
In this thread we will be documenting all the new additions for Humankind from Amplitude Studios.
TL;DR: You can layer from 60 different civilizations from history to create your own unique narrative. It will stretch from the Neolithic to the Modern age. In the end, the civilization with the most Fame will be the winner. Full of Humanmade Wonders, Natural Wonders, Units, and Buildings for you to construct.
Note: all images are created by the team at Amplitude Studios
Cultures

You will create your own Civilization by adapting 60 historical cultures into it. Each era you will pick a new culture with their own Emblematic bonuses, you also get legacy bonuses from your past cultures for the rest of the game.
Traits
Each Culture has a Trait that guides them in a certain direction
- Aesthete
- Agrarian
- Builder
- Expansionist
- Merchant
- Militarist – Can instantly raise Militia in your cities.
- Scientists – Can set Cities into ‘Science Mode’ which converts surpluses into science
Ancient Era Cultures
- Assyrians – Trait: Expansionist; Emblematic Unit: Assyrian Riders; Emblematic Quarter: Dunnu
- Babylonians – Trait: Scientists; Emblematic Unit: Sabu Sha Qashti (Guardian: stronger when standing on a friendly extension); Emblematic Quarter: Astronomy House (+food for researchers, +Science for adjacent Farming Districts); Legacy Traits, Philosophers of the Wild – +Science on Camps, Borough & City Centre.
- Egyptians – Trait: Builder; Capital: Memphis; Emblematic Unit: Markabata; Emblematic Quarter: Egyptian Pyramid
- Harappans – Trait: Agrarian; Emblematic Unit: Runners; Emblematic Quarter: Canal Network
- Hittites – Trait: Militarist; Emblematic Unit: Sigir; Emblematic Quarter: Awari
- Mycenaeans – Trait: Militarist; Emblematic Unit: Promachoi; Emblematic Quarter: Cyclopean Fortress +Combat stregth for those adjacent to this district 7 + Fortification; Legacy Trait: Brutal Upbringing + Unit Experience gain
- Nubians – Trait: Merchant; Emblematic Unit: Ta-Seti Archers; Emblematic Quarter: Meroe Pyramids
- Olmecs – Trait: Aesthete; Emblematic Unit: Javelin Throwers; Emblematic Quarter: Olmec Heads
- Phoenicians – Trait: Merchant; Emblematic Unit: Bireme; Emblematic Quarter: Haven
- Zhou – Trait: Aesthete; Emblematic Unit: Zhànche; Emblematic Quarter: Confucian School
Classical Era Cultures
- Aksumites – Trait: Merchant; Emblematic Unit: Shotelai; Emblematic Quarter: Great Obelisk
- Carthaginians – Trait: Merchant; Emblematic Unit: War Elephant; Emblematic Quarter: Cothon
- Celts – Trait: Agrarian; Emblematic Unit: Gaesati; Emblematic Quarter: Nemeton
- Goths – Trait: Militarist; Emblematic Unit: Gothic Cavalry; Emblematic Quarter: Tumulus
- Greeks – Trait: Scientists; Emblematic Unit: Hoplites; Emblematic Quarter: Amphitheatron
- Huns – Trait: Militarist; Emblematic Unit: Hunnic Horde; Emblematic Quarter: Ordu
- Mauryans – Trait: Aesthete; Emblematic Unit: Saṃnāhya; Emblematic Quarter: Stūpa
- Maya – Trait: Builder; Emblematic Unit: Noble Javelineers; Emblematic Quarter: K’uk Nah
- Persians -Trait: Expansionist; Emblematic Unit: Immortals; Emblematic Quarter: Satrap Palace
- Romans -Trait: Expansionist; Emblematic Unit: Praetorian Guards; Emblematic Quarter: Triumphal Arch
Medieval Era CULTURES
- Aztecs – Trait: Militarist; Emblematic Unit:Jaguar Warriors; Emblematic Quarter: Sacrificial Altar
- Byzantines – Trait: Merchant; Emblematic Unit: Varangian Guards; Emblematic Quarter: Hippόdromos
- English – Trait: Agrarian; Emblematic Unit: Longbowmen; Emblematic Quarter: Stronghold
- Franks -Trait: Expansionist; Emblematic Unit: Franci Milites; Emblematic Quarter: Scriptorium
- Ghanaians – Trait: Merchant; Emblematic Unit: Meharists; Emblematic Quarter: Luxuries Market
- Khmer – Trait: Builder; Emblematic Unit: Dhanvi-gaja; Emblematic Quarter: Baray
- Mongols – Trait: Militarist; Emblematic Unit: Mongol Horde; Emblematic Quarter: Orda
- Norsemen – Trait: Militarist; Emblematic Unit: Langskip; Emblematic Quarter: Naust
- Teutons – Trait: Expansionist; Emblematic Unit: Teutonic Knights; Emblematic Quarter: Kaiserdom
- Umayyads – Trait: Scientists; Emblematic Unit: Haras; Emblematic Quarter: Grand Mosque
Early Modern Era CULTURES
- Dutch – Trait: Merchant; Emblematic Unit: Fluyt; Emblematic Quarter: V.O.C. Warehouse
- Edo Japanese – Trait: Aesthete; Emblematic Unit: Naginata Samurai; Emblematic Quarter: Tera
- Haudenosaunee – Trait: Agrarian; Emblematic Unit: Rotiskenrakehte; Emblematic Quarter: Three Sisters Plantation
- Joseon – Trait: Scientists; Emblematic Unit: Geobukseon; Emblematic Quarter: Seowon
- Ming – Trait: Aesthete; Emblematic Unit: Rocket Carts; Emblematic Quarter: Grand Teahouse
- Mughals – Trait: Builder; Emblematic Unit: Gajnal; Emblematic Quarter: Jama Masjid
- Ottomans – Trait: Expansionist; Emblematic Unit: Janissaries; Emblematic Quarter: Sultan Camil
- Poles – Trait: Militarist; Emblematic Unit: Winged Hussars; Emblematic Quarter: Barbican
- Spanish – Trait: Expansionist; Emblematic Unit: Conquistadores; Emblematic Quarter: Catedral Gótica
- Venetians – Trait: Merchant; Emblematic Unit: Galleass; Emblematic Quarter: Botteghe di Artisti
Industrial Era CULTURES
- Austro-Hungarian Empire – Trait: Aesthete; Emblematic Unit: Evidenzbureau Agents; Emblematic Quarter: Opernhaus
Contemporary Era
Unknown Era Cultures
Dutch – Emblematic Unit: Fluyt
French – Emblematic Unit: Capetian Knights
Germans – Emblematic Unit: U-Boat
Khmers
Koreans – Emblematic Unit: Turtle Ship
Sweden
Leaders
You will not be playing with established leaders from history, but you will be able to customise your own leader to be the avatar of your people in a character creator.
Cities

The map is divided into Regions and Territories, each region has several territories, but each territory only has one City. The game will start with some territories and you can amalgamate more as the game goes on.
Cities expand out from a central location as you build different Quarters and Buildings.
Outposts
These will be territories that you have built an outpost on, claiming them, but you can’t develop them further.
They can be turned into their own cities later, or absorbed into a neighbouring city, but have to be defended
Quarters
You can expand your city by building speciality districts.
Each Quarter works it and its adjacent tiles and will have adjacency bonuses that work better when surrounded by different parts of the environment
Farmers Quarter – +Food, +Farmers Slot on Settlement
Trades Quarter – +Industry +Worker Slot on Settlement
Market Quarter
Research Quarter
Commons Quarter
Defense Quarter
Harbour
Infrastructure
These are improvements to the city/territory as a whole and can effect tiles outside your city proper.
Animal Barns – + Food on Farmers Quarters
Apothecary
Alchemist’s Workshop
City Walls
Commodity Exchange
Great Fishmarket
Lumber Yard
Millstones – +Food per number of territories
Potery Workshop – +Industry per number of territories
Tourney Fields
Village Centre
Units
Carrack
Cog
Galleon
Knights
Settlers
Spies
Transport Caravel
Teutonic Knights
Human made Wonders
Large projects that might require several of your cities to complete.
Angkor Wat
Eiffel Tower
Hagia Sophia
Hanging Gardens of Babylon – Must be placed on a Luxury Resource, + Fame
Notre Dame
St. Basil’s Cathedral
Taj Mahal
Temple of Artemis
The Colossus
The Great Bath of Mohenjo-daro
The Great Pyramids of Giza
University of Sankoré
Administrators
They play some role in the game, more can be unlocked in the tech tree
The Map

Terrain
The height of the terrain changes factors like how hard it is to siege a city
There are three levels, flat land, hilly terrain, and mountains. Steep terrain divides create cliffs that can’t be climbed by units. The height also changes your view distance with is being blocked in valleys and being boosted on hills.
Humidity and Temperature changes effect terrain
Biomes
There are 11 biomes in the game
Terrain Features
Flood Plains
Forest
Hot Springs
Oasis
Rivers – Effect movement, give bonuses to trade
Rocky Terrain
Natural Wonders
Boost to Influence when Claimed; Boost to Stability and Money for the City located in this territory
Great Blue Hole – +Food & Unit Vision
Lake Baikal –
Mount Everest –
Mount Vesuvius –
Vinicunca – +Food & Unit Vision
Yellowstone –
Resources
There will be luxury and strategic resources.
Silk
Landmarks
There are certain landmarks in the game (Longest River, Biggest Desert etc) if you find it you get to name it.

Game Mechanics
Alliances
Eras
There will be six eras in the game (Enchant, Classical, Medieval, Early Modern, Industrial and Contemporary.
You move from era to era by collecting Era Stars
When you move to the next era you can pick a different culture to run with, or you can chose to Transcend the culture you are playing with that gives them a bigger bonuses but locks you from the other bonuses on offer.
Religion
Polytheism – +10 Faith + 5Influence on Holy Sites, +5 Faith on Holy Sites
Shamanism – +10 Faith +10 Influence on Holy Sites
Victory/Fame
All games have the same unified victory condition based around Fame.
Fame is created through exploration, building, and Era Stars.
Era Stars can come from population growth, military conquest, or through building up money reserves. You could get one for researching a certain number of technologies or having a certain number of territories.