HUMANKIND™
by AMPLITUDE Studios · 17 Aug, 2021
57 downloads
About the Game
CREATE YOUR CIVILIZATION
Combine up to 60 historical cultures as you lead your people from the Ancient to the Modern Age. From humble origins as a Neolithic tribe, transition to the Ancient Era as the Babylonians, become the Classical era Mayans, the Medieval Umayyads, the Early Modern era British, and so on. Each culture will add its own special gameplay layer, leading to near-endless outcomes.
MORE THAN HISTORY, IT’S YOUR STORY
Face historical events, take impactful moral decisions, and make scientific breakthroughs. Discover the natural wonders of the world or build the most remarkable creations of humankind. Each game element is historically authentic. Combine them to build your own vision of the world.
LEAVE YOUR MARK ON THE WORLD
The journey matters more than destination. Fame is a new and unifying victory condition. Every great deed you accomplish, every moral choice you make, every battle won will build your fame and leave a lasting impact on the world. The player with the most fame will win the game. Will you be the one to leave the deepest mark on the world?
MASTER TACTICAL BATTLES ON LAND, SEA & AIR
Each battle in HUMANKIND™ plays out like a mini turn-based board game on top of the actual world map. Unstack your armies and command each of your units, including the emblematic units of your culture and their special abilities. Construct siege weapons to besiege and occupy cities. Fight in large battles spanning multiple turns, and don’t hesitate to bring in reinforcements!
CUSTOMIZE YOUR LEADER
In HUMANKIND™, you’ll be playing the leader of your society as an avatar that you create and customize! Your avatar will evolve visually over the course of the game as your civilization develops. You’ll also be able to level up your leader via a meta-progression system to unlock custom looks that you can showoff to strangers and friends alike in multiplayer matches up to 8 players.
HOW FAR WILL YOU PUSH HUMANKIND?
This game may be updated over time and have paid for and free additional content released for it. Please be aware that this may increase the minimum requirements for running the game above the specification stated here
GAMES2GETHER - CHANGE THE GAME

Join the GAMES2GETHER community now, and receive the ENDLESS™ Dungeon badge (unlocks points, dozens of avatars and titles to customize your GAMES2GETHER profile)
Make your voice count by giving feedback on the game, submitting ideas, and voting for Art and gameplay elements. Participate in contests and design content that will be created by the studio and added to the game!

Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
\[1.30.4814] "War in the Pacific" AI Hotfix
AI Fixes
Fixed an issue with AI taking too long to take its combat turns
Gameplay Additions
Added "exclusive Tenets" option in the new game screen
UI and Localization
Improved tooltip distinction of State-Religion Effects versus Territory Effects
Rephrased Raise Monuments, Sustain the Faithful, and Donate Generously effects to clarify the different between Religious Leader and Follower effects
Slightly adjusted dimensions of the tenet screen for better readability
Balancing
New Faith Bonus parameter, which boosts your State Religion's influence in a Territory, but not beyond
Civics Balancing
Open-Minded (Religious Tolerance) applies a -10 Faith Defense reduction
Religious Hostility (Religious Tolerance) Faith Defense bonus reduce to 20% (from 30% before)
Inquisition (Unbelievers) grants Faith on Main Plaza based on population sacrificed and Faith Defense on Territories not following the State Religion
Banish Unbelievers (Unbelievers) yields more Money but gives less Faith Defense than before
District Rebalancing:
Religious Districts
Reduced Flat Faith yields of most religious Emblematic districts and religious Cultural Wonders
Added a small Faith Bonus to most religious Emblematic Districts
Added +25% Faith Bonus to Holy Sites
Cultural Wonders that are Holy Sites grant less flat Faith than Obelisk of the gods/Stone Circle (+7 instead of +10)
Reduced Faith bonus for Tradition Ideology Axis to +1/+2 (was +2/+4 before)
The following districts now apply a Faith Defense penalty as they rely on exchanges with others
Embassies
Harbors
Haven – Phoenicia
Amphiteatron – Greece
Cothon – Carthaginian
Bandari – Swahili
Luxuries Market – Ghanaians
V.O.C Warehouse – Dutch
Caravanserai – Persian
College – Scots
Exhibition Hall – French
Floating Market – Siamese
Tenets Rebalancing
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.
FIMSI related State-religion effects are no longer uniform. Generally, Food Tenets yield more and Science and Influence Tenets less.
Yield to None now grants +2 CS on Militia (instead of experience when building a unit)
Raise Monuments (Tier 4) no longer grants Industry
Donate Often (Tier 4) no longer grants Food
Meditate Often (Tier 4) now grants +2 CS to the Religious leader and +1 CS to Followers (instead of +3/+2)
Natural Wonders Balancing
Reduced flat Faith bonus of Natural Wonders to +5 (was +10 before)
FIXES
Added missing localization
Fixed issue where picked tenets were not displayed after loading a game
Fixed issue where the wrong Faith was displayed in the the All Cities panel
KNOWN ISSUES
The mod tools are not up to date yet
Humankind Version 1.29.4721 - "Freyja" Religion Changes
General Changes
Tenets are no longer exclusive: multiple religions can share the same tenets
ADDED -2 Stability per non-State Religion Follower
CHANGED Religion Follower thresholds
Tier 3: 5+Min(#Players,8)*20 (Used to be *15)
Tier 4: 5+Min(#Players,8)*35 (Used to be *20)
Tenets
Shamanism
CHANGED +2 Faith on Administrative Plaza TO +3 Faith on Administrative Plaza
Respect the Seas' Bounties
REMOVED All but +1 Holy Site
ADDED +5 Food on Territories under influence of your State Religion if they contain a Coastal Water Tile
ADDED +3 Food on Territories under influence of the Religion
Abstain from Intoxicants
REMOVED All but +1 Holy Site
ADDED +5 Industry on Territories under influence of your State Religion if they contain a Forest
ADDED +3 Industry on Territories under influence of the Religion
Seek Wisdom
REMOVED All but +1 Holy Site
ADDED +5 Science on Territories under influence of your State Religion if they contain a Strategic Deposit
ADDED +3 Science on Territories under influence of the Religion
Hunt the Infidels
ADDED -10% Production cost
ADDED +5% Health Regen on Territories under influence of the Religion
Reject Luxury
REMOVED All but +1 Holy Site
ADDED +5 Money on Territories under influence of your State Religion if they contain a Luxury Deposit
ADDED +3 Money on Territories under influence of the Religion
Be Virtuous as Water
REMOVED All but +1 Holy Site
ADDED +10 Stability on Territories under influence of your State Religion if they contain a River
ADDED +5 Stability on Territories under influence of the Religion
Shelter the True Oracles
REMOVED All but +1 Holy Site
ADDED +5 Influence on Territories under influence of your State Religion if they contain a Mountain
ADDED +3 Influence on Territories under influence of the Religion
Smite Unbelievers
CHANGED -1 Unit Upkeep to -10% Unit Upkeep
ADDED +5% Health Regen on Territories under influence of the Religion
Bear not False Witness
CHANGED +5 Science on Research Quarters TO +3 Science on Research Quarters
REMOVED +2 Science on Religious District
ADDED +3 Science on Territories under influence of the Religion
Give Alms
CHANGED +5 Money on Market Quarters TO +3 Science on Market Quarters
REMOVED +2 Money on Religious District
ADDED +3 Money on Territories under influence of the Religion
Protect the Weak
REMOVED +2 Stability on Religious District
ADDED +5 Stability on Territories under influence of the Religion
Observe Fasts
CHANGED +5 Food on Harbour TO +3 Food on Farmer's Quarters
REMOVED +2 Food on Religious District
ADDED +3 Food on Territories under influence of the Religion
Undertake Pilgrimage
ADDED +3 Influence on Commons Quarter
REMOVED +2 Influence on Religious District
REMOVED -25% Civics costs
ADDED +3 Influence on Territories under influence of the Religion
Yield to None
REMOVED -20% Industry Cost on Religious District
ADDED +5XP on Unit Creation per Territory under influence of your State Religion
ADDED +5% Health Regen on Territories under influence of the Religion
Purge Idleness
ADDED +1 Industry per State Religion Faith produced in the Settlement
REMOVED +2 Industry on Religious District
ADDED +3 Industry on Territories under influence of the Religion
Show Not Mercy
ADDED +10 XP on Unit Creation per Military Quarter in Territories under influence of your State Religion
ADDED +5% Health Regen on Territories under influence of the Religion
Mandate Patronage
ADDED +1 Money per State Religion Faith produced in the Settlement
REMOVED +2 Money per Trade Road
REMOVED +2 Money on Religious Quarter
ADDED +3 Money on Territories under influence of the Religion
Proselytize Daily
ADDED +1 Influence per State Religion Faith produced in the Empire
ADDED -25% Civics costs
REMOVED +2 Influence on Commons Quarter
REMOVED +2 Influence on Religious District
ADDED +3 Influence on Territories under influence of the Religion
Develop the Intellect
ADDED +1 Science per State Religion Faith produced in the Empire
REMOVED +2 Science on Religious District
REMOVED +20 Science per Alliance
ADDED +3 Science on Territories under influence of the Religion
Eschew Gluttony
ADDED -10% Industry cost on Units
ADDED +5% Health Regen on Territories under influence of the Religion
Raise Monuments
REMOVED +50 Science on Artificial Wonders
REMOVED +2 Science on Religious Districts
ADDED +1 Science per Religion Followers globally if Religious Leader
ADDED +1 Science per Religion Followers in Empire if not Religious Leader
ADDED +1 Industry per Religion Followers in Settlement on Settlements
ADDED +3 Science on Territories under influence of the Religion
Sustain the Faithful
REMOVED +20 Stability on Territories not following your religion
REMOVED +2 Stability on Religious District
ADDED +1 Influence per Religion Followers globally if Religious Leader
ADDED +1 Influence per Religion Followers in Empire if not Religious Leader
ADDED +1 Stability per Religion Followers in Settlement on Settlements
ADDED +5 Stability on Territories under the influence of the Religion
Donate Generously
REMOVED +25 Money per Alliance
REMOVED +2 Money on Religious District
CHANGED +3 Holy Sites to +1 Holy Site
ADDED +1 Money per Religion Followers globally if Religious Leader
ADDED +1 Money per Religion Followers in Empire if not Religious Leader
ADDED +1 Food per Religion Followers in Settlement on Settlements
ADDED +3 Money on Territories under influence of the Religion
Meditate Often
ADDED +3 Combat Strength if Religious Leader
CHANGED +2 Combat Strength to +2 Combat Strength if not Religious Leader
ADDED +5% Health Regen on Territories under influence of the Religion
Civics
Religious Rights - Communal Rights (Procession action)
CHANGED Procession cost from 5 * Population Money cost TO 10 * Population Money cost
ADDED +1 Faith per State Religion Follower on Administrative Districts
Religious Tolerance - Unlock Conditions
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
Religious Tolerance - Open-minded
CHANGED to +1 Stability per non-State Religion Follower
Religious Tolerance - Hostility
REMOVED +10 Faith on Influenced Territories
ADDED +30% Faith Defence on Territories
CHANGED to -1 Stability per non-State Religion Follower
Religious Minorities - Taxed Minorities
CHANGED to -1 Stability per non-State Religion Follower
Religious Minorities - Untaxed Minorities
CHANGED to +1 Stability per non-State Religion Follower
Unbelievers - Eliminate Unbelievers (Inquisition Action)
CHANGED Inquisition cost from 1 Population TO (1 + non-Influenced Territories Count) Population
REMOVED +10 Stability
ADDED +5 Faith per Sacrificed Population on non-Influenced Territories' Administrative Districts
ADDED +10% Faith Defence
Unbelievers - Banish Unbelievers (Banish Action)
ADDED +30% Faith Defence
CHANGED 5T Duration TO 10T Duration
Irreligion - Secularism
REMOVED +10% Fame gains
REMOVED +5 Money on Religious District
ADDED +5% FIMSI
ADDED +2 Stability per non-State Religion Follower
Irreligion - State Atheism
CHANGED +20% Fame gains TO +10% Fame gains
ADDED +10% Faith Defence
ADDED +3 Faith per Commons Quarter
ADDED +3 Faith per Research Quarter
ADDED +1 Faith per State Religion Follower
Emblematic Quarters
Kaiserdom
REMOVED +1 Faith per District in Settlement
ADDED +1 Faith per District in Territory
Jama Masjid
REMOVED +1 Faith per Pop
ADDED +3 Faith
Catedral Gótica
REMOVED +1 Faith per Pop
ADDED +3 Faith
Sultan Camii
REMOVED +1 Faith per District
ADDED +1 Faith per District in Territory
Tera
CHANGED +3 Faith TO +2 Faith
ADDED +5% Faith Defence in Territory
Natural Wonders
Mount Roraima
ADDED +10 Faith
Whakaari Volcano
ADDED +10 Faith
Fixes
Fixed various cases of missing localized text
Known Issues
Effects are unclear for Tenets in Tier 4 between Religious Leader/Non-Religious Leader
Religious Leader gets the effect for all followers worldwide (even the ones from other Empires).
Non Religious leaders get the bonus only for their followers.
The "Abstain from Intoxicants" Tenet applies unreliably
The "Be Virtuous as Water" Tenet is also applied on Cities that don't have Rivers in their Territory
The Mod Tools have not been updated yet
- Added a new "Dante" AI Persona.
- Added food consumption on armies, meaning:
Army Food Consumption is taken from cities based on their size.
Nomads and Mounted Nomads do not consume food.
Scouts upgraded from neolithic tribes do not consume food. - Reduced the additional food consumption for large population cities.
- Removed the Challenges and gave their rewards to all players.
- Added a Stability bonus for all unit stationed on a City.
- Changed the Congress of Humankind maximum ideological effect of "Homeland" to +100% War Support gains on City occupation (instead of +100% War Score).
- Changed the Congress of Humankind first ideological effect of "World" to +15 War Support required for Fromal War (instead of +10).
- Updated the Humankind Mod Tools build.
- Gifted the Early Bird DLC to all players, including:
"Buddica" AI Persona.
"Lucy" AI Persona.
"Edgar Allan Poe" AI Persona.
Celtic player profile decorations.
Celtic profile symbols.
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue were an incorrect Grievance was triggered on Allies when asking for an enemy Surrender.
- Fixed an issue were the AI accepting a Surrender made the winning side appear as surrendered as well.
OTHER FIXES
- Fixed an issue were "Unknown" food consumption were displayed on Occupied Cities.
- Fixed an issue were the "Paid Wages" bonus from "Army Wages" civic was not calculated correctly.
- Fixed an issue were the "Fog" tiles didn't apply the Combat Strenght bonus in all cases.
- Fixed an issue were there was no penalty when the losing side of a War had no City left.
- Fixed an issue were the AI didn't accept a Surrender request if the player's War Support reached zero.
- Fixed an issue were an incorrect pop-up notification was triggered when continuing a War you were winning.
- Fixed an issue were declaring war against a Liege as a Vassal didn't declare war against the other vassals.
- Fixed an issue were the Avatar customization buttons were locked after closing the menu without saving.
The Dante Update for Humankind is out now!
This Update brings the new Dante persona, but also unlocks numerous old customization items (from symbols to avatars) for all players.
Thanks to everybody who tried the beta version and helped us fix a few oversights with the new army food consumption before official release!
- Dante Alighieri AI persona, as unlocked at the last Amplified
- The in-game Challenge rewards have been unlocked for everybody and the challenges have been disabled
- Armies now consume food taken from your cities based on their size
If you want to know more, check below for the full changelog with all bugfixes.
We hope you'll enjoy the new persona and freely unlocked content.
{STEAM_CLAN_IMAGE}/35665919/af7ee7a7662d0f46b0e313729c2d6f76ced41a90.png
[1.0.28.4665] "Dante Update" Version Notes
CHANGES & ADDITIONS
- Added a new "Dante" AI Persona.
- Removed the Challenges and gave their rewards to all players.
- Unlocked Boudicca, Poe, and Lucy avatars for all players
- Unlocked Celtic player symbols and decorations for all players
- Added food consumption on armies.
- Army Food Consumption is taken from cities based on their size
- Nomads and Mounted Nomads do not consume food
- Scouts upgraded from neolithic tribes do not consume food
- Army Food Consumption is taken from cities based on their size
- Reduced the additional food consumption for large population cities
- Added a Stability bonus for all unit stationed on a City.
- Changed the Congress of Humankind maximum ideological effect of "Homeland" to +100% War Support gains on City occupation (instead of +100% War Score).
- Changed the Congress of Humankind first ideological effect of "World" to +15 War Support required for Formal War (instead of +10).
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where an incorrect Grievance was triggered on Allies when asking for an enemy Surrender.
- Fixed an issue where the AI accepting a Surrender made the winning side appear as surrendered as well.
OTHER FIXES
- Fixed an issue where "Unknown" food consumption were displayed on Occupied Cities.
- Fixed an issue where the "Paid Wages" bonus from "Army Wages" civic was not calculated correctly.
- Fixed an issue where the "Fog" tiles didn't apply the Combat Strength bonus in all cases.
- Fixed an issue where there was no penalty when the losing side of a War had no City left.
- Fixed an issue where the AI didn't accept a Surrender request if the player's War Support reached zero.
- Fixed an issue where an incorrect pop-up notification was triggered when continuing a War you were winning.
- Fixed an issue where declaring war against a Liege as a Vassal didn't declare war against the other vassals.
- Fixed an issue where the Avatar customization buttons were locked after closing the menu without saving.
- Fix for AIs not advancing out of the neolithic
- Fix for AI not surrendering*
- Fixed The Other Capital Punishment civic still giving stability on exploitations
- Fixed a localization error with the Force Surrender button
*An edge case still exists for AI not surrendering: If you are both at 0 war support, and the AI have the To The End trait, they may still refuse. If you manage to briefly push above 0 war support, for example through winning a battle, they will accept.
- Added a rework of the Tutorial Videos "Best Friends Forever", "Best Enemies Forever" and "Break the Wall".
- Added -25% Attach cost for Camp and -25% Absorb cost to the Russian Legacy Trait.
- Changed the difficulty of the first game when launching Humanking for the first time, for the "Advanced" choice, to "Town" difficulty.
- Added a different name for Independent People that are Liberated instead of Rebels.
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where the Strengths were displayed under the player's Avatar in the Diplomacy Screen.
- Fixed an issue where sometimes Spawn Point were missing in Cities.
OTHER FIXES
- Fixed an issue that occured on Squadrons when multiple Nuclear Missiles were launched.
- Fixed an issue where an incorrect failure flag was displayed when using the Expansionist ability just after the "Non-aggression Pact" Treaty.
- Fixed an issue that occured when razing a City that had Aerodrome in it's Territory.
- Fixed an issue where "Raze a District" action did not have a construction time listed.
- Fixed an issue where "Raze a District" action was executed when buying out a District.
- Fixed an issue where the Outlaw Status was applied when the Ransack target was an Independent People Outpost, Lair or Sanctuary.
- Fixed an issue that occured when razing an administrative center while the City would build a District in this Territory.
- Fixed an issue that occured when changing the colorblind settings.
- Added the possibility to access a Dev Mode version (F1 Menu), and the ability to chose your starting Era, through a Command Line.
- Added an option to use non-exclusive Cultures during a game.
- Added a "Bug Report" button in the Main Menu and Pause Menu to allow you to report any occuring bug more easily.
- Added new stackable Neolithic Legacy Traits, one for each Era Star.
- Added new AI Personas to play against.
- Balanced existing AI Personas Difficulty Level, Strengths & Bias.
- Added a new Difficulty Level for AI Personas, as well as a feedback of that difficulty in the lobby.
- Added a random AI Personas selection in the lobby slots when starting a new game based on your last world Difficulty Level.
- Added all new and a few existing AI Personas as Avatar Preset.
- Added all Influencers Avatars as Avatar Preset.
- Added access to Community Scenarios through the Main Menu, Scenarios section.
- Added the possibility to buy more things with Influence in Outposts, such as Train Stations and Airports.
- Added a "Buy All" button for Luxury Resources.
- Reworked the way Public Ceremonies work to make them more interesting by adding a big resource bonus.
- Added an adjacency bonus on Holy Sites.
- Added a warning on a City pin when a Construction Queue is blocked.
- Added the automatic movement of the victorious Army in the center of the conquered City.
- Added an improvement that allows to load a save made with an inactive but owned DLC.
- Added an option to Raze a Main Plaza or a District.
- Added an option to remove Infrastructures.
- Added an improvement to ignore Train Stations and Airports in placement suggestion.
- Added a new icon for the Cultural Entente Embassy Agreement.
- Added a setting option to setup the density of Natural Wonders on the map.
- Added a setting option to change the map ratio.
- Added a setting option to change the spawn density of Independent People.
- Added the Endless Mod to Steam Workshop, as well as fixing compatibility issues.
- Added a new Main Menu background illustration.
- Balanced a lot of different Cultures from all previous DLCs and Tentpole game.
- Balanced the Transcendence Legacy Traits to make them more interesting by adding an Affinity bonus in addition to the existing Fame bonus.
- Balanced the Harappans Legacy Trait food bonus to only apply on dry grass tiles.
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where Neolithic map curiosities bonuses were not received when the unit is spawned on them.
- Fixed an issue where claimed island territories displayed a 0% influence.
- Fixed an issue where the Era Star money value was displayed as negative value past 2.1 million gold.
- Fixed an issue that could cause the save to be corrupted and couldn't be loaded anymore.
- Fixed an issue where the End Turn was blocked because of an unskippable mandatory action on a Army movement.
- Fixed an issue where Liberating a City that has a Paper deposit cause a Pending Turn.
- Fixed an issue where Ransacking Satellites's and Space Exploration's Shared projects didn't cancel the construction.
- Fixed an issue where Iron Deposits could not be accessed with the Power Investor ability.
- Fixed an issue where Agreement were available with an enemy vassal if an agreement has been sent just before becoming a vassal.
- Fixed an issue where Salted Beef's bonus on upkeep was listed as Unknown in the breakdown.
- Fixed an issue where in a certain case a Cyclopean Fortress that was belonging to an enemy can keep its ZoC once the Player took the territory.
- Fixed an issue where often the Close button was missing in the Empire screen.
- Fixed an issue where the Polar Base tooltip did not include that it does not require to be adjacent to other districts.
- Fixed an issue where the Thermonuclear weapons did not unlock the Bring The Heat deed.
- Fixed an issue where the Mississippians' Legacy Trait wasn't computed in the Placement Preview.
- Fixed an issue where a session of a player ends just one turn after the player has reach Era VI.
- Fixed an issue where there were no loot when the Unit you finish a battle with dies even if there are other Units left alive.
OTHER FIXES
- Fixed an issue where a save game that was started with the DLC-content cannot be loaded without an internet connection.
- Fixed an issue where an exception error was generated when a Client attacked another empires City when a few seconds were left on the End Turn timer.
- Fixed an issue where a Cultured Land deed is not unlocked when influencing an entire continent.
- Fixed an issue that occured when attempting to refresh the persona collection while having no internet connection.
- Fixed an issue where Decorations and Symbols are missing from Multiplayer.
- Fixed an issue where the applied functionality of the Trade Insurance and WorldWide Exchanges empire unlocks is unclear to the users.
- Fixed an issue where incorrect wording is displayed when an enemy army is poaching one of your Trade nodes.
- Fixed an issue where Violent Independent Peoples can ransack Trade Nodes of Empire they have a 2nd tier Treaty with.
- Fixed an issue where Maori emblematic Unit (Waka Taua) tooltip provided misleading information.
- Fixed an issue where Trade view's International Trade window doesn't correctly update when loading saves.
- Fixed an issue where Byzantines Emblematic Quarter only gives +1 Money per access to Horses instead of +2.
- Fixed an issue where "An Envious Eye" can trigger before the player has met any other Empire.
- Fixed an issue where disrupted Resource Deposits aren't listed in the ongoing Disruption in the Trade view.
- Fixed an issue where Temporary cities' Status are not applied on their last turn.
- Fixed an issue where the game doesn't remember player settings for World Generation.
- Fixed an issue where Stability from Units only applies after moving.
- Fixed an issue where an incorrect visual for Independent People Harbor was used on map scheme view.
- Fixed an issue where wrong Combat Strength value was displayed for destroyed Units in the Battle aftermath UI when fighting Independent People.
- Fixed an issue where there was a spelling mistake in "Formidable Steeds" culture trait.
- Fixed an issue where Manufacturies build condition mention counting the number of "Deposits" when it was counting "Access".
- Fixed an issue where unexpected visual appears on Porcelain deposit when building an extractor.
- Fixed an issue where Unit health and damage taken each turn is no longer displayed if the total is 0.
- Fixed an issue where Caribbean Pirates Main Plaza asset protrudes from the edge of a cliff under certain angles.
- Fixed an issue where loading a manual save causes Food, Industry, Money and Science prediction to ignore certain bonuses.
- Fixed an issue where an unclear message was displayed when trying to do an Air Strike using planes attached to an Aircraft Carrier in Battle.
- Fixed an issue where Faulua's sail becomes invisible depending of its orientation.
- Fixed an issue where the city of the Visigoths Independent People and the first City of the Spanish were both called "Toledo".
- Fixed an issue where Transcendence bonus was unclear.
- Fixed an issue where there is a Tile mismatch between the visual and actual location for parts of the Bungle Bungle Natural Wonder.
- Fixed an issue where the Public Ceremonies tooltip status where not localized.
- Fixed an issue where the winning siege Army didn't teleported to the city center after an instant resolve.
- Fixed an issue where the Reinforcement pin was showing even when a Battle was ongoing.
- Fixed an issue where an error on Razing District prevented it from downgrading to Ruins.
- Fixed an issue where you could assimilate an Independent People while your Main Plaza was under Siege.
- Fixed an issue where the Diplomat Transcendence bonus was reducing the Leverage action cost by less than 5%.
- Fixed an issue where the Avatar Presets of Influencers and Historical figures where editable.
- Balanced the gains on the Hunter and Growth Neolithic Era Star events.
- Fixed an issue where all folders in the mod.io folder where not fully remove when deleting mods.
- Added Trade and Naval Combat Tutorial Videos.
FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where the Resources Pin click in the Trade View was missing.
- Fixed an issue where Artist's Studio or Academy of Arts could not be built.
- Fixed an issue where Marae's tooltip did not mention it does not need to be attached to the main borough.
- Fixed an issue where the Māoris culture text in the Encyclopedia was not up to date.
OTHER FIXES
- Fixed an issue where in certain cases the Rapa Nui emblematic units may not be available.
- Fixed an issue where the news popup did not anchor properly when the UI was reduced.
- Fixed an issue where multiplayer content tags were automatically added without the content available in playthrough.
- Fixed an issue where land tiles were included in naval battles.
- Fixed an issue where Mauna Kea Observatory prerequisite did not work proprely.
- Fixed an issue where armies were not being kicked out of a settlement once a battle finished.
- Fixed an issue were a missing UI Mapper is displayed in a notification when picking the "Chart" choice in the event "The Shape of the Seas".
- Fixed an issue where Empire Symbols were not sorteds.
- Fixed an issue where pending turns could occur when choosing a Tile to use the Clear Forest Army action.
- Fixed an issue where Independent Peoples would not build regular Districts or Infrastructures.
- Fixed an issue where Resources summary pin was missing when poaching with naval units.
- Fixed an issue where Loss were assigned to the incorrect Empire in the Trade View when someone steal a trade node.
- Fixed an issue where The "Hostile" filter in the Trade View would not work as described in the tooltip.
- Fixed an issue where Sometimes, purchasing resources from an Empire was immediately canceled for unclear reasons.
- Fixed an issue where Trade Routes disappeared when the world wrapped around.
- Fixed an issue where Elements in the Blockages tab of the Trade view often flicker or disappear after ending turn
- Fixed an issue where Poached resources were not displayed with a red glow in the "Their Resources" part of the Diplomatic screen
- Fixed an issue where Incorrect wording was displayed when an enemy army was poaching one of your Trade Nodes.
- Fixed an issue where Tier 2 Treaties with Independent People would not mention that it will stop them from being Hostile.
- Fixed an issue where Violent Independent Peoples could ransack Trade Nodes of Empire they have a 2nd tier Treaty with.
- Fixed an issue where Player could not click on other Empires's resource pins to open the Diplomatic Screen's Trade tab.
- Fixed an issue where Player were urged to buy high-price units when they unlock new resources.
- Fixed an issue where Ship of the Line CS bonus would not change the Unit's CS displayed in battle.
- Fixed an issue where AI would tend to move its naval units that have been boarded even if it's not a good choice.
- Fixed an issue where Trade view's International Trade window would not correctly update when loading saves.
- Fixed an issue where Tutorial for Poaching Resources appeared on uncontested Trade Relay.
- Fixed an issue where Pathfinding for naval transport would not account for player bonuses on sea.
- Fixed an issue where Luxury resource trade prompt would not properly count future accesses.
- Fixed an issue where Player may get confused when buying resources that will go through a roundhouse that is being stolen.
- Fixed an issue where Naval-only units had unecessary Army Action displayed in the Unit panel.
- Fixed an issue where Vassals could buy resources from third party Empires.
- Fixed an issue where Disrupted extractors were not listed in the ongoing Disruption in the Trade view.
- Fixed an issue where Some unit classes had no Steal Power.
- Fixed an issue where Torpedo Vessel's Deployment specificities lead to unexpected results.
- Fixed an issue where Terra Incognita caused fake roads and bridges to appear when settling near another Player.
- Fixed an issue where "War Declaration Needed" popup would still appear in some cases even if diplomatic status prevents the Player from declaring War.
- Fixed an issue where Fusion and ICBM nuclear tests preview area did not match the Wasteland generated after completion.
- Fixed an issue where Player could not replace a regular district by an Embassy.
- Fixed an issue where Short Supply feedback would not work correctly after ransacking an other Empire outpost that had a resources bought by the Player.
- Fixed an issue where Tutorial for "First Tenet" appeared when the second Tenet became available.
- Fixed an issue where Narrative Event "An Envious Eye" could trigger before the player has met any other empire.
- Fixed an issue where Wrong Empire was displayed in the Diplomatic history when someone renounced a grievance against the Player.
- Fixed an issue where When replacing a District that give bonuses on Districtic in other territories, the loss was incorrectly categorized.
- Fixed an issue where Temporary FIMS bonuses on cities were not applied on their last turn.
- Fixed an issue where UI would not account for exploited terrain when suggesting placement for new districts in some occasions.
- Fixed an issue where Placement suggestion and construction queue would not account for districts that are already being replaced.
- Fixed an issue where The game would not remember player settings for World Generation in some occasions.
- Fixed an issue where World generation would allocate less Luxury Resources per territories on bigger maps.
- Fixed an issue where Game was displayed squashed when in fullscreen and in a aspect ratio different than 16/9.
- Fixed an issue where Zones of Controls were displayed in the Fog of War in Battle.
- Fixed an issue where Culture traits preview could not be scrolled with the mouse wheel in the empire selection screen.
- Fixed an issue where Lost at sea could be heavily countered by transferring units out of the army.
- Fixed an issue where Mods and Maps were not properly detected by the "Type" filter in the Steam Workshop.
= Together We Rule Fixes
- Fixed an issue where Agents could not use their army actions on the main borough if they were targetting a tile they're located on.
= Cultures of Latin America Fixes
- Fixed an issue where Nazca Lines's description doesn't mention that the effect will only be applied on other EQ in the same city.
= Cultures of Oceania Fixes
- Fixed an issue where Narrative Event "Ties that Bind" would not activate even though it should.
- Fixed an issue where Placement Preview pin was wrong when replacing one of the Marae by an other district.
- 6 New Cultures
- 6 New Wonders
- 15 New Narrative Events (including 1 cross-empire events)
- 7 New Independent People
- New In-Game Themed Music Tracks composed by Arnaud Roy
MAJOR CHANGES & ADDITION: Anne Bonny Update
- 1 Bonus New Culture: Caribbean Pirates
- 3 New Naval Units
- New army action: poaching.
- New trade screen, to allow easier management of trade with multiple other players.
- Naval Units Ranged Retaliation and rebalance! Faster movement, longer ranges, greater firepower!
- Larger Battlefields! You have more room to deploy your Units and can take advantage of the new-found mobility.
- Internal Trade! Deepen your economic relationships with other Empires, but beware of any poaching...
- Strategic Resources requirement system! A single copy of each required resources is now enough to unlock construction, but at what cost?
CHANGES AND ADDITION FROM COMMUNITY IDEAS
- Steam Workshop and mods upate flow improvements.
- Modding Tool quality of life improvements, especially around versions checking.
- Map Editor quality of life improvements, especially around Resources and Natural Wonder placement.
- Added an option for players to rename their avatar.
- Adapted the HUD and changed the science button to make it round (again).
BALANCING AND OTHER CHANGES
- Nerfed the aggressiveness of the AI in Metropolis & easier levels of difficulty.
- Improved feedbacks for players on how to assimilate Independent Peoples in decline regardless of patronage level.
- Units: balanced the number of accesses required to built & number of accesses required to update.
- Infrastructures: balanced the number of resources required to built, new resources bonus granted & FIMS bonus per strategic or luxury.
- Electricity Technology: Bonus on coal deposit.
- Power Line Technology: Bonus on aluminium deposit.
- Nuclear Fission Technology: Bonus on uranium deposit.
- Balanced various Upkeep costs.
- Increased combat strength of naval units for all Eras.
- Increased Combat Strength of all Air Units.
- Increased Combat Strength and Range of all Missile units.
- Increased Naval Units combat strength on Pentekonter and Quadriem.
- Reduced Naval Units combat strength on Cog, Carrack, Geobulseon, Galleass and Man O'War.
- Cruise Missiles, Nuclear Warheads and Thermonuclear Warheads combat strength all went down from 7 points.
AI IMPROVEMENTS
- Improved Aircraft Carriers management.
- Improved the variety of response from counter-proposals.
- Improved territory management and city expansion.
- Improved Airport management.
- Improved National projects management.
- Improved Garrisons management.
- Improved Deeds seeking.
- Improved Stealth detection strategies.
- Improved Late game Civics choices.
FIXES
- Fixed a multiplayer desynch when specific game language was selected.
- Fixed an issue where game was stuck on pending turn after signing the Intellignece Coalition with an AI.
- Fixed an issue where Bombarding the main plaza during a Siege could cause a crash.
- Fixed an issue where launching a Nuclear Missile after using two of them the previous turn could lead to a softlock.
- Fixed an issue where disabling auto saves in a multiplayer game continued to generate auto saves.
- Fixed a game softlock when the host loses internet connection, while in loading screen.
- Fixed an issue where Land Units were keeping their abilities when embarked.
- Fixed an issue where The Santa Maria del Fiore Cultural Wonder would not benefit from religious bonuses as stated.
- Fixed an issue where Independent Peoples did not build Infrastructures in their Cities.
- Fixed an issue where Nuclear Missile launch was not canceled when the player was occupying the targeted enemy City.
- Fixed an issue where Independent People's territory remained under influence after they de-spawn.
- Fixed various minor UI and localization issues.
Current Release
v1.0.24.4218
Uploaded Dec 02, 2023
Update Required for Latest Version
The base game download is an older build.
To get the latest version, download both the Base Game + Update patch.
Humankind update 1.0.24.4218 - 1.0.25.4263.zip
825 MB
Update already requested
Uploaders have been notified
Still need a newer version?
The update above may not reach Steam's latest build — request the newest
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for HUMANKIND™? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
Additional Files
DLC Unlockers (Legit Owners)
1 file · For legitimate game owners
Update Patches
1 file · Only if your local version is older
Online Fixes
1 file
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
11.7 GB
v1.0.24.4218
D1B55C21
dd55fa722a157e4ddd71f81f061777d3f46fbda079df6f8ef26f9b3e5dc8bde6
You May Also Like
View AllDownload HUMANKIND™ for PC with a direct link or via torrent. Get the full version of HUMANKIND™ for free. HUMANKIND™ is a Strategy released by AMPLITUDE Studios.