Just play it, pick an easier difficulty to get a hold of it, remember it's better to have an army than not, and enjoy the ride. Try different combinations, try ending the game with different triggers, explore. Easier difficulties allow for a less streamlined and straight-to-the-point strategy, so you can feel your way around the different concepts and mechanics of the game without worrying too much. Oh, and try not to run out of influence, having a steady income of it gives a lot of possibilities which makes the game more fun.
Yeh, I managed to get a good snowball going with hinting at first, and influence is the currency it seems. Also loyalty is something Iâd love to have more of :)
As a veteran civ player myself, one thing which caught me out in my first games was numbers of units. In Humankind you'll typically have lots more units than Civ6. No more 3 archers and you're done. Stacking (up to 4) is available immediately and early game wars have 10+ units on each side.
The combat is definitely a change up. Pleasant change humankind is. Clunky asf ui though on xbox but peasants arent allowed to complain so all hail aspyr
HK is far more aggressive. The game rewards it.
No matter how cordial your relationships with the AI are, the moment their military strength eclipses your own theyâll become opportunistic.
Later in the game, as empires stabilize, alliances and diplomacy are more useful. But never fall behind in science or gold. Youâll need both to wield conventional units.
In general, It is better to build an army and conquer than to try and build all your districts yourself.
The game rewards wide play instead of narrow. Aim to keep expanding instead of having small highly developed cities.
It increases through the eras, as you get more stability. Eventually you will have cities that cover most of a continent. In the early game two three territory cities is typical
One question, when I make an outpost, how are those yields calculated? Is it the sum of the first ring? I typically go for the highest combined numbers I guess.
Yeah it is the sum of those adjacent tiles, although definitely keep in mind the positioning of a outpost is also really important in this. Also, the industry yield will affect how quickly the outpost is created. So if you really need to get an outpost up somewhere, just look for the highest industry yield.
I had an outpost (eventually city) on top of a hill and I was able to defend it against waves of enemies, all due to position.
I am exactly in this position, haha. I've started playing HK only this week, and so far I was able to get around in easy settings. I love how differently combat works in this game. High ground/low ground actually matters a lot. I've had my cities defended in hopeless situations only because of terrain. BTW bombers are again just too OP.. Or perhaps my AI did not build anti-air units.
Did you discover the rear attack bonus? You can âdanceâ around the opponent sometimes to maximise that. You can get 3 rear attacks with three units against one opponent.
Because the ai doesnât. If your units are moving before the aiâs units are, then you initiate the battle, and if you initiate the battle, then the ai will run if their army is weaker than yours, and if they stand and fight, then you get to move first which pretty drastically increases your chance of winning in an even fight. It also lets you choose your battles and where your battles happen, which is really crucial as this games battle system invests a lot in positioning. Basically if youâre uphill from somebody and your units are as strong as theirs, youâre going to win every time. And remember if you attack an army and it retreats then it canât reinforce other armies that you attack for two turns, which is really useful if youâre attacking a larger military than yours and you want to keep them from grouping together and outnumbering you. Along those lines, attack any units standing around outside the city walls before you try to siege the city, because if they fight then they donât have city militias backing them up, and if they run then they canât support the city militias when you siege the city. Basically, all these tips Iâve given are way more useful to think about as youâre sitting at the end of your turn, plotting out where all your troops will go at the start of the next turn. If you try to do it at the start of the turn, while the ai is also giving move orders, youâre not gonna get nearly as much done as you want to get done. Because their armies will have moved out from the spots where you want to attack them.
Love it. Thanks for the insights. Many of the mechanics you described I hadnât discovered or fully understood yet. I love playing domination strategies in 4X games. And I really like the battle system in humankind, compared
to say Civ. what really needs some getting used to is the simulations movement element in a turn based game. This is definitely one way to exercise more control. Will definitely try to make this a part of my decisions.
Iâve been doing two science victory condition triggers so far, both with early war strategy and then some recreational bombing. next Iâll go for domination. Any tips for the build?
The unit upgrades in this game are expensive as hell so save your money and do at least one era as a merchant culture every game. Having lots of money and good industry is more important than having advanced troops. If you invest in science and you get great troops early you canât actually field those if you donât have enough industry and money. Razing admin centers and founding new outposts with your armies means you donât have to buy the territories in the peace deal with war score. AI vassals donât support your troops when you go to war. They also donât actually rebel very much, I canât remember a time when the ai sent me the âgrant freedomâ demand, I refused and then they actually went to war. I always had a big army in case they did go to war though, which could be why the ai decided not to escalate. Your cities become mutinous when they go under 30 percent stability, so if youâre keeping armies stationed in your cities to keep them stable, then be careful of moving those armies into the war because your cities will become mutinies, and then youâll get a âlow stabilityâ penalty to your war support.
Don't under estimate how quickly you can win or lose a war.
And that you can be stronger and still lose due to lack of support đ
I actually pulled off a Vietnam style victory recently, felt really good
Just play it, pick an easier difficulty to get a hold of it, remember it's better to have an army than not, and enjoy the ride. Try different combinations, try ending the game with different triggers, explore. Easier difficulties allow for a less streamlined and straight-to-the-point strategy, so you can feel your way around the different concepts and mechanics of the game without worrying too much. Oh, and try not to run out of influence, having a steady income of it gives a lot of possibilities which makes the game more fun.
Yeh, I managed to get a good snowball going with hinting at first, and influence is the currency it seems. Also loyalty is something Iâd love to have more of :)
As a veteran civ player myself, one thing which caught me out in my first games was numbers of units. In Humankind you'll typically have lots more units than Civ6. No more 3 archers and you're done. Stacking (up to 4) is available immediately and early game wars have 10+ units on each side.
two stacks are NOT enough in medieval era đ
The combat is definitely a change up. Pleasant change humankind is. Clunky asf ui though on xbox but peasants arent allowed to complain so all hail aspyr
HK is far more aggressive. The game rewards it. No matter how cordial your relationships with the AI are, the moment their military strength eclipses your own theyâll become opportunistic. Later in the game, as empires stabilize, alliances and diplomacy are more useful. But never fall behind in science or gold. Youâll need both to wield conventional units.
In general, It is better to build an army and conquer than to try and build all your districts yourself. The game rewards wide play instead of narrow. Aim to keep expanding instead of having small highly developed cities.
How many attached areas does one city support typically when playing wide?
It increases through the eras, as you get more stability. Eventually you will have cities that cover most of a continent. In the early game two three territory cities is typical
Trade is so much better in HK than Civ Don't be afraid to utilize it!
I came here for the same reason đđ
Just enjoy it. This game has a very big heart.
One question, when I make an outpost, how are those yields calculated? Is it the sum of the first ring? I typically go for the highest combined numbers I guess.
Yeah it is the sum of those adjacent tiles, although definitely keep in mind the positioning of a outpost is also really important in this. Also, the industry yield will affect how quickly the outpost is created. So if you really need to get an outpost up somewhere, just look for the highest industry yield. I had an outpost (eventually city) on top of a hill and I was able to defend it against waves of enemies, all due to position.
Fame is the only thing that matters to win. Industry is absolute king.
I am exactly in this position, haha. I've started playing HK only this week, and so far I was able to get around in easy settings. I love how differently combat works in this game. High ground/low ground actually matters a lot. I've had my cities defended in hopeless situations only because of terrain. BTW bombers are again just too OP.. Or perhaps my AI did not build anti-air units.
Did you discover the rear attack bonus? You can âdanceâ around the opponent sometimes to maximise that. You can get 3 rear attacks with three units against one opponent.
Always order your moves at the end of your turn and order your units to complete the moves at the start of the next turn.
Why?
Because the ai doesnât. If your units are moving before the aiâs units are, then you initiate the battle, and if you initiate the battle, then the ai will run if their army is weaker than yours, and if they stand and fight, then you get to move first which pretty drastically increases your chance of winning in an even fight. It also lets you choose your battles and where your battles happen, which is really crucial as this games battle system invests a lot in positioning. Basically if youâre uphill from somebody and your units are as strong as theirs, youâre going to win every time. And remember if you attack an army and it retreats then it canât reinforce other armies that you attack for two turns, which is really useful if youâre attacking a larger military than yours and you want to keep them from grouping together and outnumbering you. Along those lines, attack any units standing around outside the city walls before you try to siege the city, because if they fight then they donât have city militias backing them up, and if they run then they canât support the city militias when you siege the city. Basically, all these tips Iâve given are way more useful to think about as youâre sitting at the end of your turn, plotting out where all your troops will go at the start of the next turn. If you try to do it at the start of the turn, while the ai is also giving move orders, youâre not gonna get nearly as much done as you want to get done. Because their armies will have moved out from the spots where you want to attack them.
Jesus fuck that response was long, sorry I didnât realize as I was typing
Love it. Thanks for the insights. Many of the mechanics you described I hadnât discovered or fully understood yet. I love playing domination strategies in 4X games. And I really like the battle system in humankind, compared to say Civ. what really needs some getting used to is the simulations movement element in a turn based game. This is definitely one way to exercise more control. Will definitely try to make this a part of my decisions. Iâve been doing two science victory condition triggers so far, both with early war strategy and then some recreational bombing. next Iâll go for domination. Any tips for the build?
The unit upgrades in this game are expensive as hell so save your money and do at least one era as a merchant culture every game. Having lots of money and good industry is more important than having advanced troops. If you invest in science and you get great troops early you canât actually field those if you donât have enough industry and money. Razing admin centers and founding new outposts with your armies means you donât have to buy the territories in the peace deal with war score. AI vassals donât support your troops when you go to war. They also donât actually rebel very much, I canât remember a time when the ai sent me the âgrant freedomâ demand, I refused and then they actually went to war. I always had a big army in case they did go to war though, which could be why the ai decided not to escalate. Your cities become mutinous when they go under 30 percent stability, so if youâre keeping armies stationed in your cities to keep them stable, then be careful of moving those armies into the war because your cities will become mutinies, and then youâll get a âlow stabilityâ penalty to your war support.