HUMANKIND™ - The-Cat-o-Nine-Tales
Hey everyone,


It’s that time of year again: The Steam autumn sale is coming after our wallets, and the Steam Awards are waiting for nominations.

We love this game, and we hope that you do to, as many of you have been with us for the past year and a bit as we’ve been working to improve the game based on your feedback. We’ve seen many changes to the game, from various interface and AI improvements to the improved surrender system and the overhaul of the stealth system and independent people in the recent Metternich update.

We want to continue making HUMANKIND the best game we can, and we hope you agree that makes it a Labor of Love, and we'd be honored if you gave us your vote.


We’ve also opened up our "Ideas" section on our community platform Games2Gether, where we would love to hear from you what you would like to see next in the game. Thank you for your support, and we hope you’re looking forward to what we have in store for the game in the future.
HUMANKIND™ - Scar
CRITICAL FIXES
- General memory optimization to improve the game's loading times, stability and performances.
- Fixed an issue where saves could be corrupted after a Battle or a Siege.

CHANGES AND ADDITIONS
- Major Independent People pacing nerf - overall spawn slower and less intense.
- Improvements in tooltips and general onboarding on new features.

FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
- Fixed an issue where the game would be stuck because of decoy armies added in siege battles. Beware that saves with that issue cannot be repaired.
- Fixed an issue where the game would be stuck because the AI would not accept demands
- Fixed an issue where the Embassy was not available for all players in Multiplayer when the host was playing with the Together We Rule Expansion pack
- Fixed an issue where Aerodrome spawn points appeared as invalid
- Fixed an issue where a placeholder text was displayed when an Independent People's lifespan fell below 3 turns.
- Fixed an issue where an Assimilated city from Independent People couldn't be merged into a regular city.
- Fixed an issue where Rotiskenrakehte didn't regenerate stealth.
- Fixed an issue where voice line were cut short in a friendly greeting.

TOGETHER WE RULE FIXES (COMMUNITY AND DEVS)
- Fixed an issue where "Diplomatic ultimatum" wasn't a mandatory action before ending turn.
- Fixed an issue where Intel curiosities change the leader icon and name after reloading a save.
- Fixed an issue where too much Intel was spawning when Trade Road were broken.
- Fixed an issue where text was cropped in the International Crisis's result.
- Fixed an issue where no Influence penalty was applied when manipulating a city center with an Agent.
- Fixed an issue where placeholder text was displayed for the rebels of Together we Rule new cultures.
- Fixed an issue where positive Stability given by a District wasn't removed when disrupting it.
- Fixed an issue where envoys with movement points remaining would recieve the "Exhausted" status on entering a city.
- Fixed an issue where Agents watching a city are considered as and idle army.
- Fixed an issue where placeholder text for agreements not being available was displayed because the other empire has not built an embassy yet.

OTHER FIXES
- Improvements in AI split on neolithic armies.
- Fixed an issue where the AI didn't enact civics from osmosis when it didn't have enough influence to refuse.
- Fixed an issue where the "+" symbol for reinforcement appeared on the Main Army that is leading the battle.
- Fixed an issue where feedback was missing on leverage and grievance gain when declaring a Surprise War with active Congress.
- Fixed an issue where the value shown for the mercenary cost reduction was incorrect.
- Fixed an issue where a Mod mismatch error was appearing when trying to load a save with a mod after it had minor Update.
- Fixed an issue where while at peace with an empire, attacking their army with the battleship's artillery strike did not lead to war.
- Fixed an issue where while at war, grievances were generated on the Liege's side when attacking its Vassal.
HUMANKIND™ - egorisse
CRITICAL FIXES
  • Fixed an issue where an "urgent affairs require you attention" mandatory notification may lead to the game being blocked.

CHANGES AND ADDITIONS
  • Added an indication of the empire targetted by a leverage curiosity.
  • Added a mention of the patronage extending Independent People cycle of life, as well as other missing feedbacks on Independent People.
  • Added a preview of the duration of Agents actions.
  • Added a new legacy trait for Singaporeans: +5% Fame Gain Multiplier per Client State Independant People. The former lecay trait has been added directly as a Unit Specialty of the Reservists.

FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
  • Fixed an issue where Units could be upgraded to emblematic units obtained by "arms deal".
  • Fixed an issue where the "Spider's Web" Narrative Event could be triggered by opponent's city.
  • Fixed an issue where after refusing an agreement proposal by another empire, then same agreement proposal could be sent again immedietly.
  • Fixed an issue where the tooltip for "Cultural Blessing" was missing information on when to unlock the civic.
  • Fixed an issue where the "Cultural Blessing" could can be unlocked in Ancient era.

OTHER FIXES
  • Fixed an issue where Decoy army that have Stealth units were not correctly displayed.
  • Fixed an issue where armies could not move due to the presence of stealth allied armies (it now starts an ambush).
  • Fixed an issue where Spawn points were not deactivated when disrupting them with an Agent.
  • Fixed an issue where Osmosis events would not appear when Manipulating a city that was not in the Player's influence.
  • Fixed an issue where incorrect feedback was displayed when trying to add reinforcement that has no movement point left.
  • Fixed an issue where incorrect information was displayed when a civlization was falling.
  • Fixed an issue where, very rarely, the game could become stuck when choosing "Seek Wisdom" tenet.
  • Fixed an issues where AIs could declare war while in peaceful mode.
  • Fixed an issues where the bonuses coming from independent people treaties could be inconsistent because of the era level.
  • Fixed a few localization issues.
  • Fixed a issues with narrative events and civics unlocks.
  • Fixed other UI issues (in the Congress of Humankind, Embassies and the Help Layer).
HUMANKIND™ - Daarkarr0w
Hola!

As we just released the new expansion, Together We Rule, we wanted to have a specific blog to share with you the details of all the cultures and wonders that are be part of it.
Some of the cultures may change a bit on the following updates and if yes, we will update this post.

SUMERIANS
Legacy Trait: Learned Addition 
  • -10% on Attach Territory cost per remaining City Cap count 
  • -25% Cost of signing Treaties with Independent Peoples 
 Emblematic Unit: Aga-Ush 
  • CS 20, 4 Move, Melee 
  • Anti-cavalry: Receives bonus Combat Strength when fighting mounted enemies. 
  • Unifies Force: Grants additional Combat Strength for each Aga-Ush Unit in the same Army 
 Emblematic Quarter: Eduba 
  • +2 Science 
  • -10 Stability 
  • +1 Science per adjacent Farmers Quarter 
  • +6 Science per adjacent Main Plaza 
  • +6 Science per adjacent Administrative Center 
  • +5 Leverage against all known empires when the Eduba is built 
  • Count as " Research Quarter 
 

HANS
 
Legacy Trait: Fruitful Negotiation 
  • -20% on Leverage Actions cost
 Emblematic Unit: Lián nŭ bīng 
  • CS 27, Move 4, Range 3 
  • Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks. 
  • Repeating crossbow volley: Stronger Attacks after the Unit spends a Round defending. 
 Emblematic Quarter: Paper Mill 
  • -10 Stability 
  • Count as " Makers Quarter" 
  • Creates a new Deposit of Paper which is automatically exploited. 
  • +12 Science per Paper when a Leverage Intel is collected
  • Allowed placing Paper Mills without adjacency to existing districts, as Hamlets. The River is still required

BULGARIANS
 
Legacy Trait: Victor’s Honor 
  • +5 Leverage against the defeated Empire in a Battle won without losing Units
 Emblematic Unit: Bagaturi 
  • CS 36, 6 Move, 3 Range 
  • Ranged: Receives a penalty to its  Combat Strength when defending against close-combat attacks. 
  • Ransacker Boost: Combat Strength bonus after performing a Ransack.
 Emblematic Quarter: Knyaz Library 
  • +6 Influence when an Intel is collected 
  • +1 Stability per Territory following your State Religion 
  • +2 turns before being converted by other's Religion on Territories 
  • Count as " Commons Quarter" 

SWISS
 
Legacy Trait: Inhospitable Terrain 
  • +100% Army Upkeep on any non-allied Units in your Territories 
  • +100% Leverage from Units in demilitarized Territories
 Emblematic Unit: Reisläufer
  • 44 CS, 4 Move, melee 
  • Anti-Cavalry: Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies. 
  • Defender: Stronger when defending. 
  • Mercenary Corps: When provided to other Empires through the Arms Deal Agreement, this Unit costs 10% less to build, and generates more income for its original Empire, per active Agreement.
 Emblematic Quarter: Watchmaker’s Guild 
  • +1 money per Era Level 
  • -10 Stability 
  • +2 Farmers Slot per adjacent Farmers Quarter 
  • +2 Workers Slot per adjacent Makers Quarter 
  • +2 Traders Slot per adjacent Market Quarter 
  • +2 researchers Slot per adjacent Research Quarter 
  • Count as "Market Quarter"

SCOTS
 
Legacy Trait: Intellectual Ferment 
  • 10% Science cost reduction on any Technology per other Empire that has already researched it 
  • +3% Science per active Agreement
Emblematic Unit: Highlanders 
  • 48 CS, 4 Move, 4 Range 
  • Gunner: Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks. 
  • Highland Charge: Bonus  Combat Strength when moving next to their target before attacking. Ignores all terrain movement penalties during a charge.
Emblematic Quarter: College
  • +3 Science
  • -10 Stability 
  • +2 Science on Research Quarter 
  • +2 Influence on Religious District 
  • Count as "Research Quarter"

SINGAPOREANS
 
Legacy Trait: Center of Attraction
  • -50% on Absorb City cost 
  • +10 Stability per number of attached Territories on Capital 
  • +5% Additional Fame gain bonus multiplier per Client State Independent People
Emblematic Unit: Reservists
  • 51 CS, 4 Move, 4 Range 
  • Gunner: Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks. 
  • Home Guard: Appears automatically to defend your Cities from attack. 
  • Up In Arms: Doubles the number of Militia Units when a City is besieged.
Emblematic Quarter: Communal Housing
  • +4 Influence per adjacent Common Quarter 

  • +4 Food per adjacent Farmers Quarter 
  • +4 Industry per adjacent Makers Quarter 
  • +4 Money per adjacent Market Quarter 
  • +4 Science per adjacent Research Quarter 
  • Count as "Farmers & Market Quarter"

CULTURAL WONDERS
Santa Maria del Fiore (FREE CONTENT) 
  • +40 Stability 
  • +20 Faith 
  • +10 Influence per Territories under the Religion's influence on Territories following your State Religion 
  • Is considered as a Holy Site but does not count toward the Holy Site cap.
 
 Palace of Versailles
  • -20% Leverage Action cost for the owner of Versailles Palace. 
  • +20% Leverage Action cost for all other Empires. 
  • +20 Stability  
 
 Congress of Humankind
  • +20 Stability 
  • +50% International Sway on Empire 

NATURAL WONDERS

 Chocolate Hillds
  • +10 Stability on City or Outpost 
  • +5 Industry on City or Outpost 
  • Sharing Discoveries: +3 Science on your Embassy for each Empire you have encountered, +3 Science on their Embassy. 
 
Eldgjá
  • +10 Stability on City or Outpost 
  • +5 Food on City or Outpost 
  • +2 Food on Tile producing Food 
Monument Valley
  • +10 Stability on City or Outpost 
  • +5 Influence 
  • +5 Industry on City or Outpost 
  • +10 Money per Uranium on Empire
Pamukkale 
  • +10 Stability on City or Outpost 
  • +5 Influence 

  • +5 Money onMarket Quarter 

Have fun with all of the additions to the game.

HUMANKIND™ - Daarkarr0w
We are super excited about this, and here we are, the date has arrived and now it is the time to release the first expansion on Humankind, Together We Rule.
In the past weeks we have been covering the most important aspects that will change on the game in a series of blogs.

First of all we wanted to thank you, the community, from your help with this expansion and the update. Some of you may be aware of this (and if not here is a bit of context), but a couple of weeks ago we decided to have a closed beta with some of you that have been active on the forums to try all the new things, such as the Leverage system, cultures, agents etc. This has been super helpful to the team in order to introduce some improvements on the UI, balance cultures and more. As we were close to release we didn´t have the time to implement all of the suggestions but do not worry as we will be doing some updates & bugfixes in the following weeks.

For those of you that is the first time that you heard about this expansion, this is what Together We Rule will add to the game

  • Embassies: Form stronger ties with other empires and access cooperative treaties, like mutual access to Emblematic Units.
  • Agents: A new class of units that can serve as diplomats or hidden agents that will perform certain actions as siphoning districts or tracking armies.
  • The Congress of Humankind: Vote on globally enacted laws and resolve conflicts through diplomatic pressure.
  • New Cultures: Sumerians, Han, Bulgarians, Swiss, Scots and Singaporeans
  • And more


Apart from all of those changes we wanted to remind you that today we release a free update to the base game, Metternich Update, that will add new elements and rework others. Here you have the quick summary:
  • Stealth Rework: Based on depleting a “reserve” of stealth rather than a binary yes/no check and introduction of Ambushes.
  • Changes to Independent Peoples: Stronger competition for patronage and more detailed treaties.
  • 3rd Party Reinforcement: Lend control of your armies to an ally for a battle.
Before finishing we wanted to mention a couple of things:

  • There are issues with certain Mac configurations, and therefore you might encounter some issues on the Multiplayer. The team is working on solving that.
  • The modding tools have not been updated yet, but we will update them soon, including localization modding tools. Until then, please remember that old mods may not work properly with the new version of the game.
  • In the following weeks we will be delivering a series of updates and bugfixes for the game and the modding tools
That's all for today folks!
Enjoy the expansion and the Update ^-^


https://store.steampowered.com/app/1833990/HUMANKIND__Together_We_Rule_Expansion_Pack/
HUMANKIND™ - egorisse
ADDITIONS - Together We Rule Expansion pack
  • New feature: Inter-empire Forum: Congress of Humankind
  • New Currency: Leverage
  • New Quarter: Embassy (unlocking new interactions with other empires)
  • New Unit Family: Agent
  • 6 New Cultures with a New Affinity: Diplomatic
  • 6 New Wonders
  • 15 New Narrative Events (including 4 inter-empire events)
  • 7 New Independent People
  • New In-Game Themed Music Tracks composed By Arnaud Roy


MAJORS CHANGES
  • New stealth system! Stealth units are now concealed until their stealth value reaches zero in enemy territories.
  • Third party reinforcement! You can loan your armies to help your allies in battle.
  • New Independent People system! You can now sign treaties with Independent People.
  • Updated main screen UI! A few UI elements have been moved around the main UI for a clearer experience.


BALANCING AND OTHER CHANGES
  • Independent People now spawn Armies less often on Hamlet, Town and Metropolis difficulties.
  • Modified the formula to lower Civic Enact costs when many Civics had already been enacted (average reduction of -50% to costs).
  • Lowered the Influence gains of the Aesthete "Culture Bomb" ability, especially on territories with many neighboring territories.
  • Reworked the effects of the Authority domestic ideology to provide extra Stability on Garrisons (instead of deprecated "Detection Range").
  • New Effects for the "Colonization" Civic: Vassal Colonies choice now gives bonus Money and Industry on cities founded on a new Continent, while the Naturalized Colonies choice gives bonus Stability on cities founded on a new Continent.
  • Aztec Jaguar Warriors can now be upgraded from Swordsmen.


FIXES OF ISSUES SPOTTED BY THE COMMUNITY (THANKS!)
  • Made adjustments to how the Wonder-Full achievement unlocks. Players are now asked to build 22 wonders.
  • Fixed an issue where on rare ocassions, points of interest could spawn on Natural Wonders.
  • Fixed a few instabilities that could lead to indefinitively pending turns.
  • Fixed an issue where some FIMS previews on infrastructures were not working correctly.
  • Fixed an issue where the "[Enacted]" civics tag wasn't translated in languages other than English.
  • Fixed Issues that were sometimes occuring when launching a nuclear strike on multiple locations during the same turn.
  • Fixed some localization issues that where occuring with the Empires names in the Megalomania grievance.
  • Fixed an issue where the Assyrian Raiders' Pillager ability only mention Outposts and Independent Camp.
  • Fixed an issue where the "Share maps" treaty causes both empires to be first when discovering a natural wonder.
  • Fixed an issue where the Roman Emblematic Unit (Praetorian Guards) tooltip for Tactical Superiority was misleading.
  • Fixed an issue where wrong tutorial text would display for breaking treaties.
  • Fixed an issue where an inaccurate "No line of sight" debuff was appearing when attacking with torpedo boats.
  • Fixed an issue where the player could have access to shared projects outside of their territories.
  • Fixed an issue where loading custom maps were not properly displayed in the Caps section.
  • Fixed an issue where the Culinary Trend narrative event was triggered too early.
  • Fixed an issue where luxury resource deposit could spawn on a Natural Wonder tile.
  • Fixed an issue where Debug text was displayed in the Event "Left Out".
  • Made the difference between linking a Steam account to G2G and connecting to G2G in game clearer.


OTHER FIXES
  • Fixed an issue where the Land Rights and Knowledge Authority civics were not unlocked correctly.
  • Fixed an issue where Jaguar Warriors made Great Swordmen seem obsolete.
  • Fixed an issue where animals could reinforce each other.
  • Fixed an issue where on rare occasions, armies would not execute an attack from an elevated position.
  • Fixed an issue where Garrisons were exploiting tiles around them.
  • Fixed an issue where instant war support was not being calculated correctly.
  • Fixed an issue where the Narrative Event "Justice for All" might not trigger properly.
  • Fixed an issue where the "You successfully plundered" in Ransack Successful! notification was not informative enough.
  • Fixed an issue where placeholder text is sometime displayed in the grievance "Thwarted our occupation of".
  • Fixed an issue where eliminated empires have the "Joining" status during multiplayer sessions.
  • Fixed an issue where slots occupied by eliminated empires appear as available inside the "Join Game" menu.
  • Fixed an issue where placeholder text is displayed in the description of the Ming's emblematic quarter.
  • Fixed an issue where the tutorial about Deployment was not showing up.
  • Fixed an issue where placeholder text was displayed in the Battle Result.
  • Fixed an issue where placeholder text was displayed when attacking wood wall with artillery.
  • Fixed multiple missing or incorrect texts displayed in the help layer.
  • Fixed an issue where no grievance or War Support changes happened when a tile has been ransacked.
  • Fixed an issue where the civics osmosis refusal penalty had the same duration for all game speeds.
  • Fixed some debug text appearing if the city targeted by "The Human Cost II" event gets destroyed before the event is triggered.
  • Fixed an issue where the AI would sometimes keep making demands each time the player had refused another demand.
  • Fixed an issue where tutorial windows and tooltips can display severe flickering in specific situations.
  • Fixed an issue where Exploitation Tiles had a health bar in the tooltip.
  • Fixed an issue where the "A Totem for the Tribe" Narrative Event was triggered by another empire's Army.
  • Fixed an issue where invalid characters were allowed when saving a custom map inside the map editor.
  • Fixed an issue where false information was displayed when an opponent refused a Crisis Defusal proposal.
  • Fixed an issue where the event "Propaganda Machine" wasn't triggered when meeting the requirements.
  • Fixed an issue where players couldn't buy ressources through world map on the turn you signed a trade treaty.
  • Fixed an issue where the tooltip for non-district tiles claimed to have +1 vision.
  • Fixed an issue where "Under One Banner" displayed an incorrect duration.
  • Fixed an issue where grievances were triggered because of stopped trade agreement after vassalage is enforced.
  • Fixed an issue where the narrative event “An Envious eye” was triggered incorrectly for players first in fame.
  • Fixed an issue where the Neolithic Legacy Trait Narrative Event did not trigger if the Knowledge star is earned on Turn 1.
  • Fixed an issue where Unit industry cost reduction structures show no gains in Infrastructure Effects.
  • Made the message that appears when attempting to use a missile on units that are in a battle between other empires clearer.
  • Fixed an issue where false information was displayed when attempting to break a treaty after recently signing one.
  • Fixed an issue where the help layer UI button could get misaligned with the rest of the UI.
  • Fixed an issue where the Latin America DLC Culture "Caralans" showed up as "Norte Chico" in the Polish language.
  • Enacting the "Public Happiness" Civic choice in the "Fundamental Values" now correctly reduces the production cost of emblematic districts that "count as" Public Order districts.


METTERNINCH AND TOGETHER WE RULE BETA FIXES (THANKS! AGAIN!)
  • Fixed an issue where the Terra incognita stayed undiscovered during battles.
  • Fixed an issue where the UI could disappear and potentially crash the game.
  • Fixed an issue where an incorrect FIMS preview for Commons Quarter appeared when placing it next to most base quarters.
  • Fixed an issue where demanded territories could not be obtained with war resolution.
  • Fixed an issue where on rare occasions, the game could crash when exiting Diplomacy Screen.
  • Fixed an issue where players could encounter a large number of unexpected notifications.
  • Fixed an issue where Spymasters did not cost population.
  • Fixed an issue where the game could become stuck if an embassy was lost before an agreement is signed.
  • Fixed an issue where the game could crash when switching tabs in Diplomacy Screen.
  • Fixed an issue where the Spy, Spymaster, and Envoy Units did not get a bonus for attacking from high ground.
  • Fixed an issue where Expansion pack name was wrong.
HUMANKIND™ - Daarkarr0w
In the past weeks we have been revealing all the different elements and additions that will change with Together We Rule, like the Embassies, Agents or the Congress. Alongside the expansion, a new patch will arrive, Metternich Update, which will be free to everyone.

With only one week left before the launch, we thought, what if you could start trying the elements of the new patch? We are super glad to announce a Beta that will start today (4th of November) and will remain active until the 8th of November.  

As we wanted to keep it short, here are the main changes that will arrive with the Metternich Update that you will be able to try on this Preview version.
How to access this Beta
  1. Go to Steam Library > Right Click on Humankind
  2. Click on Properties > Betas
  3.  Select "metternich_beta"


We’ve already had a closed beta and made many improvements based on it, but now we want to give all of you a chance to share your feedback. As you can imagine, with less than a week to release, we won’t be able to address a lot of changes from all your feedback, but it will be super important for future updates after release. 

Before we finish, let’s do a small FAQ
  • Can I keep playing my game after the end of the beta and the release of the patch?
    Yes, any game during this preview will be compatible after the release of the patch. If you are on the base game I will recomend to start a new game, to avoid any kind of problems, as there are quite a few changes.
  • Dates Reminder
    From 4th of November to 8th of November 
  • Can I play on Epic Store?
    No, it is only available on Steam (Windows and Mac)

We have included on G2G the list of Known Issues as well. 

Enjoy the beta ^-^ 
HUMANKIND™ - The-Cat-o-Nine-Tales
You've built your embassy and gathered your leverage, now it's time to prove yourself on the stage of international diplomacy. Will the world be united by common laws and a shared ideology, or will you exploit the power of the Congress to resolve conflicts without bloodshed... in your favor, preferably. 



Together We Rule: Congress Of Humankind 

The Congress of Humankind will help to reshape the political and diplomatic landscape in the late game and may even become involved in conflicts between two empires. Founded at the earliest in the Early Modern Era, when one empire has built an embassy and met all other empires, the Congress can vote on international laws, promote global doctrines, and arbitrate Crises. 

Each session, one empire chooses one of their unlocked global civics (marked on the civics screen with a different icon) to be voted on. For the next few turns, each empire can cast their vote for either option of the civic. These votes are weighted by the empire's Sway, a measure of their diplomatic power determined by their total leverage against other empires and bolstered by Independent People they have as a client state. In a pinch, you can also spend some of your leverage to bribe other empires, boosting your current vote at the expense of future voting power. Once a law is passed, every empire will receive a special osmosis event, allowing them to enact the winning choice for free or reject it by paying influence. 


With some obvious exceptions like international trading or nuclear disarmament, why would you care how other leaders run their empires? This is where the Doctrines come into play. Any empire can spend influence to promote an ideology axis. If an axis gets promoted enough, its Doctrine effects will be unlocked, powerful bonuses based on the average ideology of all powers in the world (including independent people). The end of one axis might give you access to free strategic resources, while another axis might make it impossible for your cities to enter rebellion. But don't count on these bonuses too much for your long-term plans, as they will be lost and possibly replaced with other bonuses if the average ideology shifts. 


Of course, even if all empires agreed on all ideologies, trouble might still arise. Luckily, the Congress of Humankind can help arbitrate such conflicts: If the Congress has been founded, any crisis between empires can be escalated into an international crisis, in which each empire can back either of the involved parties, much like when voting on civics. Once the crisis vote is resolved, the loser will immediately be forced to give up their demands and accept those of their enemy, or go to war over them. 




Metternich Update: Independent People 

Between their impact on the global ideologies and their potential to contribute sway to any empire, Independent People are an important part of the Congress of Humankind, but we have also worked to give them a greater role in the base game, changing both the benefits of patronage and how to gain it. 

In the new system, patronage still builds slowly over time, but rather than growing in parallel to unlock benefits at fixed, absolute thresholds, you now gain access to various treaties based on your share of the total patronage contributed by all empires. At each threshold, you can sign only one of the treaties at a time, so for example you may be forced to choose between buying their resources or hiring their armies, and while some of the treaties will be familiar, others will be new. 

Perhaps the most notable of the new treaties is the ability to turn an Independent People into a Client State, allowing you to continue to benefit from the other treaties while preventing other empires from taking over your patronage. Not that this is particularly easy now that bribing and praising are limited per turn investments and deep pockets no longer instantly buy you the keys to the city... 



That's it for the last of our spotlights on the features of Together We Rule and the Metternich Update. We hope you're looking forward to it, and can't wait to hear your stories of how you shaped the politics of the world!
HUMANKIND™ - The-Cat-o-Nine-Tales
Diplomacy is critical to the success of your empire, but not all deals are above board. Sometimes a little subterfuge goes a long way where open negotiations have failed. Sometimes, your best course of action is to undermine your opponent in secret or lure them into a trap. With the new Agents and reworked stealth system, you can do just that. 



Together We Rule: Agents 

Agents are a new type of unit you can use to perform various non-combat tasks. Unlike other units, there is a limit to how many Agents you can employ in your empire at a time, scaling with the number of players. You can't just overwhelm your enemy with a swarm of spies and have to apply them carefully. There are two types of Agents, the diplomatic Envoys and the devious Spies and Spymasters, who all count against the same limit. 


Before we look at what a little espionage can offer you, let's briefly talk about Envoys, as they will be the first agents available to you in the Ancient era. Thanks to their diplomatic abilities, they can enter any territory regardless of border status, and they even move faster on roads. This makes them a great tool for exploring enemy territory or collecting Leverage. 

What's Leverage? It's a new resource you can use to put pressure on other empires through Embassy actions and the Congress of Humankind. Your primary source of leverage will be special curiosities that spawn when and where a grievance is triggered, and which can be collected only by your Agents (unless you are playing a Diplomat culture). 

If there's no leverage to collect, you can instead send your Envoys to an Independent People to slowly improve your relationship with them. We'll go into more detail about how Patronage and the Congress work now next week. 


If you can't afford to be seen snooping around, the Spies and Spymasters are your best friends. Available in the Medieval and Early Modern era, these Agents have stealth and access to several actions to hurt your enemy without revealing themselves. These range from tracking the movement of enemy armies, to disrupting districts or stealing valuable resources. Here's what you can do with Spies and Spymasters. 
  • Watch a City: Get detailed information about the city and its production while the agent remains in it 
  • Track an Army: Keep vision of the tracked army for a few turns 
  • Siphon a District: Transfer some of the resources (Luxury, Strategic, or FIMSI yields) produced by the district to your capital 
  • Undermine an Army (Spymaster only): Applies a combat strength penalty to the enemy army for several turns 
  • Disrupt a District (Spymaster only): Disable the targeted district for several turns 
  • Manipulate a City (Spymaster only, requires Military Coordination): Apply a penalty to the city and spawn rebel armies or trigger osmosis events in your favor 
  • Create a Decoy Army (Spymaster only, requires Military Coordination): Creates a temporary immovable decoy army based on your strongest army 




Metternich Update: Stealth Rework 

How do these agents stay hidden, though? And what about older stealth units like the Saboteur and the Commandos? 

We know that the old stealth system was rather volatile and difficult to understand. In the new system, stealth will deplete slowly until your units are revealed, rather than revealing them all of a sudden if you stepped on the wrong tile. Additionally, the new system is based on territories instead of individual sight lines, making it easier for you to move around, or to improve your counterespionage. 

How long your armies can remain hidden depends on the detection rating of the territory they are in. Armies, districts, and squadrons of planes can contribute to this detection rating, but in each category only the highest value in the territory is added to the total. More or bigger armies won't make it easier to catch spies unless you add the right units. This detection rating reduces the stealth value of every army in the territory every turn, until they are revealed at 0 remaining stealth value. 

The maximum stealth value of an army depends on the lowest stealth value among units in it, and since your main combat units are not trained to conceal their positions, most units have a stealth rating of 0. Armies are just not a great way to infiltrate enemy cities. 

If most units break your ability to stay hidden, where does that leave stealthy combatants? Simple: Lying in ambush. An army walking into the same tile as a hidden army will trigger an ambush battle. In this battle, the hidden army counts as the attacker and receives a massive combat strength bonus on the first turn, while the defender cannot bring any reinforcements. Of course, your cover will be blown and you may need to fall back to a safer position to re-establish your stealth. 




We're sure many of you are already plotting how to put Agents and the new stealth system to good use. Come back next week to hear more about the Congress of Humankind and the improved interactions with Independent People. 
HUMANKIND™ - Daarkarr0w
As we all wait for the release of Together We Rule early next month, why not while away some time with another scenario? One a little less... daunting than the last one. We’re going for something short and sweet this time, a quick game on a small map. If you put your mind to it, you can probably finish it in a single sitting!

Speaking of the last scenario, Against the Odds, we’ve decided to extend the leaderboard submission window until the release of Together We Rule on November 9th, so more people will have a chance to submit their results. Submissions for the new scenario will also close on November 9th, to avoid mixing scores achieved with two different sets of features, though the save should remain compatible for casual play.
Find all the info and the save below.


The Space Race Scenario Challenge  

This world isn’t big enough for two... No, seriously, have you looked at the map? It’s a tiny map at only 40% land mass. It’s pretty cramped here. So let’s get off this rock! I hear Mars is nice this time of year... Just be careful you don’t ruin the world first.





How to play the scenario:  
  1. Download the save Space Race Scenario
  2. Place the save in "/Documents/Humankind/Save Files"
  3. Load the save labeled "Scenario-SpaceRace" in game
  4. (Optional) If you want to submit a score to the leaderboard, check this post in the contest section

Scenario Conditions  
  • Victory Condition: Most Fame at game end
  • End Condition: Mars Conquered
  • Game Conditions: Nation difficulty, Blitz game speed
  • Game version: V1.0.15.2767-S10, no mods
  • Leaderboard Submission Deadline: November 9th
  • Leaderboard Ranking: Fastest Victory, tiebreaker by Fame



Please note: While leaderboard entries will be ranked by how quickly they achieve victory (faster is better), they still need to be considered the winner of their game, i.e. have more Fame than the AI opponent. Though we suspect on Nation difficulty, this will not be a problem for most players interested in the leaderboards.


Have fun escaping the confines of this tiny map and going to space!
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