There really needs to be an “established” name for each other civilisation (player) that remains constant, and while I see what the developers were doing with the whole “melding of cultures” thing, there’s simply too much ‘baggage’ associated with real-world civilisations/empires for it to make any sense at all for the Mayan civilisation to suddenly become the Norse and subsequently the Ming Chinese.Ĭontinuing the theme of great ideas that are poorly executed is the “Grievances” mechanic. The actual mechanic of adapting ideas and bonuses from different cultures to your civilisation as you advance through the ages is an excellent one, the fact your civilisation’s entire name changes as well is not. I’d be merrily developing my civilisation and then would get a notice that my trade route with the Japanese had been disrupted by a war between two other players, and I’d be thinking “Wait, what Japanese? Did I sign a trade deal with them? What are we trading? Who were they before?” In the course of one playthrough, the neighbouring civilisation started off as the Nubians, then evolved into the Greeks, then into the English, and then into the Iroquois and then into the Mexicans. The whole “changing your civilisation name each era” mechanic is incredibly confusing. One of Humankind’s major innovations is the idea of a Neolithic Age, where you explore the starting area to get a lay of the land and maybe some bonuses to carry over into the ancient era, which is the first “starting” era of the game. The game just felt unpolished and unbalanced to me I ran into issues like bugs, glitches, perpetual “turn ending” snags, placeholder text, and unclear systems (how religion worked, what caused people to switch cultures, what the point of Independent Peoples was, the list goes on) which held the whole experience back for me. The similarities between Humankind and the recent Civilization games are quite apparent.
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