If your outpost is struggling to create itself due to lack of industry you can use a unit to chop a forest down within the territory and it'll count towards completing it
Another tip, you can build satellite projects on top of each other (meaning in the exact same hex). It also doesn't warn you that you're building on top of the previous one. It works with the lunar lander and mars colony ones too!
Thing I learned the other day was that instead of combining cities for a huge amount of influence, you can just ransack your city center, build a new outpost and attach it afterwards.
Yeah I do that too, but it feels wrong. The combine cost has to be reduced somehow. I'd love the option to expend city cap to combine/ make larger cities for less.
My first game of humankind ever, I made the colossal mistake of underestimating how crucial influence is to gameplay. My poor little self went 11/6 city cap after several very impressive wars and was like “no influence? This is fine…”
One thing about city caps in the early game is it is almost always fine to go over the cap by one if you take more influence on main plazas and have high stability because the new city would generate around 10 or more influence
Another tip I just learned - you can ransack conquered city centers and then place an outpost in their place. This way your opponent will lose the region permanently and you will be able to attach it to your city with all of the built districts. You can also do this with conquered and assimilated factions if they put you above the city limit, or you just don't want another (usually shitty) city.
Before you upgrade your first city. If you take the Asyrians, or a faction that has an outpost buildable district. You can spend influence to build the fort immediately and THEN make your first city. The +2 Influence early really helps.
Well, I don’t mind going over a city or two in early game, but the costs for making cities goes ungodly after your second or third one and I’ve got much more important stuff to buy with those 3000 influence I need to make a city
"pro" tip, if you liberate a city the cost to settle a new one goes down and then you can just retake the old city, easiest if liberated city is at very low pops.
Yeah, I hate it when an independent city just springs up next to your city and you don't want a city there not have the cap room to assimilate it or take it over. I wish it gave you the option to raze it down.
@@emylily8266 hmm is the cost to make another city dependant on your city cap? does it go down as your city cap grows, unless you go over ie a third city may cost 600 influence in the ancient era but in the classical after you get to 3 or 4 city cap could it be substantially less?
@@pdraggy the cost to make a city is dependent on how many cities you currently have, not the cap. It's why if you nuke most of an AIs cities but they still own outposts they can settle a new one almost immediately.
@@pdraggy you can actually raze cities, even cities youre only occupying and haven't gotten from a peace deal yet. All you have to do is ransack the main plazza and build a new outpost.
Hey, this is a bit late, but I just got human kind. I watched ur tips for Civ 6, so when I saw u had tips for humankind I jumped on them! So far ur tips and ur beginners guides have helped me gain my first win, and understand the game more! I had NO CLUE what purpose settlers had, until I saw ur earlier video. Some of the graphs and social status confused me, but now I get it. I don't find this game as bad as Civ 6, but it's still a bit overwhelming at first! You helped conquer that feeling and make this game enjoyable! I am absolutely in love with this game! I wish this is what Civ 6 would have been! Personally I find Civ 6 too complicated and too convoluted. I still play it, but I play Civ 5 far more than Civ 6. Human kind does a great job at keeping some of that simplicity Civ 5 had, without over convoluting the game like I find Civ 6 does.
I recetnly founded a HUGE TIP. If you want merge cities, price of influence/money is same like adding a new teritory + aditional price for all city upgrades which first have and second not. Recently, I capcured a city - price was over 1M of gold, but to merge to my second city, where almost every upgrade was similar, it was only 120k money.
In regards to the starting bonus, I think that Farmers is the way to go. Production and science get more expensive as the game goes on, where as food consumption only starts hitting it’s exponential curve at around 30pop, and only hard at 40pop
And excess food converts into pop at a rate that isn’t affected by the current pop And at 30pop, you’re getting a bonus 30 food, which counteracts the extra 20 food needed compared to 10pop consumption per pop
I'm looking for a video on when to leave an ERA. I like to get all the fame, but it doesn't seem like others stick around as long as I do. Getting it done in Neolithic hasn't been an issue because I enter Ancient with a lot more nomads and huge lead, but I've stayed in Ancient 30or 40 turns longer than I needed to because there were so many stars available
I'm a seasoned civ player (thousands of hours plus hundreds on other 4x and strategy games) but just the basic territory mechanic gets to me... What do you get when you have an unattached vs attached territory? How about harbors/ extracted resources, do you get 100% of yields? If so why does it cost so much to attach a territory if all it's for is protection (closes boarders and so on)?
Unattached let’s you hold the territory and any resources there. Attaching territories to a city gives that city the yields and pops directly to the city it’s attached to and allows the city to build districts in other things in that territory. The more attached territories on one city the higher the cost so getting multiple cities are key.
@@LemmingPriest ohhh yeah the districts makes it worth attaching (plus this allows certain infrastructure boosts to multiply district yields). Just something I missed xD thanks for the explanation! I really didn't understand FIMS extraction until today either, I really don't think tip videos quite explain it well enough BUT there are so many exceptions like emblematics that extract others don't or don't have an area effect and bordering district boosts... My point is you can play this game not knowing anything just laying you emblematic districts by what the CPU recommends or you can spend a bunch of hours figuring this all out. I feel jumbo gives great tips easily a tier above the rest... But the best tips imo come from coloneluber (colonel Uber not colone luber x( lol)
Definitely appreciate some actual non-beginners tips for the game for once. Sure those are great for new players, but not for those who have played the game for more than 2 hours haha. Thanks!
Thanks for the great content. My biggest question I dont understand is when you are at war and you conquer enemy cities I can never seem to outright wipe them out. Say the enemy has 2 cities left, I take one it is "occupied" but not mine then I take the second, when I get to the war settlement screen I can only keep 1 of the 2 cities or make them a vassal. Why arent they wiped out? Similarly if the enemy had 5 cities and I take them all, peace normally leaves them with at least 2 cities. Any help on getting a total victory appreciated
I think as long as they keep the focus on pollution it will end up better then Civ6's system. Civ's flooding system turned me off of the game. Maybe a system where resource outputs around the city center and in and around district tiles that produce too much production should start going down would make since. "Rural" areas should remain mostly unaffected.
@@tjhc2397 Mmm seems really steep then, as even in my "small" cities the cost way out do the time to just build it with production. I mean 34K to save 2-3 turns is insane.
@@-JustHuman- I could be wrong. But there are dimishing returns on Purchases / slave buy out. Or rather snowballing prices. From my observations every time you buy out either with money or pop. The next buy out is always more expensive. I've gone back to buy old tech buildings like water mills that cost 500 gold for 5 turns in medeival, to the same wated mill being rushed only a single turn costing 10k. Which makes zero sense, unless the cost of buy outs get progressively more expensive across your empire. Not just in thay city. It may be the games way to make you think about using it more carefully, rather than shaving a few turns off whenever you can. *this is all only observation though*
I like the gameplay and the system, Humankind is more modern and dynamic compare to Civ.6. However these bugs I can't stand, I already try the beta and it is the same: 1. when I have like 10 Nuclear Missile Silo with 90 nuclear warheads, the AI is freeze, can't proceed to turn 2, After restart so many times, sometimes can proceed the turn, but all combat must be manual combat 3. After I launch the 1st wave of 9 nukes, the second wave will freeze the AI, can't proceed to turn Please don't buy this game yet, maybe wait for a few more months
I've tried watching your videos but I just can't do it. You sound like you're selling a TV infomercial "And if you act now" product. The forced vocal dynamism is honestly unlistenable. Just speak normally without the exaggerated emphasis and enunciation.
I've been really disappointed with this game, it is just too easy. Seems to be harder at the start but once you get mid-way you can beat the AI by just building a reasonable size army and letting it surrender every so often. Played 4 games starting from Nation and through to Humankind and never even got close to losing one yet. Real shame as had high hopes for this game, like the game play but need some kind of challenge or it gets boring very quick.
If your outpost is struggling to create itself due to lack of industry you can use a unit to chop a forest down within the territory and it'll count towards completing it
Ill certainly be using that thank you :)
Another tip, you can build satellite projects on top of each other (meaning in the exact same hex). It also doesn't warn you that you're building on top of the previous one. It works with the lunar lander and mars colony ones too!
Same thing with the Nuke Tests
Thanks!👍🏽
Thing I learned the other day was that instead of combining cities for a huge amount of influence, you can just ransack your city center, build a new outpost and attach it afterwards.
Yeah I do that too, but it feels wrong. The combine cost has to be reduced somehow.
I'd love the option to expend city cap to combine/ make larger cities for less.
If you're going to go on a forest planting spree, make sure you get the level 1 tenet that gives +2 industry per wood/forest!
My first game of humankind ever, I made the colossal mistake of underestimating how crucial influence is to gameplay. My poor little self went 11/6 city cap after several very impressive wars and was like “no influence? This is fine…”
Spoiler alert: it was not fine…
You're not the only one. Everyone does the same mistake ;)
One thing about city caps in the early game is it is almost always fine to go over the cap by one if you take more influence on main plazas and have high stability because the new city would generate around 10 or more influence
Another tip I just learned - you can ransack conquered city centers and then place an outpost in their place. This way your opponent will lose the region permanently and you will be able to attach it to your city with all of the built districts. You can also do this with conquered and assimilated factions if they put you above the city limit, or you just don't want another (usually shitty) city.
That army upkeep one is a top tip! Kia ora Jumbo 👍
Before you upgrade your first city. If you take the Asyrians, or a faction that has an outpost buildable district. You can spend influence to build the fort immediately and THEN make your first city.
The +2 Influence early really helps.
Love these tips; seasoned Civ player but newer to Humankind and these advanced tips are very helpful. Thanks and keep them coming!
Omg that shift click tip is going to save me so much time!
As a X4 player I don’t mind staring at menus haha ;-) thx for the shift placing tip!
Well, I don’t mind going over a city or two in early game, but the costs for making cities goes ungodly after your second or third one and I’ve got much more important stuff to buy with those 3000 influence I need to make a city
"pro" tip, if you liberate a city the cost to settle a new one goes down and then you can just retake the old city, easiest if liberated city is at very low pops.
Yeah, I hate it when an independent city just springs up next to your city and you don't want a city there not have the cap room to assimilate it or take it over. I wish it gave you the option to raze it down.
@@emylily8266 hmm is the cost to make another city dependant on your city cap? does it go down as your city cap grows, unless you go over ie a third city may cost 600 influence in the ancient era but in the classical after you get to 3 or 4 city cap could it be substantially less?
@@pdraggy the cost to make a city is dependent on how many cities you currently have, not the cap. It's why if you nuke most of an AIs cities but they still own outposts they can settle a new one almost immediately.
@@pdraggy you can actually raze cities, even cities youre only occupying and haven't gotten from a peace deal yet. All you have to do is ransack the main plazza and build a new outpost.
THE Shift-15 actually pretty much the thing I need the most.
Shift placing forests changes everything...
Hey, this is a bit late, but I just got human kind. I watched ur tips for Civ 6, so when I saw u had tips for humankind I jumped on them! So far ur tips and ur beginners guides have helped me gain my first win, and understand the game more! I had NO CLUE what purpose settlers had, until I saw ur earlier video. Some of the graphs and social status confused me, but now I get it.
I don't find this game as bad as Civ 6, but it's still a bit overwhelming at first! You helped conquer that feeling and make this game enjoyable! I am absolutely in love with this game! I wish this is what Civ 6 would have been!
Personally I find Civ 6 too complicated and too convoluted. I still play it, but I play Civ 5 far more than Civ 6. Human kind does a great job at keeping some of that simplicity Civ 5 had, without over convoluting the game like I find Civ 6 does.
Wow! What great tips these are. Especially the army upkeep thing. That's gonna make a huge difference for me.
Thanks! These are great tips, I really appreciate your channel!
Love Humankind content from you. Kinda sad I didn't find you 1 year ago when game just launched haha
I wouldn't mind an air unit video.
Discovering your channel has been super helpful in learning Humankind tips. Keep up the great work!
Alright I’m an idiot, I had no idea you could improve an outpost. I really learnt a lot from this video. Thankyou
I recetnly founded a HUGE TIP. If you want merge cities, price of influence/money is same like adding a new teritory + aditional price for all city upgrades which first have and second not. Recently, I capcured a city - price was over 1M of gold, but to merge to my second city, where almost every upgrade was similar, it was only 120k money.
Yes, the closer the infrastructure levels, the cheaper the merge!
wow thanks I didn't knew about army upkeep and forest by influence! great work
In regards to the starting bonus, I think that Farmers is the way to go. Production and science get more expensive as the game goes on, where as food consumption only starts hitting it’s exponential curve at around 30pop, and only hard at 40pop
And excess food converts into pop at a rate that isn’t affected by the current pop
And at 30pop, you’re getting a bonus 30 food, which counteracts the extra 20 food needed compared to 10pop consumption per pop
Great video, keep 'em coming! I still have so much to learn and loving every minute of it!
I'm looking for a video on when to leave an ERA. I like to get all the fame, but it doesn't seem like others stick around as long as I do. Getting it done in Neolithic hasn't been an issue because I enter Ancient with a lot more nomads and huge lead, but I've stayed in Ancient 30or 40 turns longer than I needed to because there were so many stars available
Tips for early reproduction of army in the early game?
Fantastic tips! Thank you!
To the moon with you, JumboPixel... We are the chosen first!!
Does the shift click feature work with excavating ruins that are left after independent territories fall?
yes
Oh man, the buyout button has made my day
How you have number of resources from field always visible? It is super helpful for cities!
Look for the options in the bottom right of the screen
Any tips on stability? Every game I play half of the game im fighting off my neighborus and the other half im fighting my own population
Man, I love the accent. All those seven pronounced as 'siven' are so cool. Where are you from?
New Zealand!
I'm a seasoned civ player (thousands of hours plus hundreds on other 4x and strategy games) but just the basic territory mechanic gets to me... What do you get when you have an unattached vs attached territory? How about harbors/ extracted resources, do you get 100% of yields? If so why does it cost so much to attach a territory if all it's for is protection (closes boarders and so on)?
Unattached let’s you hold the territory and any resources there. Attaching territories to a city gives that city the yields and pops directly to the city it’s attached to and allows the city to build districts in other things in that territory. The more attached territories on one city the higher the cost so getting multiple cities are key.
@@LemmingPriest ohhh yeah the districts makes it worth attaching (plus this allows certain infrastructure boosts to multiply district yields). Just something I missed xD thanks for the explanation! I really didn't understand FIMS extraction until today either, I really don't think tip videos quite explain it well enough BUT there are so many exceptions like emblematics that extract others don't or don't have an area effect and bordering district boosts... My point is you can play this game not knowing anything just laying you emblematic districts by what the CPU recommends or you can spend a bunch of hours figuring this all out.
I feel jumbo gives great tips easily a tier above the rest... But the best tips imo come from coloneluber (colonel Uber not colone luber x( lol)
How did u get these troops in Round 66 ?
Definitely appreciate some actual non-beginners tips for the game for once. Sure those are great for new players, but not for those who have played the game for more than 2 hours haha. Thanks!
hey just got into this game thanks for the videos!
Glad you like them - enjoy! :D
Thank you, these tips were very helpful.
Thanks for the great content. My biggest question I dont understand is when you are at war and you conquer enemy cities I can never seem to outright wipe them out. Say the enemy has 2 cities left, I take one it is "occupied" but not mine then I take the second, when I get to the war settlement screen I can only keep 1 of the 2 cities or make them a vassal. Why arent they wiped out? Similarly if the enemy had 5 cities and I take them all, peace normally leaves them with at least 2 cities. Any help on getting a total victory appreciated
because you don't have enough war points to check all the cities/outposts
I haven’t tried it yet but you could consider ransacking the undesired city centers…
Yeah…if you ransack the outposts of the main city you should have enough war points to simply take the major cities.
I think as long as they keep the focus on pollution it will end up better then Civ6's system. Civ's flooding system turned me off of the game. Maybe a system where resource outputs around the city center and in and around district tiles that produce too much production should start going down would make since. "Rural" areas should remain mostly unaffected.
similar system to a lot of city-builders where adjacency to pollution source matters?
Multi placement of districts and forest! LIFE SAVER lol
I had no idea that buyout button was a thing. That's pretty huge
Can someone please tell me where the button to relocate the capital to another city please. And yes I have the tech unlocked
How much industry do you get from chopping in the ancient era?
20 production on Endless speed. Can't speak for the others. Full stack of scouts takes 4-6 turns.
Bit underwhelming...
thanks ,good tips
Had 6 cities out of the 3 I could control and ended up with -6k influence and perma 0 stability until my Roman empire definitely declined :(
King
I've never passed the mid age....
I don't know how to build my cities xD
V helpful.
forests do nothing to stop pollution. the effect only lasts 2 turns. its a huge issue with the game right now
I didn't know that great tip! I hope they fix it soon cuz that's insane
Plant chop replant. 😂 Just have an army of lumberjacks.
i'm aware this is a game - but a city + districts to occupy half of continent or island? 0 immersion to make the player have some history immersion.
How is your buyout so cheap, it cost me 34K to buy a farmers tile or 17 pops in the same age.
District cost increases for every district already built in the city. So when you have a new town, districts are dirt cheap.
@@tjhc2397 Mmm seems really steep then, as even in my "small" cities the cost way out do the time to just build it with production. I mean 34K to save 2-3 turns is insane.
@@-JustHuman- I could be wrong. But there are dimishing returns on Purchases / slave buy out.
Or rather snowballing prices.
From my observations every time you buy out either with money or pop. The next buy out is always more expensive. I've gone back to buy old tech buildings like water mills that cost 500 gold for 5 turns in medeival, to the same wated mill being rushed only a single turn costing 10k.
Which makes zero sense, unless the cost of buy outs get progressively more expensive across your empire. Not just in thay city.
It may be the games way to make you think about using it more carefully, rather than shaving a few turns off whenever you can.
*this is all only observation though*
Welp, now I know.
I like the gameplay and the system, Humankind is more modern and dynamic compare to Civ.6. However these bugs I can't stand, I already try the beta and it is the same:
1. when I have like 10 Nuclear Missile Silo with 90 nuclear warheads, the AI is freeze, can't proceed to turn
2, After restart so many times, sometimes can proceed the turn, but all combat must be manual combat
3. After I launch the 1st wave of 9 nukes, the second wave will freeze the AI, can't proceed to turn
Please don't buy this game yet, maybe wait for a few more months
Y
Dammit. Chopping forests is my trigger. If you're going to do it, do it in the privacy of your room and don't announce it on video to the world.
I've tried watching your videos but I just can't do it. You sound like you're selling a TV infomercial "And if you act now" product. The forced vocal dynamism is honestly unlistenable. Just speak normally without the exaggerated emphasis and enunciation.
I've been really disappointed with this game, it is just too easy. Seems to be harder at the start but once you get mid-way you can beat the AI by just building a reasonable size army and letting it surrender every so often. Played 4 games starting from Nation and through to Humankind and never even got close to losing one yet. Real shame as had high hopes for this game, like the game play but need some kind of challenge or it gets boring very quick.