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Humankind Together We Rule review - filling in the blanks

In last year's Humankind review, I said it didn't feel like it had reached its final form yet. It's a pretty typical sentiment in the age of digital games - even the latest Call of Duty is a bit skeletal, according to our review - and the good news is that after our Humankind Together We Rule review, Amplitude's Civilization-baiting 4X game feels reassuringly hefty. And yet, though I missed the new mechanics when they were absent, their presence hasn't made all that much difference to my games.


Apart from a cheeky Classical-era flirtation with the Achaemenid Persians, I played one of the new diplomatic cultures in every era. I kept a beady eye on the map for any caches of leverage, the new currency for diplomatic schemes. I tried to use the Congress of Humankind to do interesting things. It all basically works and lends the comforting sense of a more rounded humanity simulator - though religion mechanics remain woefully underdeveloped - but every way you can play other than diplomatically is more consistent, controllable, and satisfying.


Read the rest of the story...


RELATED LINKS:

Free Games: Humankind free weekend celebrates DLC release date reveal

Humankind developer "sure that there will be" a Humankind 2

First Humankind expansion adds its UN and six 'diplomatic' civs

Release of Metternich Preview

In the past weeks we have been revealing all the different elements and additions that will change with Together We Rule, like the Embassies, Agents or the Congress. Alongside the expansion, a new patch will arrive, Metternich Update, which will be free to everyone.

With only one week left before the launch, we thought, what if you could start trying the elements of the new patch? We are super glad to announce a Beta that will start today (4th of November) and will remain active until the 8th of November.  

As we wanted to keep it short, here are the main changes that will arrive with the Metternich Update that you will be able to try on this Preview version.

How to access this Beta
  1. Go to Steam Library > Right Click on Humankind
  2. Click on Properties > Betas
  3.  Select "metternich_beta"


We’ve already had a closed beta and made many improvements based on it, but now we want to give all of you a chance to share your feedback. As you can imagine, with less than a week to release, we won’t be able to address a lot of changes from all your feedback, but it will be super important for future updates after release. 

Before we finish, let’s do a small FAQ
  • Can I keep playing my game after the end of the beta and the release of the patch?
    Yes, any game during this preview will be compatible after the release of the patch. If you are on the base game I will recomend to start a new game, to avoid any kind of problems, as there are quite a few changes.
  • Dates Reminder
    From 4th of November to 8th of November 
  • Can I play on Epic Store?
    No, it is only available on Steam (Windows and Mac)


We have included on G2G the list of Known Issues as well. 

Enjoy the beta ^-^ 

Together We Rule: Congress of Humankind and Independent People

You've built your embassy and gathered your leverage, now it's time to prove yourself on the stage of international diplomacy. Will the world be united by common laws and a shared ideology, or will you exploit the power of the Congress to resolve conflicts without bloodshed... in your favor, preferably. 



Together We Rule: Congress Of Humankind 

The Congress of Humankind will help to reshape the political and diplomatic landscape in the late game and may even become involved in conflicts between two empires. Founded at the earliest in the Early Modern Era, when one empire has built an embassy and met all other empires, the Congress can vote on international laws, promote global doctrines, and arbitrate Crises. 

Each session, one empire chooses one of their unlocked global civics (marked on the civics screen with a different icon) to be voted on. For the next few turns, each empire can cast their vote for either option of the civic. These votes are weighted by the empire's Sway, a measure of their diplomatic power determined by their total leverage against other empires and bolstered by Independent People they have as a client state. In a pinch, you can also spend some of your leverage to bribe other empires, boosting your current vote at the expense of future voting power. Once a law is passed, every empire will receive a special osmosis event, allowing them to enact the winning choice for free or reject it by paying influence. 


With some obvious exceptions like international trading or nuclear disarmament, why would you care how other leaders run their empires? This is where the Doctrines come into play. Any empire can spend influence to promote an ideology axis. If an axis gets promoted enough, its Doctrine effects will be unlocked, powerful bonuses based on the average ideology of all powers in the world (including independent people). The end of one axis might give you access to free strategic resources, while another axis might make it impossible for your cities to enter rebellion. But don't count on these bonuses too much for your long-term plans, as they will be lost and possibly replaced with other bonuses if the average ideology shifts. 


Of course, even if all empires agreed on all ideologies, trouble might still arise. Luckily, the Congress of Humankind can help arbitrate such conflicts: If the Congress has been founded, any crisis between empires can be escalated into an international crisis, in which each empire can back either of the involved parties, much like when voting on civics. Once the crisis vote is resolved, the loser will immediately be forced to give up their demands and accept those of their enemy, or go to war over them. 




Metternich Update: Independent People 

Between their impact on the global ideologies and their potential to contribute sway to any empire, Independent People are an important part of the Congress of Humankind, but we have also worked to give them a greater role in the base game, changing both the benefits of patronage and how to gain it. 

In the new system, patronage still builds slowly over time, but rather than growing in parallel to unlock benefits at fixed, absolute thresholds, you now gain access to various treaties based on your share of the total patronage contributed by all empires. At each threshold, you can sign only one of the treaties at a time, so for example you may be forced to choose between buying their resources or hiring their armies, and while some of the treaties will be familiar, others will be new. 

Perhaps the most notable of the new treaties is the ability to turn an Independent People into a Client State, allowing you to continue to benefit from the other treaties while preventing other empires from taking over your patronage. Not that this is particularly easy now that bribing and praising are limited per turn investments and deep pockets no longer instantly buy you the keys to the city... 



That's it for the last of our spotlights on the features of Together We Rule and the Metternich Update. We hope you're looking forward to it, and can't wait to hear your stories of how you shaped the politics of the world!

Together We Rule: Agents and Stealth

Diplomacy is critical to the success of your empire, but not all deals are above board. Sometimes a little subterfuge goes a long way where open negotiations have failed. Sometimes, your best course of action is to undermine your opponent in secret or lure them into a trap. With the new Agents and reworked stealth system, you can do just that. 



Together We Rule: Agents 

Agents are a new type of unit you can use to perform various non-combat tasks. Unlike other units, there is a limit to how many Agents you can employ in your empire at a time, scaling with the number of players. You can't just overwhelm your enemy with a swarm of spies and have to apply them carefully. There are two types of Agents, the diplomatic Envoys and the devious Spies and Spymasters, who all count against the same limit. 


Before we look at what a little espionage can offer you, let's briefly talk about Envoys, as they will be the first agents available to you in the Ancient era. Thanks to their diplomatic abilities, they can enter any territory regardless of border status, and they even move faster on roads. This makes them a great tool for exploring enemy territory or collecting Leverage. 

What's Leverage? It's a new resource you can use to put pressure on other empires through Embassy actions and the Congress of Humankind. Your primary source of leverage will be special curiosities that spawn when and where a grievance is triggered, and which can be collected only by your Agents (unless you are playing a Diplomat culture). 

If there's no leverage to collect, you can instead send your Envoys to an Independent People to slowly improve your relationship with them. We'll go into more detail about how Patronage and the Congress work now next week. 


If you can't afford to be seen snooping around, the Spies and Spymasters are your best friends. Available in the Medieval and Early Modern era, these Agents have stealth and access to several actions to hurt your enemy without revealing themselves. These range from tracking the movement of enemy armies, to disrupting districts or stealing valuable resources. Here's what you can do with Spies and Spymasters. 
  • Watch a City: Get detailed information about the city and its production while the agent remains in it 
  • Track an Army: Keep vision of the tracked army for a few turns 
  • Siphon a District: Transfer some of the resources (Luxury, Strategic, or FIMSI yields) produced by the district to your capital 
  • Undermine an Army (Spymaster only): Applies a combat strength penalty to the enemy army for several turns 
  • Disrupt a District (Spymaster only): Disable the targeted district for several turns 
  • Manipulate a City (Spymaster only, requires Military Coordination): Apply a penalty to the city and spawn rebel armies or trigger osmosis events in your favor 
  • Create a Decoy Army (Spymaster only, requires Military Coordination): Creates a temporary immovable decoy army based on your strongest army 





Metternich Update: Stealth Rework 

How do these agents stay hidden, though? And what about older stealth units like the Saboteur and the Commandos? 

We know that the old stealth system was rather volatile and difficult to understand. In the new system, stealth will deplete slowly until your units are revealed, rather than revealing them all of a sudden if you stepped on the wrong tile. Additionally, the new system is based on territories instead of individual sight lines, making it easier for you to move around, or to improve your counterespionage. 

How long your armies can remain hidden depends on the detection rating of the territory they are in. Armies, districts, and squadrons of planes can contribute to this detection rating, but in each category only the highest value in the territory is added to the total. More or bigger armies won't make it easier to catch spies unless you add the right units. This detection rating reduces the stealth value of every army in the territory every turn, until they are revealed at 0 remaining stealth value. 

The maximum stealth value of an army depends on the lowest stealth value among units in it, and since your main combat units are not trained to conceal their positions, most units have a stealth rating of 0. Armies are just not a great way to infiltrate enemy cities. 

If most units break your ability to stay hidden, where does that leave stealthy combatants? Simple: Lying in ambush. An army walking into the same tile as a hidden army will trigger an ambush battle. In this battle, the hidden army counts as the attacker and receives a massive combat strength bonus on the first turn, while the defender cannot bring any reinforcements. Of course, your cover will be blown and you may need to fall back to a safer position to re-establish your stealth. 




We're sure many of you are already plotting how to put Agents and the new stealth system to good use. Come back next week to hear more about the Congress of Humankind and the improved interactions with Independent People. 

Scenario Challenge 04: Space Race

As we all wait for the release of Together We Rule early next month, why not while away some time with another scenario? One a little less... daunting than the last one. We’re going for something short and sweet this time, a quick game on a small map. If you put your mind to it, you can probably finish it in a single sitting!

Speaking of the last scenario, Against the Odds, we’ve decided to extend the leaderboard submission window until the release of Together We Rule on November 9th, so more people will have a chance to submit their results. Submissions for the new scenario will also close on November 9th, to avoid mixing scores achieved with two different sets of features, though the save should remain compatible for casual play.
Find all the info and the save below.


The Space Race Scenario Challenge  

This world isn’t big enough for two... No, seriously, have you looked at the map? It’s a tiny map at only 40% land mass. It’s pretty cramped here. So let’s get off this rock! I hear Mars is nice this time of year... Just be careful you don’t ruin the world first.





How to play the scenario:  
  1. Download the save Space Race Scenario
  2. Place the save in "/Documents/Humankind/Save Files"
  3. Load the save labeled "Scenario-SpaceRace" in game
  4. (Optional) If you want to submit a score to the leaderboard, check this post in the contest section


Scenario Conditions  
  • Victory Condition: Most Fame at game end
  • End Condition: Mars Conquered
  • Game Conditions: Nation difficulty, Blitz game speed
  • Game version: V1.0.15.2767-S10, no mods
  • Leaderboard Submission Deadline: November 9th
  • Leaderboard Ranking: Fastest Victory, tiebreaker by Fame




Please note: While leaderboard entries will be ranked by how quickly they achieve victory (faster is better), they still need to be considered the winner of their game, i.e. have more Fame than the AI opponent. Though we suspect on Nation difficulty, this will not be a problem for most players interested in the leaderboards.


Have fun escaping the confines of this tiny map and going to space!