recursal/Fanatic-Fandom huggingface dataset:
Fission Test

Once harnessed, the colossal energies released when atomic nuclear are split will power devastating weapons.

## Resource requirements

 1

**Fission Test** is one of the late game National Projects of *Humankind*. It is unlocked by choosing the **Nuclear Proliferation** choice of the **Nuclear Weapons** Civic.

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

## Effects

* Unlocks Fusion Test National Project
* Unlocks constructible Nuclear Missile on Empire
* +50Fame

## Placement prerequisites

* Unlike normal Districts, this project will take up **7** tiles instead of occupying just one tile. The 6 tiles surrounding the central tile must be free of Districts.
* Cannot be placed on any Resource Deposit.
* Cannot be placed on Ocean or Coastal Water or Lake.
	+ Only the central tile needs to be on the land. The 6 surrounding tiles can be water.
* Can be built once per Empire.
* Once a Shared Project is placed, you can no longer move the construction from the chosen tile.

## Special Effects

The turn the Fission Test is completed, a nuclear device will be denoted on the spot. The test site will be destroyed, and all the 7 tiles of the site will be turned into wastelands, devoid of any yields.

* Water tiles will be spared.
Communal Housing

These well-maintained complexes ensure that there is housing for all in this densely populated area.

## Placement prerequisites

Must be placed over a regular District.

The **Communal Housing** is the Emblematic District specific to the Singaporeans.

## Effects

* Per adjacent Farmers Quarter
	+ +4Food
	+ +1Farmers Slot
* Per adjacent Makers Quarter
	+ +4Industry
	+ +1Workers Slot
* Per adjacent Market Quarter
	+ +4Money
	+ +1Traders Slot
* Per adjacent Research Quarter
	+ +4Science
	+ +1Researchers Slot
* +4Influence per adjacent Commons Quarter

## Special Effects

* Acts as a Farmers Quarter and a Market Quarter for bonuses
* Exploits Food from below and adjacent tiles
* Must be placed over a regular District.
* Can be built multiple times, limited by your unused City Cap slots per Territory.
Ballista

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

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**Ballista** is a generic Unit available in the Classical Era, after researching the Siege Tactics 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.
Fame

**Fame** is the key resource in Humankind. After the game ends, the Empire with the greatest **fame** wins the game. Every great accomplishment, moral choice, or battle won will build **fame** and leave a lasting impact on the world. Achieving era stars is the most reliable provider of **fame**, but it can also be won by building cultural wonders, unlocking deeds, and carrying out specific Narrative Events. Keep in mind that earning **fame** from era stars is reliable, but the **fame** rewards from them are decaying each turn.

## Fame as Winning Condition

*See also:* End Game Condition

A game of *Humankind* is determined by **Fame**: when the game ends, **whoever has the most **Fame** wins the game**.

Note that Fame **is the Winning Condition instead of the End Game Condition**; for example, the first player who triggers the game's ending may not have the most Fame.

Even if an Empire is eliminated from the game, the **Fame** they earned **will not be removed**. Therefore, it is possible to have an eliminated Empire win a game.

## Sources of Fame

### Era Stars

Era Stars are the main source of **Fame** in the game. These are earned by completing generated objectives for your culture, and have 7 categories that correspond to the seven culture affinities: Aesthete, Agrarian, Builder, Diplomatic, Expansionist, Merchant, Militarist, and Scientist.

There are 3Era Stars to unlock per category in an Era, and the **Era Star** that matches your culture affinity will yield you twice the amount of **Fame**.

*Main article:* Era Star

### Wonders

Every Wonder will provide 100**Fame** to the Empire that built it upon completion.

*Main article:* Cultural Wonder
### Events

Certain choices of certain Narrative Events will give the player a small, one time income of **Fame**.

*Main article:* Narrative Event
### Competitive Deeds

A list of deeds for which each Empire will compete. If two Empire shares the same map view through diplomacy, the discoverable deeds can be earned for both of them, because technically they both discovered it, at the same time.
Empire State Building

The bold, 102-storey art-deco design is both a celebration and engine of capitalism, and is a much sought-after address for businesses.

## Placement prerequisites

Can be freely placed.

**Empire State Building** is one of the Contemporary 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

* +20%Money generated from on-going Trade on all Cities

## Narrator

Building the Wonder
“*If you are going to go for economic domination of the world, the Empire State Building will provide the offices to plan and execute it.*„
Discovering the Wonder built by other Empires
“*You can just say that you think these office spaces impinge too much on individual creativity, if it makes you feel better.*„
A Moonlit Sea

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## Description

In just a few short years, sailing has gone from a dangerous experiment to a prized skill among your citizens. Your shores bustle with activity, while ships can be seen up and down the coastline as they use landmarks to guide their way. Yet some seasoned mariners have suggested that it is possible to navigate further into the oceans, by referring instead to the positions of the sun, moon, and stars. What should your response to this proposal be?

## Options

CollectivismCollect"Great advances can come from an intuition. We will gather observations of the skies from all our sailors."
* Stargazing on Faulua for 10turns.

TraditionIgnore"To have mastered travel that follows our shore is no small feat. There is no need to chase the stars."
* Swift (+) on Faulua for 10turns.

AuthorityStudy"This question is best suited to our experts of astronomy. They will decide on the best course."
* -25% on Trade Expeditions research cost
A Melody for Every Occasion

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## Description

In the teeming, iconic city of `[city name]` musicians are a celebrated part of the local culture with a long history in holy rites. They bring nobility to religious rituals, jollity to palace celebrations, smiles to the sick and ailing, courage to marching armies, and distraction to the gods. Alas, they are still too small in number. Especially the good ones. And now word of their renown has reached across the empire. Lords, priests, commanders -- among others -- are grousing that their city deserves such artists too. How will you satisfy them?

## Options

TraditionMuster"Street musicians riddle `[city name]`. They could help commerce elsewhere, even if they distract learning."
* Parsimonious on all Cities for 10turns
* Chance of unexpected consequences

ProgressBuild"Every city will be required to build an institution of music, where we can teach new performers."
* -60Money
* Overproductive on all Cities for 10turns
* Chance of unexpected consequences

## Follow-up event

Both options will trigger a follow-up event: A Melody for Every Occasion II
Factory

## Resource requirements

 14
 4

 Back to the list of infrastructures

## Description

The noise and conditions are dire, and the accidents often horrific, but these workplaces transform industrial output.

## Effects

* +2Industry per Worker
* +1Pollution on Makers Quarters
* +3Workers Slot

## Family: Workplace

**Artisan Workshop****level 1**
**Manufactory****level 2**
****Factory******level 3**
**Automated Factory****level 4**
Frigate

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**Frigate** is a generic Naval Unit available in the Contemporary Era after researching the Computing technology.

## Class and Specialty

Escort Ship
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
**Screening Ship**
Enemy Torpedo Vessels cannot attack when they are adjacent to this Unit.
**Anti-Aircraft**
Provides anti-air power equal to the Unit's Combat Strength.
Devil Music

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## Description

Cultural activity across the empire is at an all time high, with mass entertainment ushering in an era where all can enjoy the arts, both high-brow and low-brow. Chief among them is radio and televison, an inexpensive means of getting news, dramas -- and, of course, pop music. As a result, a cacophonous, wild music is sweeping across the nation's living rooms, causing some commentators to herald it as an immoral sound, polluting the next generation's minds. Do you ban it?

## Options

LibertyPermit"We must let our citizens freely choose their own music."

AuthorityBan"Uninhibited music can only lead to corrupting, dissenting ideas."
From Distant Shores II

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## Description

Several seasons have passed since the first seeds of the overseas' crop were planted in the loamy soil of the homeland. In trial plots, cross-breeding the best seedlings, together with experimentation into the best soil conditions, has paid dividends. Harvests are handsome, and the crop is now perfectly suited to flourish in your own empire's fields. Is it time to push this super crop across the lands, or only use it to supplement existing crop yields?

## Options

WorldPush"We will grow this crop in all corners of the empire."
* Bountiful (+) on all Cities for 10turns
* Chances of triggering another narrative event

IndividualismSupplement"We will only cultivate this crop around `[city name]`"
* Bountiful (+) on City for 10turns
* Chances of triggering another narrative event

## Follow-up event

The **Push** or the **Supplement** option will trigger a follow-up event: From Distant Shores III
Hydroelectric Dam

## Resource requirements

 20
 14

 Back to the list of infrastructures

## Description

Massive engineering projects that harness the power of falling water, these facilities can supply thousands of megawatts to surrounding industries.

## Effects

* +3Industry on River
* -1Pollution on Train Station
* -2Pollution on Airport
* -10%Pollution on Makers Quarter

## Family: River Exploitation

**Watermill****level 1**
****Hydroelectric Dam******level 2**
Defense Agency

The agency develops emerging technologies for the military, but it is the spin-offs that provide much profit for private industries.

## Placement prerequisites

Can be built once per Territory

The **Defense Agency** is the Emblematic District specific to the Americans. It is a constructable District that generates  most effective in Cities with multiple adjacent Garrisons.

## Effects

* +2Combat Strength when launching Artillery, Air or Missile Strikes (Bombardment) on Unit
* On Garrison
	+ +5Money
	+ +5Science

## Special Effects

* Acts as a Research Quarter and Market Quarter for bonuses
* Doesn't exploit tiles.

## Trivia

* The concept behind the Defense agency is likely based on Defense Advanced Research Projects Agency, an agency of the US Department of Defense responsible for the development of emerging technologies for use by the military.
Grim Foundations

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## Description

In `[city name]`, work is proceeding on the magnificent new wonder. What should be a source of pride in the local population, however, is now causing much dread -- a terrified citizen has approached your court to tell you that the city's head priest intends to bury alive a hundred random citizens near the base of the structure to bring good fortune and pacify the gods. What is your reaction to the plans?

## Options

TraditionEndorse"The gods mustn't be angered."
* Fanatical on `[city name]` for 10turns
* -1 on `[city name]`

ProgressStop"The population of `[city name]` will be most relieved for your intervention."

CollectivismSwitch"The sacrifice will be of animals not people. For being spared, the citizens will pay in military labor."
* Sacrificing on `[city name]` for 10turns
Fever Pitch

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## Description

One of the calendar's most celebrated religious festivities has always culminated with a traditional team ball game for as long as people can remember, but now the sport is becoming a favorite activity in its own right. Played across the empire, two of the best teams—one hailing from the financial powerhouse of `[city name]`, the other from the industrial heartlands of `[city name]`--now want to vie for the title of empire champion, potentially diluting its original religious meaning. What is your position on this intended contest?

## Options

AuthorityForbid"We must maintain the sanctity of this tradition, and find virtue in work not play."
* Overproductive (+) on **both** cities for 10turns

TraditionControl"The players are instruments of god. In their intense rivalry, they can help elevate the faith."
* Fanatical (+) on **both** cities for 10turns
* Chances of triggering another narrative event

LibertySupport"There is no controversy here—the match can be seen as a mere warm-up to its religious incarnation."
* Celebrating (+) on **both** cities for 10turns
* Chances of triggering another narrative event

## Follow-up event

The **Control** or the **Support** option will trigger a follow-up event: Fever Pitch II
Headhunters

Beheading fallen enemies, Headhunters claim their foe's vitality for their own, while renewing the land's fertility.

## Cost

### Upkeep

 180
 1
 4

## Unit Stats

### Range

 26
 4
 1

## Class and Ability

### Specialty

Shared Ardor

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The **Headhunters** Unit is special to the Nazca. Unlocked by the Standing Army technology in the Classical Era. They have the Speciality Shared Ardor.

## Class and Specialty

Melee
Close-combat Unit.
**Shared Ardor**
When this Unit destroys an enemy in battle, it inspires all its allies and provides them with an Ardor bonus (+2).
## Upgrades from

Upgrade cost 180.

* Warriors (generic)

## Footnotes

1. ↑ The Shared Ardor bonus applies to all friendly units in combat, including the unit that is acting as its source. If the source unit is killed, the bonus is removed. Multiple units with Shared Ardor active do not stack.
Animal Magic

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## Description

As the harvest season draws close, the common folk are worried. With many farms scattered across the empire, last year an infestation of rodents -- largely rats and mice -- plundered granaries. However, rumors have it that one enterprising village mitigated the problem by using cats. But you also know that sailors use a new kind of predator name a ferret. Which of them will you employ officially?

## Options

TraditionCats"Cats are bigger and can't catch all the mice but they are more resilient."

ProgressFerrets"Smaller, they'll be more efficient even if they are more fragile."
Hoplites

Hoplite spearmen are citizen-soldiers who often fight in phalanx formation for maximum effectiveness.

## Cost

### Upkeep

 180
 1
 6

## Unit Stats

### Range

 27
 4
 1

## Class and Ability

### Specialty

Phalanx

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

## Class and Specialty

Anti-Cavalry
Close-combat Unit. Receives bonus Combat Strength (+8) when fighting mounted enemies.
**Phalanx**
Grants additional Combat Strength (+1) for each Unit with the **Phalanx** ability adjacent.
## Upgrades from

Upgrade cost 180 and needs 1Copper access on Empire.

* Spearmen (generic)
Hamlet

Sometimes cities need to hold sway over lands beyond the city gates, without paving every blade of grass between.

## Placement prerequisites

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

The **Hamlet** is a generic District, which is available in Cities after the player reached the Medieval Era and researched the Chivalry technology.

## Effects

### Basic Effects

* -10Stability
* On City or Outpost:
	+ +1Farmers Slot
	+ +1Workers Slot
	+ +1Traders Slot
	+ +1Researchers Slot

### Special Effects

* Allows building new Districts next to it without a connection to a Main Plaza, Harbor or Administrative Center.

### Technology Effects

Wireless Telegraphy - **Village Detector**

* Modify **Hamlet** Industry cost by -20%
Gauchos

With intimate ties to the land, Gauchos' knowledge of the terrain proves most valuable in times of war.

## Cost

### Upkeep

 1290
 2
 30

## Unit Stats

### Range

 48
 6
 4

## Class and Ability

### Specialty

Boleadoras

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The **Gauchos** Unit is special to the Argentinians. Unlocked by Carbine 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.
**Boleadoras**
The first attack in a battle from this Unit will also apply the Suppression status (-5, cannot move next turn) to its target.
## Upgrades from

Upgrade cost 1,290 and needs 3Horse access on Empire.

* Knights (generic)
* Winged Hussars (Poles)
* Haras (Umayyads)
* Meharists (Ghanaians)
* Mongol Horde (Mongols)
* Hunnic Horde (Huns)
Domestication

Using horses for simple tilling is one thing, but riding a steed into battle requires another level of proficiency.

## Unlocks

### Resources:

Horse

 Back to the list of technologies

**Domestication** is an Ancient Era technology in Humankind. Can be boosted through Narrative Events by -25%. This technology unlocks Horses, one of the Ancient Era Strategic Resources.

## Place in the tech tree

Prerequired
none
Leads to
Irrigation Wheel
## Unlocks

**Horse Ranch****resoure extractor**
**Animal Barns****infrastructure**
**Scout Riders****unit**
Hittites

"Our charioteers must train for many moons before entering battle."

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“*So you want to skip the benefits of the market and move ahead as militarists! Let me grab the popcorn and sit back.*„~ **When entering new Era with this culture**
“*Rapid and dangerous, the Hittites. Get ready to hear the sound of chariots when you least expect it.*„~ **When meeting this culture**
The **Hittites** are one of the cultures available in the Ancient Era, with the Militarist culture focus.

*"A culture that understands the power of steeds for order and battle, the Hittites also seek the valuable ores that will dictate the coming victors and vanquished."*

## 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: Lust for War

* +1Combat Strength on Unit
* +20 Food, Industry, Money and Science on each Owned City per Occupied City

## Emblematic quarter: Awari

“Hittites use special building techniques to erect Awari outpost, adapting to favorable terrain to give them the strategic upper hand.”

* +10District Fortification
* Automatically upgrades regular Outposts.
* Can be used as a Land Unit Spawn Point for neighbor Cities
* +20 Health Regeneration on Unit in Territory

## Emblematic unit: Gigir

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

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

## City names

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

**Ḫattuša, Neša, Šapinuwa, Karkamiš, Ugarit, Qadeš, Ḫalpa, Šarišša, Ḫanikku, Kummiya**

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

## Trivia

* The in-game appearance of the Hittite City Center is based on a reconstruction of the palace complex of Hattusa, the capital of Hittite Kingdom.
Fish Traps

Built to take advantage of flowing currents, these enclosures capture the waters' bounty.

## Placement prerequisites

Can be built once per Territory. Must be placed on a River.

The **Fish Traps** is the Emblematic District specific to the Pama-Nyungan. It is a constructable District that generates .

## Effects

* Allows construction of new Districts on adjacent Tiles
* +2Food
* +2Food per adjacent River
* +1Farmers Slot on City or Outpost
* -10Stability

## Special Effects

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

## Placement

* Can be built once per Territory.
* Must be placed on a River.
* Does not require being connected to a Main Plaza or Administrative Center.
Destroyer

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**Destroyer** is a generic Naval Unit available in the Contemporary Era after researching the Naval Air Strategy technology.

## Class and Specialty

Escort Ship
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
**Screening Ship**
Enemy Torpedo Vessels cannot attack when they are adjacent to this Unit.
**Anti-Aircraft**
Provides anti-air power equal to the Unit's Combat Strength.
Gladiators, Ready!

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## Description

Word has come to you that since slavery has been established, the wealthy citizens of the empire are enjoying a new, brutal, form of entertainment: slaves fighting each other -- or wild animals -- in clandestine fighting pits. Codes of conduct are strict, and fatalities are rare, but already influential voices in `[city name]` are calling the bloodsports barbaric. Others see the spectacles as useful tools of popular control. What is your stance on these entertainments?

## Options

HomelandApprove"For the vast majority, these bloodsports are an enjoyable distraction."
* Celebrating on all Cities for 10turns

LibertyForbid"Slaves deserve dignity. Efforts that would've been spent in the pits can be put to better use on farms."
* Bountiful on all Cities for 10turns

AuthorityBroaden"Physical punishments for every city's criminals could include stints in the fighting pits. A stirring spectacle!"
* Patriotic on all Cities for 10turns
Galleass

Combining the speed of a galley and the artillery of a galleon, these vessels have become a significant element of the naval armory.

## Cost

### Upkeep

 970
 2
 20

## Unit Stats

### Range

 51
 6
 4

## Resource requirements

 14
 6

## Class and Ability

### Specialty

Inner Sea Mastodonte

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The **Galleass** Unit is special to the Venetians. Unlocked upon entering the Early Modern Era.

## Class and Specialty

Escort Ship
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
**Inner Sea Mastodonte**
Much higher Combat Strength (+11) when in Coastal Waters.
Faulua

Equipped with two long, shallow hulls, this light craft moves quickly across dangerous waters.

## Cost

### Upkeep

 90
 1
 4

## Unit Stats

### Range

 28
 6
 1

## Class and Ability

### Specialty

Navigator

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The **Faulua** Units are special to the Polynesians. Unlocked by the Trade Expeditions technology in the Classical Era.

## Class and Specialty

Boarding Vessel
Cannot target Land Units. The targeted Units also take damage when they next move. (Applies Boarded status to targets)
**Navigator**
Damaged (-35 Health per ) by consecutive  turns spent in deep water.
Dragoons

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

## Resource requirements

 16
 5

 Back to the list of units

**Dragoons** are generic Units available in the Industrial Era, after researching the Carbine 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.
**Move and Fire**
Can perform a full move after making an attack.
## Upgrades and Replacements

### Unique replacements

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

* Cossacks (Russians)
* Oromo Cavalry (Ethiopians)
* Gauchos (Argentinians)

### Upgrades from

Upgrade cost 2,575 and needs 3Horse, 1Saltpetre access on Empire.

* Knights (generic)
* Winged Hussars (Poles)
* Haras (Umayyads)
* Meharists (Ghanaians)
* Mongol Horde (Mongols)
* Hunnic Horde (Huns)
Hanging Gardens of Babylon

An oasis of verdant, fragrant life in a parched land, these gardens offer a memorable place to host visiting dignitaries.

## Placement prerequisites

Must be placed on a Luxury Resource Deposit.

**Hanging Gardens of Babylon** is one of the Ancient 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

* Must be placed on a Luxury Resource Deposit
* Acts as a Wonderous Manufactory for that Luxury Resource
	+ Unlike normal Luxury Manufactory, the Hanging Gardens of Babylon **doesn't have any technology requirements**.
	+ However, the player **still need to control more than half** of the said luxury.

## Narrator

Building the Wonder
“*The Hanging Gardens of Babylon! Worth a cooling visit during a hot summer -- regardless of what city they are built in.*„
Discovering the Wonder built by other Empires
“*Their city becomes famously green, while everyone else is green with envy.*„
House of Scribes

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## Description

As copyists tabulating important matters, members of these houses are vital cogs for safeguarding knowledge and supporting administration.

## Effects

* +1Science per Researchers
* +2Researchers Slot

## Family: Knowledge Diffusion

****House of Scribes******level 1**
**Manuscript Atelier****level 2**
**Printing House****level 3**
**Tech Park****level 4**
French

"Judge of a person by their questions rather than by their answers."

 Back to the list of cultures

“*Born in the great era of enlightenment revolutions, will the French live up to their best, or launch another round of Terrors?*„~ **When entering new Era with this culture**
“*The French in one of their moments of glory! Who could have imagined that a bunch of scientists could look so dashing on horseback?*„~ **When meeting this culture**
The **French** are one of the cultures available in the Industrial Era, with the Scientist culture focus.

*"Politics and art are never far from French minds, but it is in the sciences that this culture truly excels, producing world-leading chemists, bacteriologists, and physicists."*

## Culture orientation

These cultures gain extra Fame from Scientist Era Stars for discovering Technologies.

###  Affinity Action: Collective Minds

Can set a City into "Collective Minds" mode.

* All the Industry and Money output of the City are converted into Science.
* The City will only produce Food and Science 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: Foresight

+1 Era available to research.

* That is, can research the Technologies of the next Era.

## Emblematic quarter: Exhibition Hall

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

* -10Stability
* +5Influence per adjacent District

## Emblematic unit: Cuirassiers

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

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**

## City names

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

**Paris, Marseille, Lyon, Lille, Bordeaux, Nantes, Rouen, Strasbourg, Saint-Etienne, Ajaccio**

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

## Trivia

* The in-game appearance of the French City Center is based on the Palais du Luxembourg, the meeting place of upper houses of French national legislature since 1795.
ICBM Test

Miniaturized nuclear warheads open up delicious new avenues of strategic warfare.

## Resource requirements

 1
 2
 3

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

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

## Effects

* Future Missile Class Units will have an additional Veterency level
* +150Fame

## Placement prerequisites

* Unlike normal Districts, this project will take up **7** tiles instead of occupying just one tile. The 6 tiles surrounding the central tile must be free of Districts.
* Cannot be placed on any Resource Deposit.
* Cannot be placed on Ocean or Coastal Water or Lake.
	+ Only the central tile needs to be on the land. The 6 surrounding tiles can be water.
* Can be built once per Empire.
* Once a Shared Project is placed, you can no longer move the construction from the chosen tile.
Geobukseon

With a dragon head mounted on the bow and a deck covered with spikes, these 'turtle ships' strike fears into the enemy.

## Cost

### Upkeep

 400
 2
 20

## Unit Stats

### Range

 50
 6
 4

## Resource requirements

 14
 6

## Class and Ability

### Specialty

Ramming

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The **Geobukseon** Unit is special to the Joseon. Unlocked up on entering the Early Modern Era.

## Class and Specialty

Escort Ship
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
**Ramming**
Increased Movement speed in battle and has bonus Combat Strength (+5) against adjacent targets.
Fifteen Hundred Watery Graves II

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This Narrative Event is depending on a previous one (Fifteen Hundred Watery Graves), so its content changes accordingly.

## "Trust" good outcome

### Description

The commercial operators appear to have kept their word. Oceanic liners have cumulatively sailed many hundreds of thousands of leagues since the sinking of The Glory of `[city name]`, and no further maritime disasters have transpired. Was it luck or foresight though?

### Options

IndividualismClear Seas!"Thankfully, no more lives have been lost in large-scale ocean-crossing disasters."

## "Trust" bad outcome

### Description

Oh, treacherous seas! With your stomach tightening -- and an awful sense of déjà-vu- -- your maritime chief relays to you the terrible disaster that befell another great vessel, The Pride of `[city name]`, in the early hours of the morning. Over a thousand drowned. With the previous disaster still fresh in the collective memory, the people are livid with you and your choice to let the operators regulate themselves.

### Options

CollectivismBlack Waters"A dark day for the empire. The anger is palpable."
* Defiant on all Cities for 10turns
Elimination

In *Humankind*, it is possible to have an Empire entirely **eliminated** (also known as **exterminated**) from a game though various means. Basically, **if an Empire doesn't have any Cities or Units anymore**, it is eliminated.

Eliminated Empires will be marked by a red ✖ on their emblems, and other Empires cannot interact with them diplomatically anymore. However, their avatars will remain on the Diplomatic Screen.

Even if an Empire is eliminated from the game, the Fame they earned **will not be removed**. Therefore it is possible to have an eliminated Empire win a game.

Currently, an Empire can be eliminated in the following ways:

* **Annexing** all of an Empire's Cities and kill all its Units.
	+ The Cities must be officially annexed via Surrender Terms. Just occupying the Cities will not trigger the elimination directly.
* **Destroying** all of an Empire's Cities and kill all its Units.
	+ This can be done through ransacking or bombardment, as both can destroy Main Plazas.
* The Empire doesn't have any Units anymore, and its last Cities **rebel** into Independent Peoples.
Congress

At the annual sessions held every spring, an elected council of members uphold the interests of the region's citizens.

## Placement prerequisites

Can be built once per Territory

The **Congress** is the Emblematic District specific to the Chinese. It is a constructable District that generates  and  most effective in Cities with multiple adjacent Market Quarters.

## Effects

* +7Money per number of attached Territories
* -10Stability
* +3Influence per adjacent Market Quarter
* On City or Outpost:
	+ +1Farmers Slot
	+ +1Workers Slot
	+ +1Traders Slot
	+ +1Researchers Slot

## Special Effects

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

## Trivia

* The concept of the Congress is based on the unicameral legislature system of People's Republic of China, called People's Congress. Every administrative level has its own People's Congress, with the highest one (National People's Congress) being the highest legislature of PRC.
* The in-game appearance of the Congress is based on the Great Hall of the People in Beijing, the meeting place of the National People's Congress.
Guerrilleros

Working behind enemy lines, the Guerrilleros undermine the morale of enemy populations.

## Cost

### Upkeep

 3700
 3
 60

## Unit Stats

### Range

 56
 4
 4

### Detection

 4
 20
 1

## Class and Ability

### Specialty

Stealth, Guerilla Tactics

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The **Guerrilleros** Units are special to the Cubans. Unlocked by the Insurrection Theory technology in the Contemporary Era.

## Class and Specialty

Gunner
Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**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.
**Guerilla Tactics**
Apply a Stability penalty (-?) when standing on a hostile City's Territory.
Great Fishmarket

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## Description

Occupying a huge harborside warehouse, the piscine stench can be smelled for miles. Everything from squid to sea urchin is for sale.

## Effects

* +5Money per Naval Trade Route

* +4Money on Harbor

## Family: Sea Trade

**Fishmonger****level 1**
****Great Fishmarket******level 2**
**Seafood Wholesalers****level 3**
Great Swordsmen

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

## Resource requirements

 5

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**Great Swordsmen** are generic Units available in the Medieval Era, after researching the Heavy Infantry technology.

## Class and Specialty

Melee
Close-combat Unit.
## Upgrades and Replacements

### Unique replacements

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

* Cahokia Raiders (Mississippians)
* Varangian Guards (Byzantines)
* Jaguar Warriors (Aztecs)

### Upgrades from

Upgrade cost 400 and needs 1Iron access on Empire.

* Swordsmen (generic)
* Gaesati (Celts)
* Praetorian Guards (Romans)
* Healers (Caralans)
* Maori Tangata (Rapa Nui)
Heavy Infantry

With an emphasis on armour and heavier weapons, the presence of heavy infantry can change the battlefield.

## Unlocks

### Units:

Great Swordsmen

 Back to the list of technologies

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

## Place in the tech tree

Prerequired
War Summons
Leads to
Furnace Steel
## Unlocks

Army Logistics (effect)
+1 Unit slot available for each Army
**Great Swordsmen****unit**
## Unique Unlocks

**Cahokia Raiders****Emblematic Unit**
**Jaguar Warriors****Emblematic Unit**
**Varangian Guards****Emblematic Unit**
Guardians

These mobile missile platforms are designed to strike targets up to hundreds of kilometers away.

## Cost

### Upkeep

 14805
 2
 80

## Unit Stats

### Range

 60
 4
 8

## Resource requirements

 12
 3
 2

## Class and Ability

### Specialty

Multi-rocket Bombard

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The **Guardians** Unit is special to the Chinese. Unlocked by the Computing technology in the Contemporary Era.

## Class and Specialty

Heavy Weapon
Ranged-combat Unit, must have line of sight to attack. Can only move or attack in a turn. Cannot retaliate when attacked by a close-combat Unit. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Multi-rocket Bombard**
Can use the bombard action twice per turn. Removes "Dug-In" status on target.
## Unique Action

**Artillery Strike**
Choose an enemy Army or District within range to bombard with artillery fire, damaging and perhaps destroy it. This will consume the Unit's Movement Points.
* Using this action, the Unit can bombard Districts and Units on the world map with reduced damage, or bombard Districts and Units in the Tactical Map with full damage from outside.
* The artillery hit will cause area damage to Districts and Units around the targeting tile.
* The artillery hit can cause friendly fire and damage your own Units.

## Upgrades from

Upgrade cost 14,805 and needs 1 2 2 access on Empire.

* Siege Artillery (generic)

## Trivia

* The Guardians is based on the Weishi 1-B Multiple Rocket Launcher.
	+ "Weishi" (卫士) means "Guardian" in Chinese.
DLC

**DLC** (which is short for **downloadable content**) is available for Humankind through Steam, Epic Games etc.

## List of DLCs

* Notre-Dame narrative Narrative Event
* Victor Hugo Avatar set
* 4 Natural Wonders (Mount Kilimanjaro, Victoria Falls, Zuma Rock, Lake Natron)
* Great Mosque of Djenné wonder
* 7 Independent People
* 4 Natural Wonders (Atacama Desert, Lençois Maranhenses, Salar de Uyuni, Salto Ángel)
* 2 Cultural Wonders (Maracanã Stadium, Pyramid of the Sun)
* 9 Independent People
* 15 Narrative Events
* 4 Natural Wonders (Uluṟu, Aitutaki Lagoon, Bungle Bungle Range, Whakaari Volcano)
* 2 Cultural Wonders (The Royal Palace of Pape'ete, Mauna Kea Observatory)
* 7 Independent People
* 15 Narrative Events
* New in-game themed music tracks composed by Arnaud Roy

## List of Expansions

* Currency: Leverage
* Quarter: Embassy (unlocking new interactions with other Empires)
* Unit Family: Agent (Envoy, Spy, Spymaster)
* 6 Cultures with a New Affinity: Diplomatic (Sumerians, Han, Bulgarians, Swiss, Scots, Singaporeans)
* 4 Natural Wonders (Chocolate Hills, Monument Valley, Pamukkale, Eldgjá)
* 2 Cultural Wonders (Palace of Versailles, Congress of Humankind Headquarters)
* 15 Narrative Events (including 4 inter-empire events)

1. ↑ Also available as pre-purchase bonus and it's part of the Deluxe Edition.
Imperial Power

Formalizing the rights, obligations, and responsibilities of citizens, through laws or local administrators, permits the application of long-distance political power through non-violent means.

## Unlocks

### Infrastructures:

Customs Farm

 Back to the list of technologies

**Imperial Power** is an Classical Era technology in Humankind. Cannot be boosted. This technology unlocks the ability to relocate the Capital.

## Place in the tech tree

Prerequired
Conquest
Leads to
Feudalism War Summons
## Unlocks

Relocate Capital
Relocate the Capital to the City of your choice.
**Customs Farm****infrastructure**
**Commons Quarter****district**
A Blossoming of Beliefs

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## Description

Religious feeling is strong across the empire, but that is not preventing discord from emerging from among the faithful. Great cities are finding themselves under the sway of diverse religious leaders who each see the standard creed with different eyes. New religious orders are emerging every year, and their influence is growing. What should you do with these groups?

## Options

AuthorityDissolve"We are one faith, and should not allow a fracturing of our religion."
* Fanatical on all Cities for 10turns

WorldInfluence"Each citizen must find their own way to the divine. We should be tolerant of religious interpretation."
* Tolerant on all Cities for 10turns

TraditionLead"As world leaders of the faith, it is our duty to strengthen it and keep it pure."
* Fanatical on all Cities for 10turns
Fever Season II

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

## "Wait" good outcome

### Description

Luckily for you, the decision to wait and see if the wave of sickness worsened has paid off. It seems the spike in fevers in `[city name]` was nothing more than a seasonal anomaly. The city breathes a sigh of relief, and launches into a bout of consumerism with renewed vigor.

### Options

NoneFlush"No longer anxious about a deadly outbreak, the citizens of `[city name]` go on a collective shopping spree."
* Prosperous on `[city name]` for 10turn

## "Wait" bad outcome

### Description

Delaying preventative measures has backfired. The fevers did indeed stem from a novel virus, and now `[city name]` is in the thrall of a deadly outbreak. Any errant coughs or sneezes in public cause onlookers to flinch, then swiftly move away. The city -- and its citizens -- must be isolated, and any infected carefully traced. The cost is going to be severe.

### Options

NoneLockdown!"A deathly silence falls upon `[city name]` as the city is locked-down. Every sector of the economy suffers."
* Scourged on `[city name]` for 10turn
Child Soldiers

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## Description

Following our liberation of `[city name]`, our forces have made a horrifying discovery. Amongst the local soldiers were vast numbers of children – conscripted and forced, often brutally, to fight, to scout, to cook or to clean. Many are near-feral in their violence, and others terribly traumatized. Welcoming these broken young souls back into society and granting them better lives, as they so entirely deserve, will not be easy. What would be the most effective – and most understanding – method of doing so?

## Options

LibertyReturn"Let their original communities and cultures welcome them back, no matter the disorder caused to our wider society."
* Defiant (-) on City for 10turns
* +4Population on City

WorldFund"International aid organizations are best-equipped to handle so delicate a matter – but we must help ensure they are sufficiently well-resourced."
* Science Investing (+, -) on City for 10turns

CollectivismIntegrateThe Civic forcing effect is not always part of this option."We must make them part of our own society, educate them well, and guarantee them lives free from violence."
* Pacifist (+) on City for 10turns
* Forces choice **"Child Education"** for Civics Children's Rights
* +4Population on City
A Knotty Discovery III

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## Description

Despite much time passing, the mysterious quipu has remained in the public consciousness, teasing the citizens regarding its true meaning. Now a wannabe media star with a small but passionate following claims he has broken the code. According to him, the quipu is an ancient calendar—and one that foretells the imminent downfall of your civilization within a decade. Although he is clearly speaking rubbish, his words are sowing fear and confusion in the capital. How should you respond?

## Options

LibertyIgnore"Let's wait it out, even if some get nervous. Time will prove him wrong."
* Panicking on Capital for 10turns.

AuthoritySilence"For the good of the empire, we will shut him down."
* -10,000Money
* Locked Down (+, -) on Capital for 10turns.

ProgressDebunk"A publicity campaign showcasing the real scientific research into the quipu will alleviate fears."
* -30,000Money
Fences

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## Description

A rudimentary wooden enclosure provides protection from would-be invaders, but won't stand up to specialised siege weapons.

Does not prevent enemy cavalry and horde units entering the city.

## Effects

* +15Fortification
	+ This infrastructure automatically applies to every new City. New Cities start at **15 Fortification**.

## Family: Walls

****Fences******level 0**
**Palisades****level 1**
**Stone Walls****level 2**
**Bastions****level 3**
**Bomb Shelters****level 4**
Irrigation

With a basic understanding of how the seasonal flooding of a river can be better controlled, water is no longer a matter only for the gods.

## Unlocks

### Infrastructures:

Public Fountain, Flood Irrigation

 Back to the list of technologies

**Irrigation** is an Ancient Era technology in Humankind. Cannot be boosted. This is the first technology which provides the first bonus positive **Stability** on Cities.

## Place in the tech tree

Prerequired
Calendar Domestication
Leads to
Hydrology
## Unlocks

**Flood Irrigation****infrastructure**
**Public Fountain****infrastructure**
Demise of the Great Beasts

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## Description

A jubilant cheer goes up from your tribesmen as the giant, savage creature finally succumbs to the blows, and topples to the ground with a thunderous crash. Dead. You share your kin's rejoicing -- the kill promises plenty of meat -- but your happiness is tinged with sadness too. These great beasts cross the tribe's path less and less often these days, no doubt hunted to death by the most skillful hunters of all -- humans. Their eventual disappearance seems certain. What steps will you take to ease the burden of their loss?

## Options

NoneStudy"We will understand the ebb and flow of the seasons on our foraged foods, so that they may give us greater bounties in time."
* -25% on Calendar research cost

NoneTame"Mammoths might never be subdued, but perhaps other animals can be bent to our will, so we never need starve."
* -25% on Domestication research cost
Fever Season

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## Description

An unusual wave of sickness has broken out in the overcrowded metropolis of `[city name]`. The origin of the illness is unknown. Some speculate it could be related to smog and pollution, while others say it could be something more dangerous. Or it could just be a spike in flu. In any case, more elderly are filling the city's hospital wards. Do you institute quarantine measures now or wait for longer?

## Options

ProgressQuarantine"Announcing preventative measures will have economic costs but ensure safety -- and be an opportunity for study"
* Science Investing on `[city name]` for 10turn

TraditionWait"Not panicking will give the citizen's confidence, but it could backfire..."
* Chance of unexpected consequences

## Follow-up event

**Wait** option may trigger a follow-up event: Fever Season II

## Trivia

* This event likely based on the outbreak of Coronavirus disease 2019.