HUMANKIND™

HUMANKIND™

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Catoninetales  [developer] May 16 @ 5:59am
Changelog - Dante Beta
Hello everyone!

First of all, thanks for showing interest in trying the Dante Update, it will help us to identify any major problem.

Here is the list of changes

  • We introduced a military unit food consumption. This will help to avoid the oddities of your population not consuming any food after becoming military units.
    This ongoing cost of food will be distributed among your cities > Bigger cities will need to support a larger share of the military population
    A couple of extra information on regards this change 👇
    • Outposts are exempted from paying this cost
    • Reduced the additional food consumption for large population cities
    • Exempted Nomadic units from adding to the Military Food costs
    • Exempted Scouts upgraded from Neolithic Tribesmen from adding to the Military Food costs
  • Adjusting some game effects to work with the new change of military food consumption
  • New persona: Dante
    This was a collective reward unlocked during our latest Amplified
    (Yes, we know that if you try to pick him as your aware, his name does not display correctly. This will be fixed for patch release)
  • We have removed the challenges from in-game and given the rewards to all players
    The reasons for this is that we noticed some technical problems and sometimes this was not accessible to some users. Therefore and to avoid future problems we have decided to disable them.

Please when trying the update, create a new game to avoid any problems of compatibility.


How does the change to military food consumption feel? We would like to know your thoughts
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love humankind
Zack May 16 @ 6:20am 
Hopefully this will make food more interesting to build into, seeing that it needs to also support military instead of just population. Should help with endless spam of armies at late game too once you had a few coin cities.
Kinfani May 16 @ 9:13am 
good - love this game
SDS May 16 @ 10:49am 
Nice! HK is a great game, ty for your hard work.
I want to take the test. However, it seems that a password is needed for the test. I have been playing for 407 hours.
Y'all ever going to try offering DLC or an Expansion again? Not sure how many copies of such have to be sold to turn a profit, but I know i'm not the only HK player who would buy anything new you released.

Civ 7 is a huge disappointment.
Can you please make it so that 90% of the cultures aren't utterly useless ? Legit if I'm not nerfing myself I'm either playing a coastal waters build or river build into moghols (playing Hittites is also op as hell if you've got a crowded spawn)... Legit the early is the most dreadful experience in the game and I would very much like a balancing patch so that other cultures are worthy to pick. Btw the chopping in this game is utterly useless aswell, rework or just remove it because it gives literally no prod at all to waste some turns to get a single tree (+ the fact that it actually slows you down since you get less prod overall and close to no benefit in the short term). Long story short, please don't put effort in the most useless things ever, this change is cool but doesn't fix much appart from the fact that our cities will now more than ever be locked at x pop because you can't spam units to do something worth of your pop instead of just letting it die of famine and getting it back every single turn.

Much love though the game is cool, I simply don't want to nerf myself because cultures are all bad or mid except some that are great together (and some other again that are simply busted like the russians later on in the game)
Hello! Dear Amplitudes, you have some kind of problem with registering on the forum -- the registration form freezes in half the cases, and in the remaining cases the email with the registration code does NOT arrive (my friends and I have tried several different email services, and the result is the same everywhere).

Because of this, there is no way to report any problems found (((
As for the problems: a significant balance issue has been found, the abuse of which greatly spoils the user experience of playing online. I think its fix will fit well into the main idea of ​​the Dante patch.

Its essence is simple: at the very early stage of the game, upon entering the 1st era, we liberate our outposts (via the city management menu and outposts -> outposts tab -> select an outpost and click "give freedom"). Then we just wait a few turns (depending on the speed, on fast it is 3 turns) and it turns into a city with 2-3 residents, which we immediately capture with a previously brought army (for this, 2-3 warriors in a stack are enough). The abuse of this method allows you to get "free" an unlimited number of cities without spending culture, and farm culture and gold in a "fake" war.

The solution to this situation would be quite simple and would fit into the concept of the game:
Option 1: When converting a liberated outpost into a city, immediately give it an army of "defenders" (but this will weakly stop the abuse of this method)
Option 2: Impose VERY BIG penalties (culture/stability) for attacking/capturing recently liberated cities by their former owner (or all players). That is, for example, so that the liberated outpost/city has some kind of "free city" status, which is maintained for N turns (10, I think, will be enough).
Option 3: Give the liberated outpost/city "protection" for N turns from its former owner -- that is, remove the possibility of declaring war/attacking this city (similar to how civ is done).

I really hope that you will take the voiced problem into account.
CIV 7 failed- take advantage of that
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