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LPP S.A., st. Łąkowa 39/44, 80-769 Gdansk, Poland, NIP: 583-10-14-898, REGON: 190852164
A couple of months ago, we already shared our first impressions of Humankind, a new global strategy game from the creators of Endless Space and Endless Legend. Now only a day is left before the release - it's time for a review. However, firstly, this game is so big that for the sake of a full review it would be good to spend at least a month in it, and I received a review copy less than a week ago. And, secondly, we were asked not to talk about some aspects of the game yet. Therefore, today is only a preliminary overview. However, a lot is already clear.
To begin with, Humankind is much more like Civilization than previous Amplitude games. Therefore, I will mainly compare it with the main brainchild of Sid Meier. What is already there! At first glance, the heroine of this material can easily be mistaken for a clone of Sid Meier's Civilization VI. In fact, this is fundamentally wrong, because the new project of the French studio is Civilization VI, and Endless Legend, and even a little Endless Space 2. But, most importantly, for the most part it is still a new and very original game.
All Humankind in numbers in one minute
However, there are also a lot of familiar things here. Historical eras. Wonders of the world. Colored empires fighting for world power. The usual quartet "food - production - science - money" (yes, now no cosmic dust). Anyone who has played any 4X strategy in the last thirty years will feel right at home in Humankind. But Amplitube wouldn’t be herself if she hadn’t added some unique features to her fresh creation.
At the heart of everything is the perfectly reasonable idea that civilizations are not static phenomena. They do not arise out of nowhere and do not go anywhere, but are formed gradually, combining the features of different cultures, change over time and, in short, live. In real life, no tribes chose in advance whether to become Olmecs or, say, Assyrians. They just survived, developed and made history. It's the same here. We start the game with literally no one: we have only a handful of hunters and gatherers under our control, there is a huge unknown world around, and there are six historical eras ahead (from the Neolithic to the present) through which we need to lead our wards.
It turns out that when you are not forced to choose a civilization in advance, it is very convenient. For example, the wise Zhou scribes will be more useful in the mountains, and Phoenicians, the hardened traders on the seashore.
Each civilization has its own time. For example, the Celts are aware of themselves as a people in ancient times, but the Russians - only in the industrial era. Well, you can only feel like Soviet people in modern times. We are free to accept any free culture and receive its unique bonus, city area and unit. And with the change of era - to make a new choice already from other options, but at the same time preserve the heritage of our ancestor
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