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Then their warscore collapsed so I was forced to accept a surrender, which involved them getting back some of the territory I’d already conquered, because there simply wasn’t an option for me to say “No, I’m going to utterly destroy your civilisation and incorporate its territory into mine that’ll teach you to declare war on me”. In one game I played, the Celts declared war on me out of the blue for existing near them, and I responded by utterly stomping them into the ground, annihiliating their armies and capturing several of their cities in a Classical-era blitzkrieg with chariots and swordsmen. The problem is warfare is underpinned by a “war score” that gauges your populace’s willingness to keep fighting. Actual combat has the innovative system whereby you can direct your units on the map (although you can just click autoresolve, too), and you can stack units to build some pretty impressive armies too, so all that worked well.
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It makes the whole thing pointless, really. If you make a demand like “Give me this city” or “Stop oppressing my religious followers in your city” and they say “No”, the options are “Declare war” or “Don’t worry about it, then” – and similarly, when they make demands of you and you refuse, the AI withdraws them. You’re never going to give one of your cities to the AI and it seems totally random as to whether they agree your demands either, so basically the whole thing just goes nowhere. Humankind’s diplomacy system has some innovations, but it’s still clunky and just doesn’t seem to work as well as it was intended to. Sadly, there’s no aluminium pole involved, but basically any time a civilisation does something to annoy you (refusing a demand, oppressing members of your religion, settling in a border area) you can use that “Greivance” to demand satisfaction from them – typically in the form of handing over a city/territory or paying you a lot of money.
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There really needs to be an “established” name for each other civilisation (player) that remains constant, and while I see what the developers were doing with the whole “melding of cultures” thing, there’s simply too much ‘baggage’ associated with real-world civilisations/empires for it to make any sense at all for the Mayan civilisation to suddenly become the Norse and subsequently the Ming Chinese.Ĭontinuing the theme of great ideas that are poorly executed is the “Grievances” mechanic. The actual mechanic of adapting ideas and bonuses from different cultures to your civilisation as you advance through the ages is an excellent one, the fact your civilisation’s entire name changes as well is not. I’d be merrily developing my civilisation and then would get a notice that my trade route with the Japanese had been disrupted by a war between two other players, and I’d be thinking “Wait, what Japanese? Did I sign a trade deal with them? What are we trading? Who were they before?” In the course of one playthrough, the neighbouring civilisation started off as the Nubians, then evolved into the Greeks, then into the English, and then into the Iroquois and then into the Mexicans. The whole “changing your civilisation name each era” mechanic is incredibly confusing. One of Humankind’s major innovations is the idea of a Neolithic Age, where you explore the starting area to get a lay of the land and maybe some bonuses to carry over into the ancient era, which is the first “starting” era of the game. The game just felt unpolished and unbalanced to me I ran into issues like bugs, glitches, perpetual “turn ending” snags, placeholder text, and unclear systems (how religion worked, what caused people to switch cultures, what the point of Independent Peoples was, the list goes on) which held the whole experience back for me. The similarities between Humankind and the recent Civilization games are quite apparent.