HUMANKIND™ - Catoninetales
  • 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.
HUMANKIND™ - Daarkarr0w
Hey everyone!

After a couple of weeks in the beta branch, we are ready to release Achilles Update 🎉

The goal of this update is to address some of the frustrations that players encountered and expressed regarding War Support, War Score, and Surrender.

We want to avoid players feeling surprised by a warm ending with little warning and create a clearer connection between demands, occupied territory, and available surrender terms.

Here are some comments from the devs regarding the update:

#Discussions_QuoteBlock_Author
Let's start with a bit of context on the War System in general before moving to the changes.

When we first starting thinking about armed conflict during the initial development of Humankind, we mostly followed the Clausewitzian saying that held that "War is a continuation of Policy through other means". There were many interactions with what had happened before and during conflict, and a big resolution at the end where one of the sides was forced to surrender. While this approach worked well enough after release, we kept getting feedbacks that said that players were often puzzled as to why a war they were fighting had to end. Often, this boiled down to the War Support system not making enough room to account for all the subtleties of strategic context that may unfold during a war in Humankind. After smaller changes brought during past updates failed to resolve all situations, we decided to make a more drastic modification.

With the update we are separating the 2 aspects, War Support and War Score.

War Support, which used to being considered as your "War HP", is now meant to be your " War Stamina": it measures how long you can fight before the conflict starts taking its toll on your Empire's Population. Now, both sides can keep fighting after reaching a War Support of 0. It is the social consequences of continuing to fight beyond this point that should drive Players to make or accept a surrender proposal.

War Score has also been simplified to be solely related to your Demands and territorial gains during the conflict. Its calculation should be less finicky and more predictable for both sides.

Our hope is that these changes go towards having War outcomes that both sides agree with. At the end, its about giving you more control on the decision.

P.S There's always the option of proposing a White Peace 💡

Patch Notes


[Version Number >> 1.28.4612]

  • All surrender proposals can be refused now, even if you are at 0 war support



  • Both parties reaching 0 War Support no longer forces White Peace
  • While at 0 War Support, empires take a Stability penalty scaling with era and number of turns spent without War Support
  • While their enemy is ready to surrender (at 0 War Support), empires will take a penalty to their own War Support
  • Centralized Power unlocks an empire bonus that reduces the impact of lost and destroyed units on war support, so wars can last longer



  • War Score now only depends on demands and occupied territory, not War Support
  • You can now always declare surprise wars
  • (Together We Rule) The Placate action is now forbidden during war
  • Corrected the buyout formula to avoid inflation
  • Several new historical personas: Zenobia, Sun Tzu, Miyamoto Musashi, Napoleon, Shaka Zulu, Artemisa, and Alexander The Great.



    Then after some feedback we received from the community, we included a couple of extra changes ✨

  • Added a -10% Food, Industry, Money, and Science War Weariness penalty on all Settlements for
  • each refused Surrender while at 0 War Support.
  • Reinstated a one-time +10 War Support bump whenever an opponent that is at 0 War Support refuses a Surrender offer.
  • Reduced the "My Opponent is at 0 War Support" War support penalty scale to a maximum of -5/turn
  • Forbidden City Balance to be adjusted with the changes in War Support
    >> Now provides +25% War Score (instead of -10 War Support required to declare a Surprise War)



    With these changes, you can keep fighting even if your enemy or your own people are ready to give up. You may have to deal with a few rebels if you push things too far, though 😉


    Also, here is a video (from Amplified 2025) from the Devs talking about the details and explanation regarding the update.



    Have a nice day ^-^
HUMANKIND™ - Daarkarr0w
Hey everyone,

We’ve got a nice surprise for you today: A playable beta for the upcoming Humankind update, Achilles.

Since the release of the game, we’ve received a lot of feedback about War Support, War Score, and surrender, and with this update we want to address some of the big frustrations. We want to avoid players feeling surprised by a warm ending with little warning, and create a clearer connection between demands, occupied territory, and available surrender terms. To achieve this, we made the following changes:

  • All surrender proposals can be refused now, even if you are at 0 war support
  • Both parties reaching 0 War Support no longer forces White Peace
  • While at 0 War Support, empires take a Stability penalty scaling with era and number of turns spent without War Support
  • While their enemy is ready to surrender (at 0 War Support), empires will take a penalty to their own War Support
  • Centralized Power unlocks an empire bonus that reduces the impact of lost and destroyed units on war support, so wars can last longer.
  • War Score now only depends on demands and occupied territory, not War Support
  • You can now always declare surprise wars
  • (Together We Rule) The Placate action is now forbidden during war
  • Several new historical personas, like Alexander the Great, Napoleon, or Sun Tzu



With these changes, you can keep fighting even if your enemy or your own people are ready to give up. You may have to deal with a few rebels if you push things too far, though.

If you want to see these changes in action, you can already try the beta for this patch through the update_preview branch on Steam.
Just go to the properties of the game, open the betas tab, and select the right branch.

Hotfix [1.28.4599]

Some words from the devs

First and foremost, I wanted to thank you again for the feedback on the beta! We are about to update the Achilles Beta branch with some updates based on what you've told us.

We have tried to make changes that preserve what players liked from the change while addressing the two most extreme behaviors reported: Weaponizing your already low War Support to bring other players down with you, and spamming legit surrender proposals with no consequence.


These are the concrete changes and their underlying design rationale:

  • Reduced the "My Opponent is at 0 War Support" War support penalty scale to a maximum of -5/turn
    • This decrease exists to incentivize belligerents with positive war support to send a Surrender proposal before they lose their advantage, however its scale made it a bit too surprising (as a reminder it climbed to -15/turns in 5 turns) and ended up being too easily weaponizable by belligerents with already low War Support.
  • Reinstated a one-time +10 War Support bump whenever an opponent that is at 0 War Support refuses a Surrender offer.
    • This is meant to combine with the above change to enable some defense against the dropping War Support, without being a full re-up.
  • Added a -10% Food, Industry, Money and Science War Weariness penalty on all Settlements for each refused Surrender while at 0 War Support.
    • This is more an indictment of Stability lacking the oomph to have any meaningful effects once you are deep in the red; Ideally the FIMS hit would be related from the lack of stability, but there was no clear way of implementing this. We believe that tying this penalty to refusing surrender offers when you really shouldn't is clear enough.

    I also want to address the other things you reported but that we haven't touched so far.

    I've seen the "jettison territories" behavior being mentioned here and there, but at the moment I don't see how this would prevent you from razing the admin center and claiming it as your own without bothering with War Score, bagging all contained districts as well. Maybe my playstyle enables this but not everyone's?

    I've also read the woes about the placate action no longer being a "get out of war free" card anymore. I get that for those players against the AI this was ok, but this is a behavior that causes much grief when you're on its receiving end. I'd much rather see players its use as a dissuadant during peace time.

    All this to say that while we chose not to act on those feedbacks in this Beta update, this does not mean that we won't keep monitoring those (and other) topics, and enact changes if they become too problematic.

    With all this said, I hope the changes put forth improve your Achilles Beta experiences!



    Amplified 2025
    In case you do not know, we are celebrating our Studio Anniversary.
    We have a lot of surprises 🎁

  • Just announced our new game, Endless Legend 2
  • https://store.steampowered.com/app/3407390
  • Claim for Free Cultures of Latin America
  • https://store.steampowered.com/app/1819410/
  • Humankind is FREE TO PLAY until Jan 30th
  • Free Wallpapers
  • And many surprises under the Stretch Goals that all the community will unlock!

HUMANKIND™ - Daarkarr0w
Hey everyone!

As every January, it is a moment of celebration as it is the moment to celebrate the anniversary of the studio. In this case, it will be the 13th one 🙀

Also, it will be the first one after our independence from Sega!



Save the date!
Thursday 23 January at 19:00 CET / 1 PM EST / 10 AM PST
Friday 24 January at 17:00 CET / 11 AM EST / 8 AM PST
Where you can see it? Our twitch Channel

If you cannot make it, no worries we got your back! We will upload the different segments on Youtube and you can check later the VOD on Twitch.



What can you expect?
We have a lot of things prepared for you, such as the announcement of our next game, the next update for Humankind, and a lot of surprises and rewards for you to claim.




See you in a week,
Have a nice day ^-^

The Community Team!
Nov 28, 2024
HUMANKIND™ - Daarkarr0w
​Hey everyone,

The Enheduanna patch is now officially out across Steam, EGS, and GamePass!

This Update contains many quality of life changes and a bunch of balancing (especially on the Civics), but we don't want to keep you for long, since we're sure you're eager to get playing.


✨ Community Inspired Ideas

Patch Summary

[/url]] Custom Local AI Opponents: You can now create your own local set of personas for your opponents to use on the AI Persona Collection screen


  • [✨ [url=https://mod.io/g/humankind/m/dont-starve] Mod
  • [/url]] New Growth Formula: We’ve tweaked the growth formula so that a very small surplus or deficit won’t affect your population anymore, which will stop the eternal cycle of death and rebirth once your cities reach the size they can support. (Thanks DocktorKain for the help!)
  • [✨] Ambush Improvements: Bumping into the invisible forces of your allies, vassals, or liege will not trigger an ambush anymore. Instead, your army will stop moving and reveal the hidden army. Additionally, ambush battles can no longer be reinforced or bombarded.
  • Civics Rebalancing: Many civics have been given new effects or unlock conditions, especially in the government and society sections. Check the full list below 👇


  • Missile Relocation
  • [✨] Naval Nuclear Tests: This should make it easier to find space for your nuclear weapons program


  • [✨] Train Connection Preview


  • [✨] More New Game Settings:
  • Rebalanced Merchant and Aesthete Affinities
  • Mod Compatibility Check: The Mod Menu will now warn you if mods are outdated. If the mods are incompatible with the current version, you will receive a warning popup and cannot enable them
  • [/list]
    We also have a new scenario for you to check out in game in the Scenarios menu > Industrial Uprising.
    Test your leadership by leading the Persians into the Industrial and Contemporary Eras despite internal unrest in the Industrial Uprising scenario. Recommended for beginners and regular players.



    We hope you will enjoy these improvements to the game 😊
    Have fun, The Amplitude Team



    📜Enheduana Patchnotes (Version 1.27.4539)

    Changes and Additions
    • Balanced the Civics effect and unlock conditions to improve the game experience
    • Added obsolete Mods detection and warning information to improve feedback on a Mod status
    • Added the possibility to do Nuclear Tests on Ocean Tiles
    • Added the possibility to move Missiles between Silos: Missiles have been given a rebase command so you can move them between silos to (hopefully) get them into range of their targets
    • Added a Cross Save feature "Cloud Sync" that allows the save of your current progression in your
    • Amplifiers account, and the restoration of this saved progression onto another supported platform
    • Added a visual feedback for Train Rails when placing another Train Station on the map: When placing a train station, you will now see a preview of the routes it will establish to stations in adjacent territories
    • Added a Game Option to disable the Congress of Humankind
    • Added a Game Option to disable the Vassalization, removing the Vassalization option in the Surrender Terms
    • Added a Game Option to enable the Instant Army Move that allow Armies to have instant movement when moving on the map (not in battle)
    • Added the possibility to create and customize your own AI Persona opponents
    • Added a tooltip on Construction Queue items that are blocked
    • Balanced the Merchant affinity and the Aesthete affinity cost, as well as their increasing gains are now based on number of uses and era. These abilities should now scale better over the course of the game, growing slowly with each use
    • Balanced the Ambush : Ambush battles only last one turn and they cannot be reinforced by any participant nor bombarded. Moreover, if there is a non-agression pact with another Empire when the Ambush could be triggered, then it stops the army movement and reveal the insivisble army
    • Balanced the Persian Legacy Trait by reducing it's City Cap gain to +1
    • Removed War Support impact for killing Units with the Traitor badge
    • Encyclopedia Update: The official Humankind Encyclopedia will be updated
    Balancing of Civics

    💰 Economy Civics
    [expand type="show details"]
    [/expand]
    Army-related Civics
    [expand type="show details"]

    [/expand]
    Justice Civics
    [expand type="show details"]

    [/expand]
    📜 Government Civics
    [expand type="show details"]


    [/expand]
    🎭 Society-related Civics
    [expand type="show details"]

    [/expand]
    Fixes of issues spotted by the community (Thanks! ♥)
    • Fixed an issue where Rebels didn't siege if there was no army in the City
    • Fixed an issue where Units remained visually in the same place and the movement mandatory could not be completed
    • Fixed an issue where Constructing "Administrative Center Renovation" removed the unit spawn point
    • Fixed an issue where invisible Armies could cause broken saves and critical errors in rare occasions
    • Fixed an issue where the game could soft lock in rare occasions
    • Fixed an issue where the Civic choice "Globalization" wasn't allowing to trade while being at peace with no trade Treaties
    • Fixed an issue where the Builder affinity bonus "Pride" did not trigger
    • Fixed an issue where the Holy Sites could not have multiple of their synergy effects applied at the same time for Districts that count as two types
    • ​Fixed an issue where a Nuclear Missiles were not properly destroyed when fired
    Other Fixes
    • Fixed an issue where losing the only army a player had in the Ancient Era, in Multiplayer, could cause a game desync and errors
    • Fixed an issue where the Merchant Affinity wasn't acknowledging researched technologies until the save was reloaded
    • Fixed an issue where the battle size and duration would not always change after the addition of reinforcements
    • Fixed an issue where the effects given by the "Criminal Slaves" Civic were not removed once the Civic choice was canceled
    • Fixed an issue where no influence was reimbursed when enacting either choice from the "Irreligion" Civic
    • Fixed an issue where Norsemen's Emblematic District "Naust" could be built over sea ice and iceberg tiles
    HUMANKIND™ - Daarkarr0w
    ​Hey everyone,

    Today we want to share a first look at the upcoming Enheduanna Update for HUMANKIND with you. We know you’ve been waiting for this patch for a while, and we’re sorry for the wait. Sadly, a few factors stacked up to keep us from releasing this as quickly as we would have liked, but it is finally almost ready for release.

    Enheduanna will release next week, but you can already try the beta for this patch through the update_preview branch on Steam. Just go to the properties of the game, open the betas tab, and select the right branch. So, what can you expect in this patch?



    Patch Summary

    • Custom AI Opponents: You can now create your own local set of personas for your opponents to use on the AI Persona Collection screen


    • New Growth Formula: We’ve tweaked the growth formula so that a very small surplus or deficit won’t affect your population anymore, which will stop the eternal cycle of death and rebirth once your cities reach the size they can support. (Thanks DocktorKain for the help!)
    • Ambush Improvements: Bumping into the invisible forces of your allies, vassals, or liege will not trigger an ambush anymore. Instead, your army will stop moving and reveal the hidden army. Additionally, ambush battles can no longer be reinforced or bombarded.
    • Civics Rebalancing: Many civics have been given new effects or unlock conditions, especially in the government and society sections. Here are some examples:




    • Missile Relocation: Missiles have been given a rebase command so you can move them between silos to (hopefully) get them into range of their targets
    • Naval Nuclear Tests: This should make it easier to find space for your nuclear weapons program


    • Train Connection Preview: When placing a train station, you will now see a preview of the routes it will establish to stations in adjacent territories


    • More New Game Settings: In the Pace settings on the New Game screen, you can find the following new options.
      • Disable the Congress of Humankind
      • Disable Vassalization
      • Enable instant army movement on the world map (for technical reasons, this setting cannot be changed in a running game)
    • Rebalanced Merchant and Aesthete Affinities: These abilities should now scale better over the course of the game, growing slowly with each use
    • Mod Compatibility Check: The Mod Menu will now warn you if mods are outdated. If the mods are incompatible with the current version, you will receive a warning popup and cannot enable them
    • Encyclopedia Update: The official Humankind Encyclopedia will be updated
    • Cloud Saving on G2G: If you are logged into G2G in game, you can now upload your player profile and saves to Games2Gether to easily transfer them to other platforms

    >> 📜 FULL PATCHNOTES HERE

    We hope you will enjoy these improvements to the game 😊
    Have fun, The Amplitude Team

    HUMANKIND™ - Daarkarr0w


    Hello everybody!

    We have big news to share with you today: Amplitude is going indie again 🎉

    Retrospective
    Our journey with SEGA over the last 8 years has been amazing, and we have learned so much working with them, but now we are returning to our roots as an independent studio. With ownership of the studio returning to some of our original founders and members of the team, the creative vision of our games and the Endless universe rests in the hands of those who know them best. While we are going our separate ways now, we part on good terms and wish our friends at SEGA the best for all their future projects.


    Back to our Roots
    In the words of our founder Romain de Waubert de Genlis:
    #Discussions_QuoteBlock_Author
    Our studio is backed by strong and meaningful franchises and our team is committed to creating the best games possible. With our extensive experiences in strategy game development and two exciting titles currently in progress, we are confident in our ability to deliver outstanding experience to players. This decision allows us to be more agile in our approach while continuing to shape the vision that has been ours from the very beginning, empowering us to push boundaries and be closer as ever of our community.
    Working closely with our players has always been at the heart of our philosophy, and this will continue to shape our approach in the future. We could not have made these games and this universe without the support of our wonderful community. Thank all of you for your continued support!



    We’ve got a new Humankind patch soon, but we’ll share more details about that next week, and we will talk more about what we have in store at Amplified next January, so remember to join us for our anniversary.

    So, here’s to the future of Amplitude and the Endless universe!



    Thanks for being part of our community during all this years!

    Have a nice day ^-^
    Amplitude Studios
    HUMANKIND™ - LGraff
    CHANGES & ADDITIONS
    • 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.
    HUMANKIND™ - The-Cat-o-Nine-Tales
    Hey everyone! 


    Just in time for our studio anniversary this week, we've got a new Humankind Update for you! Some of you have already been trying it, but if you haven't heard about the George Sand Update yet, here are some highlights (full list at the bottom): 
    • Culture Rebalancing: Many cultures from the base game, Together We Rule, and all DLCs have been tweaked
    • Added a Dev Mode Menu: To help modders test their creations, we have added a dev mode tool (see below on how to use it)
    • Non-Exclusive Cultures Option: A new game setup option to allow more than one empire to play the same culture
    • More Map Generation Options: Map Ratio, Natural Wonder Density, and Independent People Density
    • New and Rebalanced AI personas: We've added over a dozen new personas for you to play against
    • Buffed Transcendence: Sticking to your culture will now also give you a permanent bonus based on your affinity
    • Updated the official Endless Mod: The Endless Mod has been updated for compatibility with the Sand Update (available on the Steam Workshop
    • Various Other Improvements and Fixes: Find the full list at the end of this post 


    The Dev Mode Tools: Modding Made a Little Easier

    While we are sure that many of you will like the rebalanced cultures, new avatars, and other improvements, we want to take a moment to highlight the Dev Mode Tools and what they can do. They are primarily intended as a way for modders to be able to quickly test their creations, but they can also be useful if you want to create a scenario of your own, or maybe just craft the perfect screenshot. 
    • Set Starting Era and Culture: With dev mode enabled, you can select the era in which to start the game from a dropdown at the top of the lobby screen, and you can pick cultures in the detail window of each player. (Note that the game is not balanced around starting in a later era.) 
    • Spawn, damage, or destroy units: You can use the “military cheats” window to create units, damage them, give them XP, or destroy them 
    • Unlock Techs and Civics: You can use the ScenarioEditor window to unlock/enact both technologies and civics for any empire, or do this for the current empire using the CivicsUtils and TechnologyUtils windows 
    • Create and modify cities: In the settlement tab of the ScenariorEditor, you can create outposts, cities, and districts, and add or remove infrastructure 
    • Reveal the map: You can reveal the whole map in the GameInfo window or use the ScenarioEditor window to reveal specific areas 
    • Set Money/Influence stock: In the ScenarioEditor window, you can set the current Money and Influence stock of any empire 
    • Switch Player Perspective: Use the GameInfo window to switch to control any of the major empires to make changes to any empire you want 
    • Spawn Independent People: You can spawn Independent people or animals using the ScenarioEditor 



    As you can see, you have quite a few options with these tools, but you will need to enable them first. Open the properties of the game on Steam and add “--allowmodtools” to the Launch Options. With this launch parameter, you will be able to access the dev mode tools in game by pressing Shift+F1 and pin any of the windows by clicking on the P in the top right. 

    However, please note that multiplayer will be unavailable with the Dev Mode Tools enabled. 




    Have fun with the George Sand Update and the powerful new tools! 



    [1.0.26.4437] "George Sand Update" - Version Notes
    CHANGES & ADDITIONS 
    • Added the possibility to access a Dev Mode version through a Command Line, giving access to a Dev Mode Menu (Shift F1 Menu) and the ability to choose your starting Era. 
    • 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 occurring 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 some Community Scenarios through the Main Menu, Scenarios section. Currently rebalanced versions of Roma Vincit Omnia, Flint and Steel, and Against the Odds are available.
    • Added the possibility to buy more things with Influence in Outposts, such as Train Stations and Airports. 
    • Added a "Buy All" button for 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 to 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 base 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 an Army movement. 
    • Fixed an issue where Liberating a City that has a Paper deposit caused a Pending Turn. 
    • Fixed an issue where Ransacking Satellites' 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 was 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 belonged to an enemy can keep its Zone of Control 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 reached Era VI. 
    • Fixed an issue where there was 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 DLC-content cannot be loaded without an internet connection. 
    • Fixed an issue where an exception error was generated when a Multiplayer 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 occurred 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 Empires they have a 2nd tier Treaty with. 
    • Fixed an issue where Maori emblematic Unit (Waka Taua) tooltip provided misleading information. 
    • Fixed an issue where the 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 Manufactories 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 was not localized. 
    • Fixed an issue where the winning siege Army didn't teleport 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 were editable. 
    • Balanced the gains on the Hunter and Growth Neolithic Era Star events. 
    • Fixed an issue where all folders in the mod.io folder were not fully removed when deleting mods. 



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    HUMANKIND™ - LGraff
    CHANGES & ADDITIONS

    • 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.
    ...

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