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Sneak Peek: War in the Pacific Scenario

[p]Today we want to give you a little early look at the new Humankind scenario we are working on.[/p][p][/p][p]Last summer, we asked you all to vote on which era you would like to see for the new scenario, and the overwhelming response was the Contemporary Era. And we get it: It’s rare to face an opponent on equal footing after going through five other ages before.[/p][p][/p][p]After some brainstorming and consideration, we decided to focus on the pacific theatre of WW2 for this scenario, placing you in a conflict where land, naval, and air forces come to bear.[/p][p][/p][p]The mockup below should give you an idea what kinds of battle to expect, but this is not a real screenshot as we are still working on the scenario. [/p][p][/p][p][/p][p][/p][hr][/hr][p]AMPLIFIERS 2026[/p][p][/p][p]January is the month we celebrate the Studio anniversary. This year we reach the 15th year milestone![/p][p][/p]
[p]“Celebrating the studio’s 15th anniversary means celebrating fifteen years of imagination, perseverance, and above all, the trust we’ve built with our community. Our players have always been at the heart of our journey: their feedback, passion, and engagement drive us to push our limits every day”
- Romain De Waubert, Studio Co-founder and CEO.
[/p]
[p][/p][p]Check the OFFICIAL BLOG to learn more about what we're doing for Amplified, including the stretch goals that will unlock rewards to everyone![/p]

"Freyja" Religion Balancing Hotfix - Version 1.29.4742

[h3]Gameplay Additions[/h3]
  • [p]Added "exclusive Tenets" option in the new game screen[/p]
[p][/p][h3]UI and Localization[/h3]
  • [p]Improved tooltip distinction of State-Religion Effects versus Territory Effects[/p]
  • [p]Rephrased Raise Monuments, Sustain the Faithful, and Donate Generously effects to clarify the different between Religious Leader and Follower effects[/p]
  • [p]Slightly adjusted dimensions of the tenet screen for better readability[/p]
[p][/p][h3]Balancing[/h3]
  • [p]New Faith Bonus parameter, which boosts your State Religion's influence in a Territory, but not beyond[/p]
  • [p]Civics Balancing[/p]
    • [p]Open-Minded (Religious Tolerance) applies a -10 Faith Defense reduction[/p]
    • [p]Religious Hostility (Religious Tolerance) Faith Defense bonus reduce to 20% (from 30% before)[/p]
    • [p]Inquisition (Unbelievers) grants Faith on Main Plaza based on population sacrificed and Faith Defense on Territories not following the State Religion[/p]
    • [p]Banish Unbelievers (Unbelievers) yields more Money but gives less Faith Defense than before[/p]
  • [p]District Rebalancing:[/p]
    • [p]Religious Districts[/p]
      • [p]Reduced Flat Faith yields of most religious Emblematic districts and religious Cultural Wonders[/p]
      • [p]Added a small Faith Bonus to most religious Emblematic Districts[/p]
      • [p]Added +25% Faith Bonus to Holy Sites[/p]
      • [p]Cultural Wonders that are Holy Sites grant less flat Faith than Obelisk of the gods/Stone Circle (+7 instead of +10)[/p]
      • [p]Reduced Faith bonus for Tradition Ideology Axis to +1/+2 (was +2/+4 before)[/p]
    • [p]The following districts now apply a Faith Defense penalty as they rely on exchanges with others[/p]
      • [p]Embassies[/p]
      • [p]Harbors[/p]
      • [p]Haven – Phoenicia[/p]
      • [p]Amphiteatron – Greece[/p]
      • [p]Cothon – Carthaginian[/p]
      • [p]Bandari – Swahili[/p]
      • [p]Luxuries Market – Ghanaians[/p]
      • [p]V.O.C Warehouse – Dutch[/p]
      • [p]Caravanserai – Persian[/p]
      • [p]College – Scots[/p]
      • [p]Exhibition Hall – French[/p]
      • [p]Floating Market – Siamese[/p]
  • [p]Tenets Rebalancing[/p]
    • [p]Religion effects on territories are no longer uniform. Generally, Food Tenets yield more and Science and Influence Tenets less. All territory effects scale with Tenet Tier.[/p]
    • [p]FIMSI related State-religion effects are no longer uniform. Generally, Food Tenets yield more and Science and Influence Tenets less.[/p]
    • [p]Yield to None now grants +2 CS on Militia (instead of experience when building a unit)[/p]
    • [p]Raise Monuments (Tier 4) no longer grants Industry[/p]
    • [p]Donate Often (Tier 4) no longer grants Food[/p]
    • [p]Meditate Often (Tier 4) now grants +2 CS to the Religious leader and +1 CS to Followers (instead of +3/+2)[/p]
  • [p]Natural Wonders Balancing[/p]
    • [p]Reduced flat Faith bonus of Natural Wonders to +5 (was +10 before)[/p]

Freyja Hotfix - Version 1.29.4732

[h3]FIXES[/h3]
  • [p]Added missing localization[/p]
  • [p]Fixed issue where picked tenets were not displayed after loading a game[/p]
  • [p]Fixed issue where the wrong Faith was displayed in the the All Cities panel[/p]
[p][/p][h3]KNOWN ISSUES[/h3]
  • [p]The mod tools are not up to date yet[/p]

Freyja Hotfix #1

[h2]Humankind Version 1.29.4721 - "Freyja" Religion Changes[/h2][p][/p][h3]General Changes[/h3]
  • [p]Tenets are no longer exclusive: multiple religions can share the same tenets[/p]
  • [p]ADDED -2 Stability per non-State Religion Follower[/p]
  • [p]CHANGED Religion Follower thresholds[/p]
    • [p]Tier 3: 5+Min(#Players,8)*20 (Used to be
    • 15)[/p]
    • [p]Tier 4: 5+Min(#Players,8)*35 (Used to be
    • 20)[/p]
[p][/p][h3]Tenets[/h3]
  • [p]Shamanism[/p]
    • [p]CHANGED +2 Faith on Administrative Plaza TO +3 Faith on Administrative Plaza[/p]
[p][/p]
  • [p]Respect the Seas' Bounties[/p]
    • [p]REMOVED All but +1 Holy Site[/p]
    • [p]ADDED +5 Food on Territories under influence of your State Religion if they contain a Coastal Water Tile[/p]
    • [p]ADDED +3 Food on Territories under influence of the Religion[/p]
  • [p]Abstain from Intoxicants[/p]
    • [p]REMOVED All but +1 Holy Site[/p]
    • [p]ADDED +5 Industry on Territories under influence of your State Religion if they contain a Forest[/p]
    • [p]ADDED +3 Industry on Territories under influence of the Religion[/p]
  • [p]Seek Wisdom[/p]
    • [p]REMOVED All but +1 Holy Site[/p]
    • [p]ADDED +5 Science on Territories under influence of your State Religion if they contain a Strategic Deposit[/p]
    • [p]ADDED +3 Science on Territories under influence of the Religion[/p]
  • [p]Hunt the Infidels[/p]
  • [p]ADDED -10% Production cost[/p]
    • [p]ADDED +5% Health Regen on Territories under influence of the Religion[/p]
  • [p]Reject Luxury[/p]
    • [p]REMOVED All but +1 Holy Site[/p]
    • [p]ADDED +5 Money on Territories under influence of your State Religion if they contain a Luxury Deposit[/p]
    • [p]ADDED +3 Money on Territories under influence of the Religion[/p]
  • [p]Be Virtuous as Water[/p]
    • [p]REMOVED All but +1 Holy Site[/p]
    • [p]ADDED +10 Stability on Territories under influence of your State Religion if they contain a River[/p]
    • [p]ADDED +5 Stability on Territories under influence of the Religion[/p]
  • [p]Shelter the True Oracles[/p]
    • [p]REMOVED All but +1 Holy Site[/p]
    • [p]ADDED +5 Influence on Territories under influence of your State Religion if they contain a Mountain[/p]
    • [p]ADDED +3 Influence on Territories under influence of the Religion[/p]
  • [p]Smite Unbelievers[/p]
    • [p]CHANGED -1 Unit Upkeep to -10% Unit Upkeep[/p]
    • [p]ADDED +5% Health Regen on Territories under influence of the Religion[/p]
[p][/p]
  • [p]Bear not False Witness[/p]
    • [p]CHANGED +5 Science on Research Quarters TO +3 Science on Research Quarters[/p]
    • [p]REMOVED +2 Science on Religious District[/p]
    • [p]ADDED +3 Science on Territories under influence of the Religion[/p]
  • [p]Give Alms[/p]
    • [p]CHANGED +5 Money on Market Quarters TO +3 Science on Market Quarters[/p]
    • [p]REMOVED +2 Money on Religious District[/p]
    • [p]ADDED +3 Money on Territories under influence of the Religion[/p]
  • [p]Protect the Weak[/p]
    • [p]REMOVED +2 Stability on Religious District[/p]
    • [p]ADDED +5 Stability on Territories under influence of the Religion[/p]
  • [p]Observe Fasts[/p]
    • [p]CHANGED +5 Food on Harbour TO +3 Food on Farmer's Quarters[/p]
    • [p]REMOVED +2 Food on Religious District[/p]
    • [p]ADDED +3 Food on Territories under influence of the Religion[/p]
  • [p]Undertake Pilgrimage[/p]
    • [p]ADDED +3 Influence on Commons Quarter[/p]
    • [p]REMOVED +2 Influence on Religious District[/p]
    • [p]REMOVED -25% Civics costs[/p]
    • [p]ADDED +3 Influence on Territories under influence of the Religion[/p]
  • [p]Yield to None[/p]
    • [p]REMOVED -20% Industry Cost on Religious District[/p]
    • [p]ADDED +5XP on Unit Creation per Territory under influence of your State Religion[/p]
    • [p]ADDED +5% Health Regen on Territories under influence of the Religion[/p]
[p][/p]
  • [p]Purge Idleness[/p]
    • [p]ADDED +1 Industry per State Religion Faith produced in the Settlement[/p]
    • [p]REMOVED +2 Industry on Religious District[/p]
    • [p]ADDED +3 Industry on Territories under influence of the Religion[/p]
  • [p]Show Not Mercy[/p]
    • [p]ADDED +10 XP on Unit Creation per Military Quarter in Territories under influence of your State Religion[/p]
    • [p]ADDED +5% Health Regen on Territories under influence of the Religion[/p]
  • [p]Mandate Patronage[/p]
    • [p]ADDED +1 Money per State Religion Faith produced in the Settlement[/p]
    • [p]REMOVED +2 Money per Trade Road[/p]
    • [p]REMOVED +2 Money on Religious Quarter[/p]
    • [p]ADDED +3 Money on Territories under influence of the Religion[/p]
  • [p]Proselytize Daily[/p]
    • [p]ADDED +1 Influence per State Religion Faith produced in the Empire[/p]
    • [p]ADDED -25% Civics costs[/p]
    • [p]REMOVED +2 Influence on Commons Quarter[/p]
    • [p]REMOVED +2 Influence on Religious District[/p]
    • [p]ADDED +3 Influence on Territories under influence of the Religion[/p]
  • [p]Develop the Intellect[/p]
    • [p]ADDED +1 Science per State Religion Faith produced in the Empire[/p]
    • [p]REMOVED +2 Science on Religious District[/p]
    • [p]REMOVED +20 Science per Alliance[/p]
    • [p]ADDED +3 Science on Territories under influence of the Religion[/p]
  • [p]Eschew Gluttony[/p]
    • [p]ADDED -10% Industry cost on Units[/p]
    • [p]ADDED +5% Health Regen on Territories under influence of the Religion[/p]
[p][/p]
  • [p]Raise Monuments[/p]
    • [p]REMOVED +50 Science on Artificial Wonders[/p]
    • [p]REMOVED +2 Science on Religious Districts[/p]
    • [p]ADDED +1 Science per Religion Followers globally if Religious Leader[/p]
    • [p]ADDED +1 Science per Religion Followers in Empire if not Religious Leader[/p]
    • [p]ADDED +1 Industry per Religion Followers in Settlement on Settlements[/p]
    • [p]ADDED +3 Science on Territories under influence of the Religion[/p]
  • [p]Sustain the Faithful[/p]
    • [p]REMOVED +20 Stability on Territories not following your religion[/p]
    • [p]REMOVED +2 Stability on Religious District[/p]
    • [p]ADDED +1 Influence per Religion Followers globally if Religious Leader[/p]
    • [p]ADDED +1 Influence per Religion Followers in Empire if not Religious Leader[/p]
    • [p]ADDED +1 Stability per Religion Followers in Settlement on Settlements[/p]
    • [p]ADDED +5 Stability on Territories under the influence of the Religion[/p]
  • [p]Donate Generously[/p]
    • [p]REMOVED +25 Money per Alliance[/p]
    • [p]REMOVED +2 Money on Religious District[/p]
    • [p]CHANGED +3 Holy Sites to +1 Holy Site[/p]
    • [p]ADDED +1 Money per Religion Followers globally if Religious Leader[/p]
    • [p]ADDED +1 Money per Religion Followers in Empire if not Religious Leader[/p]
    • [p]ADDED +1 Food per Religion Followers in Settlement on Settlements[/p]
    • [p]ADDED +3 Money on Territories under influence of the Religion[/p]
  • [p]Meditate Often[/p]
    • [p]ADDED +3 Combat Strength if Religious Leader[/p]
    • [p]CHANGED +2 Combat Strength to +2 Combat Strength if not Religious Leader[/p]
    • [p]ADDED +5% Health Regen on Territories under influence of the Religion[/p]
[p][/p][h3]Civics[/h3]
  • [p]Religious Rights - Communal Rights (Procession action)[/p]
    • [p]CHANGED Procession cost from 5
    • Population Money cost TO 10
    • Population Money cost[/p]
    • [p]ADDED +1 Faith per State Religion Follower on Administrative Districts[/p]
[p][/p]
  • [p]Religious Tolerance - Unlock Conditions[/p]
    • [p]CHANGED from 2 Tenets to Have at least 1 non-State Religion Follower in your Empire OR at least 1 Follower of your Religion in another Empire[/p]
  • [p]Religious Tolerance - Open-minded[/p]
    • [p]CHANGED to +1 Stability per non-State Religion Follower[/p]
  • [p]Religious Tolerance - Hostility[/p]
    • [p]REMOVED +10 Faith on Influenced Territories[/p]
    • [p]ADDED +30% Faith Defence on Territories[/p]
    • [p]CHANGED to -1 Stability per non-State Religion Follower[/p]
[p][/p]
  • [p]Religious Minorities - Taxed Minorities[/p]
    • [p]CHANGED to -1 Stability per non-State Religion Follower[/p]
  • [p]Religious Minorities - Untaxed Minorities[/p]
    • [p]CHANGED to +1 Stability per non-State Religion Follower[/p]
[p][/p]
  • [p]Unbelievers - Eliminate Unbelievers (Inquisition Action)[/p]
    • [p]CHANGED Inquisition cost from 1 Population TO (1 + non-Influenced Territories Count) Population[/p]
    • [p]REMOVED +10 Stability[/p]
    • [p]ADDED +5 Faith per Sacrificed Population on non-Influenced Territories' Administrative Districts[/p]
    • [p]ADDED +10% Faith Defence[/p]
  • [p]Unbelievers - Banish Unbelievers (Banish Action)[/p]
    • [p]ADDED +30% Faith Defence[/p]
    • [p]CHANGED 5T Duration TO 10T Duration[/p]
[p][/p]
  • [p]Irreligion - Secularism[/p]
    • [p]REMOVED +10% Fame gains[/p]
    • [p]REMOVED +5 Money on Religious District[/p]
    • [p]ADDED +5% FIMSI[/p]
    • [p]ADDED +2 Stability per non-State Religion Follower[/p]
  • [p]Irreligion - State Atheism[/p]
    • [p]CHANGED +20% Fame gains TO +10% Fame gains[/p]
    • [p]ADDED +10% Faith Defence[/p]
    • [p]ADDED +3 Faith per Commons Quarter[/p]
    • [p]ADDED +3 Faith per Research Quarter[/p]
    • [p]ADDED +1 Faith per State Religion Follower[/p]
[p][/p][h3]Emblematic Quarters[/h3]
  • [p]Kaiserdom[/p]
    • [p]REMOVED +1 Faith per District in Settlement[/p]
    • [p]ADDED +1 Faith per District in Territory[/p]
  • [p]Jama Masjid[/p]
    • [p]REMOVED +1 Faith per Pop[/p]
    • [p]ADDED +3 Faith[/p]
  • [p]Catedral Gótica[/p]
    • [p]REMOVED +1 Faith per Pop[/p]
    • [p]ADDED +3 Faith[/p]
  • [p]Sultan Camii[/p]
    • [p]REMOVED +1 Faith per District[/p]
    • [p]ADDED +1 Faith per District in Territory[/p]
  • [p]Tera[/p]
    • [p]CHANGED +3 Faith TO +2 Faith[/p]
    • [p]ADDED +5% Faith Defence in Territory[/p]
[p][/p][h3]Natural Wonders[/h3]
  • [p]Mount Roraima[/p]
    • [p]ADDED +10 Faith[/p]
  • [p]Whakaari Volcano[/p]
    • [p]ADDED +10 Faith[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fixed various cases of missing localized text[/p]
[p][/p][p][/p][hr][/hr][p][/p][p][/p][h3]Known Issues[/h3]
  • [p]Effects are unclear for Tenets in Tier 4 between Religious Leader/Non-Religious Leader[/p]
    • [p]Religious Leader gets the effect for all followers worldwide (even the ones from other Empires).[/p]
    • [p]Non Religious leaders get the bonus only for their followers.[/p]
  • [p]The "Abstain from Intoxicants" Tenet applies unreliably[/p]
  • [p]The "Be Virtuous as Water" Tenet is also applied on Cities that don't have Rivers in their Territory[/p]
  • [p]The Mod Tools have not been updated yet[/p]

Freyja Update - Religion Rebalance

[p]​Hey everyone, [/p][p] [/p][p]If you’ve played Humankind since last Friday, you may have noticed a few things are different than they were just after the Dante update, particularly concerning the faith of your people, and many of you were wondering about these changes. [/p][p] [/p][p]Well, funny story: [/p][p]At the end of last week, we were made aware of a security vulnerability that had been found in the Unity engine. Obviously, we want our games to not pose a risk to our players, so we moved quickly to patch all our affected games. Humankind was one of them. [/p][p]The patch went out, and we were ready to breathe a sigh of relief when we realized that the unfinished update we had been testing with our VIPs was now publicly accessible! That wasn’t supposed to happen, because there’s still text missing. [/p][p] [/p][p]Well, the cat’s out of the bag now, so what exactly is it that found its way into your hands sooner than intended? [/p][p]As you might guess from the update being named after a goddess, Freyja, we’ve focused on religion: [/p]
  • [p]Religion Tier Requirements have been rebalanced and should scale better with map size and number of players now [/p]
  • [p]Non-State Religion followers in your territories now give a mild stability penalty per pop (there are ways to offset this) [/p]
  • [p]Territories now have a “Faith Defense” value that reduces incoming faith pressure from non-state Religions [/p]
  • [p]Multiple religions can share the same tenet now [/p]
  • [p]All Tenets have been rebalanced with effects that reward spreading your state religion. The Tier 4 Tenets give the Religious Leader additional benefits. [/p]
  • [p]Religious Civics were adapted to the new Religion balancing [/p]
  • [p]New Persona: William Wallace [/p]
[p] [/p][p]As nice as these changes are, there’s a reason we had not given them to you yet: They’re not finished. Playing this version, you will quickly notice missing text on the new persona and much of the updated religion content. [/p][p]We’re working to hotfix these issues as soon as possible. Thank you for your patience and understanding. [/p][p]
[/p][p]Some of the changes may also need further balancing and fine-tuning, so a shout-out to those of you who tried the new patch and shared your feedback with us![/p]