Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Combat +++
Graphic ++
Diplomacy +
City building ~
Spy -
Religion -
Game pace ---
Mods -
Overall ~ eh about the same
Well done sir!!! You get my vote for worst topic created in a very long time.
Humankind has chosen a rather unique way to manage your civ throughout the ages and it's fine by me but it's not going to appeal to folks who like the way Civ does it. Especially when there is no logical reason to explain why your culture shifted. Classical era Chinese to Medieval Chinese to Industrial Chinese etc would be extremely cool and definitely better than Civ but we often see such wild changes between eras as to break all sense of immersion - they're just too fantastical. Why did my culture change? I was successful, I have a powerful economy, great stability and my military is more than capable of dealing with threats external so what happened? Why did my thriving Chinese culture suddenly become Italian and later become Japanese or Swedish?
Plus there are a noticable lack of real historical characters or avatars to play against. Gone are Alexander the Great and Pericles and hello to Victor Hugo and Edgar Allen Poe. There are definitely more variations possible with 10+ choices each era as well as the option not to change but if you like Civ and identify with your civ/leader, it's not really a killer feature. In Civ, the leaders are the stars but in Humankind, what are they? They have no character at all compared to Civ's leaders.
Replayability - I think Civ has more replayability overall simply because you'll try each civ at least once and perhaps a few more than once whereas some folks will just run through Humankind and not feel any connection to their Civ at all and only play it a handful of times because each playthrough feels more or less the same. In Civ, I've set up a few runs just to play against a set of leaders who are all women or all warmongers or whatever combo I find appealing.
You could argue that that's the same with Civ, that apart from the unique units, most of the time, you end up playing the same game. But the leaders in Civ have far more charisma and appeal than bland generic 'insert avatar name here' who is the leader of whatever the game decides it will be next era. Each civ has its own music which evolves over time and each time you meet a new Civ, its music is added to the playlist.
Which is better? Neither. They're just different and there's nothing wrong with that.
Still even if you list is pretty solid, I remind enough of previous civ to see some errors.
HK spy system, none just some stealth units with very limited abilities.
HK religion system is a complete system, you clearly understood nothing of it, and I can admit it is obscure. But still from from the void Spy is in HK.
Micromanagement +++++ (the less the better)
Wars+++
City Nation/Independents ++
Combat +
Diplomacy +
Trade +
Religion = (comparison with civ4&5)
Graphic - (The more clear the better)
City building ~
Game pace --
Spy ---
Mods --- (HK mods is still beta stuff, with amount of players so different HK will never match civ6)
I disagree. None is better than the garbage Civ 6 has. Even when using half your spies to counterspy, the stupid location fixed systems means you need to guess and building neighborhoods is a waste of resources because even the happiest citizen can be turned into an armed mob just because their spy spends a few turns doing it.
Civ 6 (linux native version) is barely playable on Linux due to launcher issues and frequently CTD. The mods from workshop in most cases are only supported by Windows.
Humankind works very well with Steam's Proton support, although there is no linux native version. No crashes and even the mods from mod.io do work without any issue.
In that case, point for Humankind if you play on Linux.
Spies and Counterspies: I have to agree that humankind doesn't have that covered yet. Civ does it better, but I have noticed that it seems a bit haphazard at times. Some times it seems overpowered, while others it seems almost useless.Sowing discord and sabotage are both pretty game changing when the time is right, but other things like info gathering and tech theft can seem pretty weak. It could be fleshed out a bit more in Civ, and who knows how it would go in Humankind. (almost afraid to think about it.)
Religion: Again, point to Civ. There are more options (especially when you add certain mods.) I would have liked to seen a bit more of the units carrying the religion over the kind of clunky Religious War aspect, but at least there is interaction. Humankind needs to incorporate specialized units in a similar way and including religious events would put both games a step up for playability.
City Building: Both have their advantages. You will almost always have more cities in Civ, but the cities in Humankind just seem a bit better laid out. Civ has more districts, but Humankind just seems to have more useful ones. It is true that it does feel like a City builder at times. I think that aspect gives Humankind the edge.
I find myself asking "What if I want X Leader as an opponent?". Civ has them, provided you play them in the Civ they historically led, Humankind does and doesn't. Some have been made in the game, while others have been created by the fanbase. you have to hunt for new ones and they can be hard to find at times, (especially since there are no mods yet for new leaders. I do sort of enjoy seeing oddities, like the horror of seeing Boudica leading the Mayans in war against you.
But for sure HK could use leaders too.
There's a mod to create Personas yourself, it's not a mod.io mod but BepInEx based, I use it and it works fine but you can't export a Persona to edit it with the mod. Anyway as far I know none bother make a collection of historical inspired persona, and it's not players that can do that as a player can create only one official persona.
But they aren't really leaders and you can't use them for yourself which is logic for Archetypes and Bias but there's also Strength.
I'm not missing leaders, and for AIs I use the mod to create my own set.
In HOI4 the spy can try to protect the who country, or spy one country.
That is quite good system. Less micro and gives spy more generic area where to affect...
But in historical era, it was wery hard to travel, so If there were spies, they acted very locally so I can see why Civ6 use that local spy system. But i would definitely like more HOI4 type spy system because of simplicity!
Religion... Religion in games are hard to do, but I would take same kind of system as Spys have in HOI4. They affect either in home country and religion spread like civilization sphere of influence. Or you would send missionary to some spesific country... As you can see I somewhat hate micro management, so less micro intensive way of making religion is better. But oweral if I don´t count micro, the religion system with its cons is really nice in Civ6 so it has edge in this department.
I would suggest try a cost system, spying has a cost per turn, and it's a matter of increasing it with distance and enemy defense, and perhaps lower it according to number of spies. The payment could be gold/influence but eventually spying points for a more complex system. this would add a new income type, spying points income.
The HK religion system isn't bad but too abstruse. Even if you argue that the rules set isn't complex, it's a bit like HK districts proximity system, the rules are basic but the complexity still make it hard to predict properly/precisely. At end you gave up on the more complex rules and just stick to the simpler tricks.
That being said, Humankind really needs to step up with regards to its moddability, hopefully starting with a Steam Workshop integration.
Players can't understand mods for a game that have 10 time more players is a totally different context.