on all Cities
		- +10% Militia Units spawned when a City is under siege per  on all Cities

## Special Effects

* Acts as a Makers Quarter and a Market Quarter for bonuses
* Exploits Industry and Money from below and adjacent tiles

## Trivia

* The Arms Factory is based on the numerous arms plants and related institutions developed in the Soviet Union.
Charcoal Kiln

## Resource requirements

 5
 5

 Back to the list of infrastructures

## Description

A critical step for iron smelting. Burnt over days, when a thin blue smoke emanates from the kiln, the charcoal is ready.

## Effects

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

## Family: Coal Energy

**Forge****level 1**
****Charcoal Kiln******level 2**
**High Furnace****level 3**
**Coal Plant****level 4**
Colonial Office

With architectural flourishes matched by interior luxury, the office is a symbol -- and creator -- of colonial wealth in vassal territories.

## Placement prerequisites

Can be built once per Territory. Can only be built in other Empires' Territories when you are their Liege.

The **Colonial Office** is the Emblematic District specific to the British. It is a constructable District that generates , and can be built in the Territory of Vassal Empires. It is most effective in Cities with multiple adjacent Districts.

## Effects

* +10Money
* +10Money for Liege
* Per adjacent District:
	+ +2Money
	+ +2Money for Liege
* Can only be built in other Empires' Territories when you are their Liege
	+ That is, it can only be built in the Territory of a Vassal of the British.

## Special Effects

* Acts as a Market Quarter for bonuses
* Exploits Money from adjacent tiles

## Trivia

* "Colonial Office" was initially called "B.E.I.C. Branch" during the development.
* The concept behind the Colonial Office is that the British created and maintained the biggest colonial empire in human history.
* The in-game appearance of the Colonial Office is based on the Writer's Building of Kolkata, the central administrative headquarter of the British East India Company as well as the British Raj.
Academy

## Resource requirements

 20
 10

 Back to the list of infrastructures

## Description

Specialist institutions leading the study of the natural world, academies greatly help the advancement of science.

## Effects

* +2Science on Research Quarters per adjacent Research Quarter
* +4Science on Research Quarter

## Family: Education

**School****level 1**
**University****level 2**
****Academy******level 3**
Angkor Wat

Dedicated to Vishnu, the towers at the heart represent the sacred five-peaked mountain considered to be the center of all universes.

## Placement prerequisites

Can be freely placed.

**Angkor Wat** 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

* +1Food per Faith
* Acts as a Holy Site for Tenet/Civic bonuses and religious pressure.
	+ +20Faith
	+ +20Stability

## Narrator

Building the Wonder
“*The site of Angkor Wat is worthy of reverence not merely for the temples, but for the care it took with water and irrigation.*„
Discovering the Wonder built by other Empires
“*The vast and glorious temple city of Angkor Wat has been built! With luck, you'll get a postcard.*„
Cuirassiers

Elite French cavalry, the cuirassiers are a potent and brave strike force that can charge the enemy even when under heavy fire.

## Cost

### Upkeep

 2575
 3
 60

## Unit Stats

### Range

 54
 6
 1

## Resource requirements

 16
 14

## Class and Ability

### Specialty

Heavier Charge

 Back to the list of units

The **Cuirassiers** Units are special to the French. Unlocked by the Line Formation technology in the Industrial 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.
**Heavier Charge**
Receives a much higher Combat Strength bonus (+7) when **charging**.
Computing

Who knows where this invention is going to lead? It's amazing what you can do with silicon, an algorithm, and some ones and zeroes...

## Unlocks

### Infrastructures:

Supercomputer Lab

 Back to the list of technologies

**Computing** is an Contemporary Era technology in Humankind.

## Place in the tech tree

Prerequired
Naval Air Strategy Radar
Leads to
Automation Communication Satellites
## Unlocks

Volunteer Computing

* +1Science on Regular District

Hacking (Stealth actions)
Increasingly interconnected information systems provide previously unthinkable opportunities for disruption – all from behind a monitor.
* +12Stealth on Stealth Agents
* +2Stealth regeneration on Stealth Agents
* +2 Range on Track an Army and Undermine an Army actions.

**Supercomputer Lab****infrastructure**
**Frigate****unit**
Awakened Fury

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## Description

Though forced laborers are no strangers to untimely death, there have been a startling number of fatal falls, crushed limbs and incurable maladies amongst those made to toil at `[city name]`'s construction sites. The site is cursed, they say. Our work has unsettled some vengeful spirit, some whisper. A jealous god is enraged by our hubris, others mutter fearfully. Hundreds of them refuse work or attempt escape, more afraid of unearthly retribution than they are of the lash. Do their fears have merit, or is this simply laziness in guise of holy terror?

## Options

TraditionSacrifice"Attempt to appease this malefic entity by offering it the lives of a few workers. For better or worse, holy terror will spread throughout `[city name]`."
* -1Population on a City with low Stability

AuthorityPunish"Begin the public floggings, no matter how it affects the work. All must see that there is no higher authority than you."
* Locked Down (+, -) on a City with low Stability for 10turns

CollectivismPlacate"The spirits' rage, if it be that, is your fault, not your workers'. An offering of wealth and fine food will quell this divine unrest."
* Celebrating (+) on a City with low Stability for 10turns
* -500Money
Conquistadores

Sailing beyond their home shores, the conquistadores explore, conquer, and colonize on behalf of the Spanish crown.

## Cost

### Upkeep

 970
 2
 35

## Unit Stats

### Range

 43
 5
 4

## Resource requirements

 7
 3

## Class and Ability

### Specialty

El Dorado

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The **Conquistadores** Units are special to the Spanish. Unlocked by the Gunpowder Warfare 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.
**El Dorado**
Generates additional Money (double) from winning battles and ransacking.
Brussels Town Hall

Built in several stages, this marvel of Gothic design featuring a spectacular tower is an inspiration for ambitious architects.

## Placement prerequisites

Must be built next to a District already connected to a Main Plaza or Administrative Center.

**Brussels Town Hall** 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
* +50Fame on completion.
	+ *Note: This is only 50, because when it's constructed its effect will provide the missing 50 fame.*

## Unique Effects

* Once completed:
	+ Gain +50Fame for each previously claimed Cultural Wonder in your Empire
	+ Gain +50Fame for each new Cultural Wonder constructed in your Empire

## Synergy Effects

* +10Influence per adjacent District
* +15Money per adjacent Makers Quarters
* +15Industry per adjacent Market Quarters

## Narrator

Building the Wonder
“*Having the central tower be slightly off-center may be unusual, but I think it adds to the charm.*„
Discovering the Wonder built by other Empires
“*A most remarkable government office building. I wonder if it comes with shorter queues, too?*„
Archer

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

 Back to the list of units

**Archer** is a generic Unit available in the Ancient Era after researching the Carpentry technology.

## Class and Speciality

Ranged
Ranged-combat Unit. Less effective when it can't see its target. Receives a penalty (-8) when defending against close-combat attacks.
**Indirect Fire**
Unit can attack Units without a clear Line of Sight.
## Upgrades and Replacements

### Unique replacements

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

* Ta-Seti Archers (Nubians)
* Javelin Throwers (Olmecs)
Caralans

"With life-giving waters we lay foundations in the hardest lands."

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The **Caralans** are a culture available in the Ancient Era, with the Builder culture focus.

*"For the Caralans, urban life is born of the hard work of the farmer and the fisherman, ensuring none go hungry, whatever the season."*

## 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: Cooperative Spirit

* +1Food on Farmers Quarters per adjacent Farmers Quarter
* +1Industry on Makers Quarters per adjacent Makers Quarter
* +1Money on Market Quarters per adjacent Market Quarter
* +1Science on Research Quarters per adjacent Research Quarter

## Emblematic quarter: Ceremonial Plaza

“In these public places, ritual food offerings are made to the gods.”

* -10Stability
* +2Faith per adjacent District

## Emblematic unit: Healers

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

Close-combat Unit.
**Plant Lore**

## City names

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

**Caral, Huayto, Huaricanga, Shaura, Upaca, Miraya, Lurihuasi, Huaura, Huacachi, Caballete**
Child Savior

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## Description

Across your lands, an unusual procession marches. At its head is a youth, ragged of dress and claiming to have received divine visions. He preaches to all who will listen that it is his holy purpose to liberate your city of `[city name]` – to save its people from the heresy and blasphemy infesting their minds. So passionate and earnest are the boy's words that many souls have lent their voices, and their purses, to his cause. Children have joined the march, too. Is this young believer's crusade an opportunity – or a threat?

## Options

AuthoritySuppress"Have your guards detain the leader, and seize his donations. Unpopular but necessary, for this upstart undermines your authority."
* Defiant (-) on City for 10turns
* +250

TraditionAppropriate"Attract new recruits to your forces by making this boy as their spiritual figurehead – and test the true strength of his appeal."
* Patriotic (- Unit) on all City for 10turns
* Chances of triggering another narrative event

LibertyPermit"Allowing the movement to continue will spread our faith – although the safety of the marchers cannot be guaranteed."
* Fanatical (+) on all City for 10turns
* +250
* Chances of triggering another narrative event

## Follow-up event

The **Permit** or the **Appropriate** option will trigger a follow-up event: Child Savior II
An Aristocratic Pillaging

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## Description

Upper-class young personages of sufficient means and status from abroad have long engaged in Grand Tours across the empire, but now the residents of `[city name]` are getting sick of the sight of these obnoxious aristocrats. As well as participating in vulgar activities, these so-called nobles are committing cultural theft, buying everything from fabulous statuary to painting masterworks to scientific artifacts! What should be done?

## Options

LibertyDeter"The common people will be happy to hear these aristocrats are discouraged from coming."
* Celebrating on `[city name]` for 10turns

CollectivismRegulate"They can come, but on socially responsible terms. Who doesn’t like money?"
* Prosperous on `[city name]` for 10turns

WorldEncourage"These young people should be more welcomed for the hilarious japes they bring."
* +10
A World of Difference II

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This Narrative Event is depending on a previous one (A World of Difference), so its content changes accordingly.

## "Fund" good outcome

### Description

This 'difference engine', although complex and requiring complex engineering to create, is a mechanical wonder to behold. And, not least, as the young polymath claimed, it is able to calculate tables of constants to fabulous degrees of accuracy. Where should it be deployed?

### Options

#### Military (Homeland)

*"Battle encounters will be analysed in much greater depth, aiding soldiers' learning."*

* **Effect:** Studious on all units for 10 turns

#### Industry (Individualism)

*"The engine can be used to help produce higher quality machines, boosting industry."*

* **Effect:** Overproductive on all cities for 10 turns

## "Fund" bad outcome

### Description

The 'difference engine' is a wonder of...what? Bronze metallurgy? Hubris? Folly? Rumors have it much of the monies went on champagne lunches and lavish parties, but at the end of the day it does make a very nice sculpture. It just doesn't compute tables.

### Options

#### Failure (None)

*"The 'difference engine' isn't making any...difference."*

* **Effect:** None
A Knotty Discovery

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## Description

Deep in the darkest recesses of one of `[city name]`'s oldest research archives, an aged archaeologist made a stunning find. Trawling through old dusty cases likely untouched for centuries, they came across a veritable treasure from the empire's past: an ancient Andean artifact called a quipu. The quipu is a collection of knotted strings thought to encode information, yet nobody knows what secrets it holds, nor how the object came into the city's possession. Naturally, the local scientific community is abuzz at the discovery, and implore you to help unravel its mysteries. What is your say?

## Options

TraditionLimit"Scientists in `[city name]` may focus their efforts on discovering its secrets, but no others."
* Researching (??) on City for 10turns.
* Chances of triggering another narrative event

ProgressInvite"We will ask researchers from across the empire to train their eye on this mystery!"
* Science Investing (+) on City for 10turns.
* Chances of triggering another narrative event

AuthoritySell"No time should be lost to this wild good chase. We will sell this precious artifact to the highest bidder!"
* +10Money

## Follow-up event

The **Limit** or the **Invite** options will trigger a follow-up event: A Knotty Discovery II
Byzantines

"Let markets enrich us and antiquities enlighten us."

 Back to the list of cultures

“*Speaking of rich cities, I suppose there are far too many syllables to coin the phrase: "When in Constantinople, do as the Byzantines do.*„~ **When entering new Era with this culture**
“*A remarkable culture, the Byzantines! Perhaps they'll prefer to talk and trade rather than send in the Varangians.*„~ **When meeting this culture**
The **Byzantines** are one of the cultures available in the Medieval Era, with the Merchant culture focus.

*"Byzantine markets fines silks are exchanged for precious metals, while in the palaces the influential discuss how they might reprise -- and surpass -- the achievements of antiquity."*

## 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: Hippódromos

“Thundering hooves, gleaming coats, plumes of dust, citizens love nothing more than watching and placing wagers on the chariot races.”

* +4Money
* +25Money per adjacent Horse deposit
* +1Traders Slot on City or Outpost
* -10Stability

## Emblematic unit: Varangian Guards

“Recruited from abroad to ensure their political allegiance, the Varangians are famed for both bravery and loyalty.”

Close-combat Unit.
**Honor Code**

## City names

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

**Kônstantinoúpolis, Níkaia, Thessaloníki, Hadrianoúpolis, Várion, Dyrráchion, Trapezoús, Nikomếdia, Antiócheia, Chersôn**

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

Made from heavy log and pointed with a metal cap, battering rams are used to destroy gates and fortifications.

## Cost

### Upkeep

 0
 0

## Unit Stats

### Range

 14
 2
 1

## Class and Ability

### Specialty

Battering ram

 Back to the list of units

**Battering Ram** is a generic Unit available in the Ancient Era, after researching the Organized Warfare technology. These Units are only trainable before siege starts.

## Class and Specialty

Siege Weapon
Can only be constructed during a siege using accumulated siege works. Cannot enter City tile or retaliate when attacked by a close-combat Unit.
**Battering ram**
Can only attack walls.
Carrack

Larger than the caravel and a blueprint for later galleons, this ship has both military and transport roles.

## Cost

### Upkeep

 970
 1
 20

## Unit Stats

### Range

 52
 7
 4

### Detection

 6
 1

## Resource requirements

 7
 3

## Class and Ability

### Specialty

None

 Back to the list of units

**Carrack** is a generic Naval Unit available in the Early Modern Era after researching the Naval Artillery technology.

## Class and Specialty

Escort Ship
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
## Upgrades and Replacements

### Unique replacements

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

* Sloop (Caribbean Pirates)
* Galleass (Venetians)
* Geobukseon (Joseon)

### Upgrades from

Upgrade cost 970 and needs ,  access on Empire.

* Cog (generic)
A Watery Grave II

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This Narrative Event is depending on a previous one (A Watery Grave), so its content changes accordingly.

## "Mobilize" bad outcome

### Description

A dark day for the empire. The dive was a disaster from beginning to end, stormy seas and lashing winds leading to difficult conditions both above and below the surface. Fifteen of the city's soldiers drowned, while others returned with grievous wounds. Many say the city's military is cursed.

### Options

NoneRuination!"The disastrous expedition has scared many away from military life in `[city name]`."
* Pacifist on `[city name]` for 10turns

## "Mobilize" good outcome

### Description

Our soldiers did the empire proud, exploring the wreck like seasoned pearl divers! Without their involvement the professionals would've come away with the lionshare of the booty.

### Options

NonePlunder!"Success! The ship carried great treasures once destined for the tomb of a long dead ruler."
* +400Money
Buccaneers

Adventurers, soldiers, seadogs, and outcasts, this motley crew are first-class cannoneers.

## Cost

### Upkeep

 970
 1
 20

## Unit Stats

### Range

 43
 4
 4

### Detection

 4
 1

## Resource requirements

 7
 3

## Class and Ability

### Specialty

Spotter

 Back to the list of units

The **Buccaneers** Units are special to the Caribbean Pirates. Unlocked by the Gunpowder Warfare 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.
**Spotter**
This Unit's attack removes the bonus Combat Strength gained by enemies In Forest and Behind Walls.
Automated Factory

## Resource requirements

 14
 14
 12
 5

 Back to the list of infrastructures

## Description

Cutting-edge robotics underpins this advancement in factories, where machines can perform faster, more reliably, and more safely than their human counterparts.

## Effects

* +1Industry per Worker
* +3Workers Slot

* +2Pollution on Makers Quarter

## Family: Workplace

**Artisan Workshop****level 1**
**Manufactory****level 2**
**Factory****level 3**
****Automated Factory******level 4**
Exhibition Hall

In this grand palatial building, housing exhibitions like the world fair, citizens can see a dizzying array of new inventions.

## Placement prerequisites

Can be built once per Territory

The **Exhibition Hall** is the Emblematic District specific to the French. It is a constructable District that generates  and  most effective in Cities with a large amount of  and multiple adjacent Districts.

## Effects

* +2Science per number of Trade Routes on City or Outpost
* -10Stability
* +5Influence per adjacent District

## Special Effects

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

## Trivia

* The concept behind the Exhibition Hall is that, in the 19th century, France had held numerous world's fairs - in 1855, 1889, and 1900 - to demonstrate their scientific achievements.
* The in-game appearance of the Exhibition Hall is based on the Petit Palais, one of the primary exhibition hall built for the 1900 Paris Exposition.
Craftsmanship

By progressing the myriad arts of culture from individual endeavours to skilled crafts executed with knowledge and training, true quality can flourish.

## Unlocks

### Infrastructures:

Charcoal Kiln, Artisan Workshop

 Back to the list of technologies

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

## Place in the tech tree

Prerequired
Trade Expeditions
Leads to
none
## Unlocks

**Charcoal Kiln****infrastructure**
**Artisan Workshop****infrastructure**
Crossbowmen

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

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**Crossbowmen** are generic Units available in the Medieval Era, after researching War Summons technology.

## Class and Specialty

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

### Unique replacements

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

* Longbowmen (English)
* Baira Hunters (Taíno)

### Upgrades from

Upgrade cost 400.

* Archer (generic)
* Markabata (Egyptians)
* Noble Javelineers (Maya)
* Saṃnāhya (Mauryans)
* Lián nŭ bīng (Han)
A Weave of Iron and Blood II

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This Narrative Event is depending on a previous one (A Weave of Iron and Blood), so its content changes accordingly.

## "Sell" outcome

### Description

You thought you'd sold the magnificent tapestry to a discrete buyer. One who was going to add the piece to their private collection, and let only a select audience lay eyes on its majesty. How wrong you were. Somehow the tapestry ended up in foreign hands, hung on a distant capital's inner city walls, where it was pilloried and defaced. Apparently one scene showing you addressing your people has been used as target practice. Several throwing knives are lodged in your chest, while a errant arrow sticks from your eye.

### Options

NoneOutcry"The citizens are proud and blame you for the mockery of their empire."
* Defiant on all Cities for 10turns
Aztecs

* In-Game
* Old

 Back to the list of cultures

“*I'm not thinking of brains or brawn, but of corn, chocolate, and chilies... The Aztecs are a culture that makes my stomach rumble.*„~ **When entering new Era with this culture**
“*I hope for your sake these Aztecs turn out to be friendly. The last thing you want is to be their prisoner of war...*„~ **When meeting this culture**
The **Aztecs** are one of the cultures available in the Medieval Era, with the Militarist culture focus.

*"Opulent jaguar warriors who stalk the highlands and cloud forests, the Aztecs possess impressive temples and obsidian blades. Religious rituals, including human sacrifice, ensure the sun's renewal."*

## 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: Huitzilopochtli's Glory

* +2Land Movement Speed on Unit
* -20% on Unit Industry cost

## Emblematic quarter: Sacrificial Altar

“The insatiable appetites of the gods demand a steady flow of human blood, earning gratitude and honor for the sacrificed.”

* +10Stability
* +2Influence from adjacent District

## Emblematic unit: Jaguar Warriors

“Armed with macuahuitl, the fearless nobles of the jaguar warriors are frightening in assault.”

Close-combat Unit.
**Fervor**

## City names

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

**Tenōchtitlan, Tetzcohco, Tlacōpan, Itztapalāpan, Cuauhtitlan, Tēpeāca, Cōlhuahcān, Ātlacuīhuayān, Huāxtepēc, Huexōtlah**

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

## Trivia

* The in-game appearance of the Aztec City Center is based on the Sacred Precinct of Tenochtitlan, the central religious district of Tenochtitlan that includes the Templo Mayor and the circular temple of Quetzalcoatl.
A Watery Grave

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## Description

The great coastal city of `[city name]` sends fishing crews far up and down the surrounding coastline. Now one of the new crews has made a startling discovery -- wreckage of an ancient galley lying well preserved in shallow waters. After brief scouting, an experienced diver offers to explore with their gang, and promises a fixed pay-off for the empire. They warn that the expedition isn't for the inexperienced. What is your choice?

## Options

HomelandMobilize"Our military can explore the wreckage alone -- the rewards are worth the risk."
* Chance of unexpected consequences

IndividualismContract"A professional should be used. A risk-fee reward is worth losing some of the full bounty."
* +150Money

TraditionProtect"We should let the dead sleep, lest we offend their old gods."
* Fanatical on `[city name]` for 10turns

## Follow-up event

**Mobilize** option will trigger a follow-up event: A Watery Grave II
A Toxic Institution

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## Description

A philosopher from the city of great thinkers, `[city name]`, has come to you with troubling news. Criminals and other undesirables working at the mercury mines are being poisoned. Lack of coordination, impaired speech, and weakened muscles are common symptoms. In the worst cases, the quicksilver substance leads to horrific deaths. She wants to study the effects -- safely. What is your decree?

## Options

ProgressStudy"Investigating the afflictions will force closing the mine, but we will learn much."
* Learning on `[city name]` for 10turns
* Disables all effects provided by the District

TraditionDeny"This is information that should stay in the dark. They're only criminals, after all."

AuthorityLeverage"With many agitators in our midst, political prisoners should be sent to these mines!"
* `unknown`
A Floral Frenzy

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## Description

After long years spent exploring distant lands, your most eminent botanist returns home, bearing an unusual gift. It is a never-before-seen plant, elegant in shape and vibrant of petal – a joy to behold. The botanist humbly bequeaths the discovery to you. Whether this glorious bloom is used to further science, to bring delight to your people or to glorify your empire is now entirely up to you.

## Options

ProgressStudy"To further the field of botany, we should investigate what makes this particular flower so vibrant"
* Learning (+) on Capital for 10turns.
* Chances of triggering another narrative event

TraditionAdopt"Make this new flower the symbol of your reign, to demonstrate the glory and vibrance of your empire."
* Celebrating (+) on Capital for 10turns.
* Chances of triggering another narrative event

HomelandExhibit"Display the flower prominently for all to see, both to entertain your people and to exemplify our cultural greatness."
* +250Influence
* Chances of triggering another narrative event

## Follow-up event

All options will trigger a follow-up event: A Floral Frenzy II
Baray

Some say these vast artificial lakes symbolize the Sea of Creation; what's indisputable is the boon on their shores.

## Placement prerequisites

Can be built once per Territory

The **Baray** is the Emblematic District specific to the Khmer. It is a constructable District that generates  and , most effective in Cities with lots of  and River tiles.

## Effects

* +5Food
* -10Stability
* +4Industry per adjacent River
* +1Workers Slot on City or Outpost

## Special Effects

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

## Trivia

* "Baray" (បារាយណ៍ in Khmer) is a type of artificial reservoir that is a representative feature in the Khmer architecture.
	+ Barays are usually rectangular in shape, enclosed by above-the-ground dikes and embankments (instead of digging), and can hold a large body of water. Some barays will also have a temple in the very middle of the reservoir, built on an artificial island.
	+ The function of barays remained unknown. They might served as irrigational reservoirs; providing water for the nearby Khmer cities; or could symbolize the Sea of Creation in Hinduism due to their vast size.
* The in-game appearance of the Baray is roughly based on the rectangular barays around the former Khmer capital of Angkor Thom, such as the West Baray, East Baray, and the Jayatataka Baray. All these barays are enormous body of water with a temple in the middle.
Commandos

These are elite soldiers, highly trained and with better equipment, generally used for unconventional warfare.

## Cost

### Upkeep

 3700
 3
 60

## Unit Stats

### Range

 54
 4
 4

### Detection

 4
 20
 1

## Class and Ability

### Specialty

Stealth

 Back to the list of units

**Commandos** are generic Units available in the Contemporary Era, after researching the Covert Ops technology.

## 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.
**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 and Replacements

### Unique replacements

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

* Jungle Brigades (Brazilians)

### Upgrades from

Upgrade cost 3,700.

* Partisans (generic)
Blood and Games

Back to the list of narrative events

## Unique Trigger

This Narrative Event has a unique triggering effect. This event will appear each time when your Empire built the Colosseum Cultural Wonder and you are entering a new war.

## Description

News spreads quickly throughout the empire—war with `[empire name]` has begun. To prepare for hostilities, it will be vital to use every means at your disposal. The magnificent Colosseum, and its bench of contenders for the gladiators' combats, will bolster efforts in `[city name]`. This raucous site of spectacle is home to capable fighters, who may either take up arms to defend the city or battle in the ring to stoke the citizens' fervor. What are your orders for the arena?

## Options

NoneMobilize"Better for gladiators to protect the city than waste their strength on games."
* Spawn 2 *Gladiators* Units (Militia) on the Colosseum tile.

NoneEntertain"Deprive those who revolted of both their freedom and their wealth. Let there be calmer streets, and a fatter public purse."
* +10War Support against Empire
Humankind/Top section

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...]

Content

Fame & Cultures

Cultures
Legacy Trait
Era Stars
Eras

Research

Warfare

Units
Combat
Stealth
Agents

Society

Civics
Diplomacy
Congress of Humankind
Narrative Events

Religion

Holy Sites
Tenets

Environment

Independent People
Terrain
Territory
Natural Wonders
Resources

City

Districts
Outposts
Infrastructures
Cultural Wonders
Public Ceremonies
National Projects

Avatars

DLC

Cultures of Africa
Cultures of Latin America
Cultures of Oceania
Together We Rule

Challenges

Scenarios
Scenario Challenges
Community Events

Features

Cultures

Fame

Combat

Civics

Religion

Narrative Events

Pollution

Diplomacy

Content

Eras

Units

Districts

Technologies

Resources

Cultural Wonder

Independent People

Map

Avatar

DLC

Community Event
Animal Barns

## Resource requirements

 4

 Back to the list of infrastructures

## Description

Shelter for livestock grazing in nearby pasture land. Sickness outbreaks and predatory attacks plummet, raising meat and dairy yields.

## Effects

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

## Family: Animal Husbandry

****Animal Barns******level 1**
**Factory Farming****level 2**
Era Star

**Era Stars** are earned by completing generated objectives for your culture. **Era Stars** are spread across seven categories that correspond to the seven culture affinities: Aesthete, Agrarian, Builder, Expansionist, Merchant, Militarist, and Scientist. There are 3Era Stars to unlock per category in an Era and the ****Era Star**** that match your culture affinity will yield you twice the amount of Fame. These categories includes several minor objectives such as building Districts and claiming Territory, as well as a main objective which is determined by the one of seven gameplay orientations for your culture. These objectives can be completed multiple times with increasing requirements. Upon completing an objective you will earn an ****Era Star**** and some Fame. The amount of Fame that is granted from obtaining an **Era Star** will gradually decay every turn, resetting once the player progresses to the next Era.

In order to progress to the next Era, at least 7Era Stars are required. If the player wishes to do so, they may remain in an Era for longer, so that they may be able to obtain additional Fame from available Era Stars.

Era Stars are the main source of Fame in the game. Because Fame is what determines the winner of a game, you should make sure to try to get as many Era Stars as possible!

## Era Star categories

### Neolithic Era

 **Knowledge Star** |  | Accrue 10 knowledge. Discover Curiosities to improve your tribe's understanding of the world. By accruing enough knowledge, a Legacy Trait may be chosen. Knowledge will be converted into Science in the next Era (on Normal Speed).
 **Hunter Star** |  | Hunt a total of 5Animal Units (on Normal Speed).

## Competitive Spirit **Era Star**

When an Empire is the first one to enter a new Era, its opponents unlock this ****Era Star**** category. This catch-up category will passively grant you **Era Stars** each turn until you unlock the next Era. **Era Stars** will unlock faster as more Empires reach the next Era. Note that this ****Era Star**** category will be reset and removed when entering a new Era, and that it does not grant any Fame.

*This article is a stub. You can help Humankind Wiki by expanding it.*
Copper Mine

Gatekeeper to the bronze age, copper finds uses in weaponry, coinage, medicine and decoration.

## Placement prerequisites

Can only be placed on Copper Deposit.

The **Copper Mine** is a Strategic resource extractor, which is available in Cities and Outposts after the player reached the Ancient Era and researched the Bronze-working technology. Can only be placed on Copper Deposit.

## Effects

* +3Science per adjacent Research Quarter

## Special Effects

* Extracts Copper from the Deposit it is built on.
In the Crossfire

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## Description

No war can be without casualties, but the human cost of the ongoing conflict with `[empire name]` is proving particularly steep. As well as the direct loss of life in combat, countless civilians have suffered the decimation of their homes, farmlands, and livelihoods. Scattered throughout the countryside, the families who fled from `[city name]` are suffering from famine, disease, and mass displacement. They cry out for aid – will you provide it?

## Options

HomelandIgnore"The sooner the war is over, the sooner we will tackle this problem."
* Parsimonious (-, +) on all Cities for 10turns

WorldProvide"Let us contribute what supplies we can – food, medicine, clothing, building materials – even if it leaves our own people wanting."
* Force-Labored (-, +) on all Cities for 10turns

CollectivismIntervene"We should train and send in doctors and engineers to lift these people out of crisis, costly though it may be."
* Science Investing (+, -) on all Cities for 10turns
Feudalism

While warriors become vassals of overlords, gaining estates of land in exchange for military service, the peasantry works these lands, gaining protection in return.

## Unlocks

### Districts:

Colony Model

 Back to the list of technologies

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

## Place in the tech tree

Prerequired
Imperial Power
Leads to
Guilds  Chivalry
## Unlocks

Crop rotation (effect)
+1Food on Tile producing Food.
**Colony Model****district**
**Peasants****unit**