HUMANKIND™

HUMANKIND™

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Day Walker Sep 23, 2021 @ 12:28am
5 stability per unit on the city plaza doesn't apply anymore ?
Hallo all ,
can someone tell me if there were changes since the new patch. Regarding the 5 stability bonus per unit if it's in range of a city main plaza ? It seems that it doesn't work anymore.

Tanks for your reply.
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Showing 1-12 of 12 comments
Morgawr Sep 23, 2021 @ 1:05am 
Doesnt work for me either. I don't remember reading about it I'm patch notes either
MoistGamer Sep 23, 2021 @ 4:29am 
sometimes this feels like an alpha release!
Pro_Stitutina Sep 23, 2021 @ 5:25am 
what building are we talking about? Perhaps it was changed to +5 stability for each garrison district, but perhaps also bug..
Day Walker Sep 24, 2021 @ 1:34am 
Originally posted by CRINGELLA:
what building are we talking about? Perhaps it was changed to +5 stability for each garrison district, but perhaps also bug..

CRINGELLA, I haven't noticed that, but I'll check and see if this is true.

thanks for your comment.
Rolaran Sep 24, 2021 @ 6:46pm 
Had the same thing happen after it worked fine in a previous game, seems like it has to be a bug since it's not in any of the patch notes and makes keeping a city pacified in the early game a huge hassle.
GoldenTalon Sep 24, 2021 @ 8:21pm 
Glad they ditched it.
Day Walker Sep 24, 2021 @ 10:11pm 
Originally posted by GoldenTalon:
Glad they ditched it.

GoldenTalon, just like Rolaran said, it makes it harder to keep stability up to level early in the game.
I'm curious why you thought this was a good idea. Could you explain more. You may have a point there.

By the way thanks for your reply.
Last edited by Day Walker; Sep 24, 2021 @ 10:12pm
Day Walker Sep 24, 2021 @ 10:15pm 
And fellow Humankind,
Is it a bug or a deliberate action by the creators.(Dev's)
Has someone reported it yet?
shawn Sep 25, 2021 @ 12:46am 
I'm getting up towards 10 finished games, all on 600 turns and half on Humankind difficulty and I never knew this was even a thing. Stability for me was never a problem, particularly when I got my first decent trading partner. IMO stability needs a major tweak as does the power of luxuries.
Maybe add a stability hit for encroaching culture. Make city size more punishing. Also a limit to the effect of additional luxuries or making them cost more.
If you're having trouble, find a luxury or three. That's the easiest way to boost money, production, etc, and stability. The cost is minimal for the benefit just make sure you don't neglect other sources in case you lose access. The first two stability buildings are cheap and come early. Go for the flat adds early instead of %. You can also select Zhou for your first culture. They are great and the AI hardly ever takes them. My guess is they AI's early science and stability bonuses make the Zhou less attractive for them. This one choice can easily negate stability problems the rest of the game.
Day Walker Sep 25, 2021 @ 5:58am 
Originally posted by shawn:
I'm getting up towards 10 finished games, all on 600 turns and half on Humankind difficulty and I never knew this was even a thing. Stability for me was never a problem, particularly when I got my first decent trading partner. IMO stability needs a major tweak as does the power of luxuries.
Maybe add a stability hit for encroaching culture. Make city size more punishing. Also a limit to the effect of additional luxuries or making them cost more.
If you're having trouble, find a luxury or three. That's the easiest way to boost money, production, etc, and stability. The cost is minimal for the benefit just make sure you don't neglect other sources in case you lose access. The first two stability buildings are cheap and come early. Go for the flat adds early instead of %. You can also select Zhou for your first culture. They are great and the AI hardly ever takes them. My guess is they AI's early science and stability bonuses make the Zhou less attractive for them. This one choice can easily negate stability problems the rest of the game.

Shawn, I think you are right. Cause I do the same and you don't even have to choose Zhou as your first culture.I prefer Harappans or Egyptians. Making more food means larger population and units or production meaning building more districts in a shorter time and cheaper. But my question was: Did they change that 5 stability per unit in the last patch.
For 20 stability you could build 2 districts or attach an outpost to your city. And especially when you had spare units running around chasing ghosts.

And thanks for your comments , very helpfull.
Last edited by Day Walker; Sep 25, 2021 @ 6:00am
Dorok Sep 25, 2021 @ 6:29am 
At Humankind admin centers remove 20 stability each, districts remove 10 only, you start with 40 base, nothing else which means 40 stability not 100. If you have no troubles then you have a trick, I mean at Humankind difficulty.

That said I failed understand why in first era but eventually sometimes later more care required than usual, it was a lot tougher and requesting a lot more care at Humankind difficulty.

The first point isn't only the amount of resource but also how fast they can be found and exploited, I mean player and AIs. I don't know, perhaps at Humankind this is slowed down. Also you need AIs agree trade, for example they could request gold you haven't in stock, but I don't see AIs doing that for luxury resources, nor doing it more at Humankind.

But ok it's my first Humankind play I push to second era, and I quoted with lower difficulties some plays with more problems than others even if never big one. That said I never knew anything about units on plaza giving stability. I doubt the game needs that.

EDIT:
In this play, unlike at lower difficulty, I had to use much more outposts not changed in admin center and exploiting resources. I wonder if resources price from trade aren't more expensive at this difficulty, but it's not obvious. And I had to restrain a lot more on admin center per town. Much later in game with enough non broken trade running, a seriously good collection of resources, stability management was softer but still with more care on buildings to lower it.
Last edited by Dorok; Sep 25, 2021 @ 6:35am
GoldenTalon Sep 25, 2021 @ 7:02am 
Originally posted by Day Walker:
Originally posted by GoldenTalon:
Glad they ditched it.

GoldenTalon, just like Rolaran said, it makes it harder to keep stability up to level early in the game.
I'm curious why you thought this was a good idea. Could you explain more. You may have a point there.

By the way thanks for your reply.

I like the extra challenge of having to manage stability. It was too easy before.
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Date Posted: Sep 23, 2021 @ 12:28am
Posts: 12