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    Humankind Cultures List: Ultimate guide to Every Culture in Each Era

    With a total of 60 Cultures to choose from, spread across six Eras, you might be wondering what each one has to offer both economically and militarily. 

    Each Culture in Humankind comes equipped with its own unique Districts, Units, and Legacy Traits, all with individual bonuses, which makes for a truly diverse game. Still, that also means that there’s plenty to wrap your head around before you can master the in-game mechanics.

    Plan your perfect route through each Era right here. In this article, you can find all of the Emblematic Districts and Units of every Culture, as well as their respective Affinity and Legacy Trait.

    All Ancient (Era I) Cultures in Humankind

    Assyrians

    Humankind All Cultures List Assyrians

     Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Raid Masters

    +1 Land movement speed on Unit
    +5 Combat Strength when Ransacking on army

    Emblematic District: Dunnu

    +2 Influence
    +10 District Fortification
    +1 Combat Strength in combat for Units in or adjacent to the District

    Emblematic Unit: Assyrian Raiders

    Combat Strength: 21
    Move: 6
    Range: 1

    Traits:
    Cavalry – Ignores enemy zones of control. Particularly good at running down Ranged Units. Unable to climb Fortifications.
    Pillager – Generates additional Money when destroying an Outpost or Independent Camp.

    Research Unlock: Domestication

    Babylonians

    Humankind All Cultures List Babylonians

    Affinity: Scientist

    • Collective Minds: Scientist Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Industry, Money, and surplus Food into Science for a minimum number of turns.
    • Foresight: Scientist Cultures are able to unlock technologies from the next technological Era.

    Legacy Trait: Brilliant Philosophers

    ­+2 Science per researched technologies on Capital

    Emblematic District: Astronomy House

    -10 Stability
    +3 Science per adjacent Farmers Quarter
    On City or Outpost:
    +1 Food per Researchers
    +1 Science per Researchers
    +1 Researchers Slot
    ‘Count as Farmers Quarters’
    ‘Count as Researchers Quarters’

    Emblematic Unit: Ṣābu Ša Qašti

    Combat Strength: 22
    Move: 4
    Range: 1

    Traits:
    Anti-cavalry – Receives bonus Combat Strength when fighting mounted enemies.
    Guardian – Stronger when standing on a friendly zone

    Research Unlock: Bronze Working

    Egyptians

    Humankind All Cultures List Ancient Eqyptians

    Affinity: Builder

    • Land Raiser: Builder Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Science, Money, and surplus Food into Industry for a minimum number of turns.
    • Pride: Whenever a new District is built in a Builder Culture’s City, its Stability increases.

    Legacy Trait: Grand Planners

    +1 Industry on Tile producing Industry
    -10% on District Industry cost

    Emblematic District: Egyptian Pyramid

    +1 Influence
    +3 Industry
    -10 Stability
    +3 Industry per adjacent Makers Quarters
    +1 Workers Slot on City or Outpost
    Count as ‘Makers Quarters’

    Emblematic Unit: Markabata

    Combat Strength: 24
    Move: 6
    Range: 3

    Traits:
    Ranged
    – Receives a penalty to its Combat Strength when defending close-combat attacks.
    Move and Fire – Can perform a full move after making an attack.

    Research Unlock: Wheel

    Harrapans

    Humankind All Cultures List Harappans

    Affinity: Agrarian

    • Land of Plenty: Agrarian empires can use their Influence to trigger migrations with a promise of a better life, stealing population from adjacent Territories.
    • Community: Whenever an Agrarian City gains population, its Stability increases.

    Legacy Trait: Fertile Inundations

    +1 Food on Tile producing Food
    +1 Food on River

    Emblematic District: Canal Network

    +3 Food
    -10 Stability
    +3 Food per adjacent Farmers Quarter
    +1 Farmers Slot on City or Outpost
    Count as ‘Farmers Quarters’

    Emblematic Unit: Runners

    Combat Strength: 14
    Move: 5
    Range: 1

    Traits:
    Melee
    – Close-combat Unit.
    Pathfinder – Ignores movement penalties from Forests.

    Research Unlock: None

    Hittites

    Humankind All Cultures List Hittites

    Affinity:  Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Lust for War

    +1 Combat Strength

    Emblematic District: Awari

    Can be used as Land Unit spawn for neighbour Cities
    Is Land Unit spawn
    Is Fortified

    Emblematic Unit: Gigir

    Combat Strength: 23
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry
    – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb fortifications.
    Suppression – The targeted Unit cannot move next turn, and has reduced Combat Strength.

    Research Unlock: Wheel

    Mycenaeans

    Humankind All Cultures List Myceneans

    Affinity: Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Brutal Upbringing

    -20% on Unit Industry cost
    +25 Experience on creating Unit on City or Outpost

    Emblematic District: Cyclopean Fortress

    +20 District Fortification
    +3 Industry
    +15 Stability
    +3 Combat Strength in combat for Units in or adjacent to the District
    Count as ‘Makers Quarter’

    Emblematic Unit: Promachoi

    Combat Strength: 21
    Move: 4
    Range: 1

    Traits:
    Melee
    – Close-combat Unit.
    Champion – Stronger when attacking during the first round.

    Research Unlock: City Defence

    Nubians

    Humankind All Cultures List Nubians

    Affinity:  Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Golden Dreams

    +5 Money on Luxury Deposit
    +5 Money on Strategic Resource Deposit

    Emblematic District: Meroe Pyramids

    +2 Industry
    +2 Money
    -10 Stability
    +3 Money per adjacent Makers Quarter
    +1 Traders Slot on City or Outpost
    Count as ‘Market Quarter’
    Count as ‘Makers Quarter’

    Emblematic Unit: Ta-Seti Archers

    Combat Strength: 19
    Move: 4
    Range: 3

    Traits:
    Ranged
    – Receives a penalty to its Combat Strength when defending against close-combat attacks.
    Exceptional Accuracy – Can shoot at a target without having a clear Line of Sight to it.

    Research Unlock: Carpentry

    Olmecs

    Humankind All Cultures List Olmecs

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Natural Harmony

    +1 Influence on Territory

    Emblematic District: Olmec Head

    +1 Influence
    +3 Food
    -10 Stability
    +1 Influence per adjacent Farmers Quarter
    +1 Farmers Slot on City or Outpost
    Count as ‘Farmers Quarter’

    Emblematic Unit: Javelin Throwers

    Combat Strength: 19
    Move: 4
    Range: 3

    Traits:
    Ranged
    – Receives a penalty to its Combat Strength when defending against close-combat attacks.
    Ambusher – Stronger on Forest Tiles.

    Research Unlock: Carpentry

    Phoenicians

    Humankind All Cultures List Phoenicians

    Affinity: Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Trading Pioneers

    +2 Money per Traders on City or Outpost

    Emblematic District: Haven

    -10 Stability
    +2 Money per adjacent Coastal Water
    +2 Money per adjacent Lake
    +1 Traders Slot on City or Outpost
    Count as ‘Farmers Quarter’
    Count as ‘Market Quarter’
    Count as Makers Quarter’
    Count as ‘Research Quarter’

    Emblematic Unit: Bireme

    Combat Strength: 23
    Move: 4
    Range: 1

    Traits:
    Boarding Vessel
    – Applies “Boarded” status to targets.
    Navigator – Damaged by consecutive turns spent in deep water.

    Research Unlock: Sailing

    Zhou

    Humankind All Cultures List Zhou

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Harmonious Thought

    +2 Stability on District

    Emblematic District: Confucian School

    +8 Stability
    +1 Science
    +5 Science per adjacent Mountain
    +1 Researchers Slot on City or Outpost
    Count as ‘Researchers Slot’

    Emblematic Unit: Zhànche

    Combat Strength: 23
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry
    – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
    Mandate Of Heaven – Bonus Combat Strength when Stability is high.

    Research Unlock: Wheel

    All Classical (Era II) Cultures in Humankind

    Achaemenid Persians

    Humankind All Cultures List Achaemenid Persians

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Cyrus’ Shadow

    +2 City Cap
    +10 Stability on City or Outpost

    Emblematic District: Satraps’ Palace

    +1 Influence
    +5 Money
    -10 Stability
    +2 Influence per adjacent District
    +1 Traders Slot on City or Outpost
    Count as ‘Market Quarter’

    Emblematic Unit: Immortals

    Combat Strength: 28
    Move: 4
    Range: 1

    Traits:
    Anti-Cavalry – Receives bonus Combat Strength when fighting mounted enemies.
    Bastion – Stronger when fighting from high ground and Fortified positions.

    Research Unlock: Standing Army

    Aksumites

    Humankind All Cultures List Aksumites

    Affinity: Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Horn of Plenty

    +2 Money on Tile producing Money

    Emblematic District: Great Obelisk

    +1 Money per Territories under the Religion’s Influence
    +3 Faith
    +3 Money
    -10 Stability
    +3 Money per adjacent Market Quarter
    +1 Traders Slot on City or Outpost
    Count as ‘Market Quarters’

    Emblematic Unit: Shotelai

    Combat Strength: 27
    Move: 4
    Range: 1

    Traits:
    Melee
    – Close-combat Unit.
    Grappler – Has a larger zone of control which cannot be ignored.

    Research Unlock: Standing Army

    Carthaginians

    Humankind All Cultures List Carthaginians

    Affinity: Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Hard Bargains
    -25% on all Constructibles Buyout cost

    Emblematic District: Cothon

    +10 District Fortification
    -10 Stability
    +3 Industry per adjacent Coastal Water
    +2 Industry per adjacent Lake
    +1 Workers Slot on City or Outpost
    Count as ‘Farmers Quarter’
    Count as ‘Market Quarter’
    Count ‘Makers Quarter’
    Count as ‘Researchers Quarter’

    Emblematic Unit: War Elephant

    Combat Strength: 31
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry
    – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
    Trample – Stronger when attacking weaker Units.

    Research Unlock: Mounted Warfare

    Celts

    Humankind All Cultures List Celts

    Affinity: Agrarian

    • Land of Plenty: Agrarian empires can use their Influence to trigger migrations with a promise of a better life, stealing population from adjacent Territories.
    • Community: Whenever an Agrarian City gains population, its Stability increases.

    Legacy Trait: Druidic Lore

    +2 Food per Farmers on City or Outpost

    Emblematic District: Nemeton

    +3 Food per number of attached Territories
    +3 Faith
    -10 Stability
    +3 Food per adjacent Farmers Quarter
    Count as ‘Farmers Quarter’

    Emblematic Unit: Gaesati

    Combat Strength: 25
    Move: 6
    Range: 1

    Traits:
    Melee –Close-combat Unit.
    Fervor
    – No Combat Strength penalty from damage.

    Research Unlock: Standing Army

    Goths

    Humankind All Cultures List Goths

    Affinity: Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Nimble Pillage

    +10 Combat Strength bonus when Ransacking on Unit
    +2 Influence on Garrison

    Emblematic District: Tumulus

    +3 Influence
    +3 Faith
    -10 Stability
    +2 Faith per adjacent District

    Emblematic Unit: Gothic Cavalry

    Combat Strength: 29
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
    Ransacker – Bonus Combat Strength when fighting on enemy Districts.

    Research Unlock: Mounted Warfare

    Greeks

    Humankind All Cultures List Greeks

    Affinity: Scientist

    • Collective Minds: Scientist Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Industry, Money, and surplus Food into Science for a minimum number of turns.
    • Foresight: Scientist Cultures are able to unlock technologies from the next technological Era.

    Legacy Trait: Socratic Methods

    +2 Science per Researchers on City or Outpost

    Emblematic District: Amphitheatron

    +1 Influence per Era
    +3 Science per Era
    -10 Stability
    +2 Science per adjacent District

    Emblematic Unit: Hoplites

    Combat Strength: 27
    Move: 4
    Range: 1

    Traits:
    Anti-Cavalry – Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
    Phalanx –Grants additional Combat Strength for each Unit with the Phalanx ability adjacent to this Unit.

    Research Unlock: Standing Army

    Huns

    Humankind All Cultures List Huns

    Affinity: Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Formidable Steeds

    +2 Combat Strength on Cavalry Unit

    Emblematic District: Ordu

    Automatically upgrades regular Outpost
    Cannot be attached to Cities

    Emblematic Unit: Hunnic Horde

    Combat Strength: 22
    Move: 6
    Range: 0

    Traits:
    Nomad – Special Unit that gathers Food through fighting and ransacking in order to multiply.
    Multi-Move – Can move until all Movement Points are depleted, ignoring zones of control.

    Research Unlock: None

    Mauryans

    Humankind All Cultures List Mauryans

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Guiding Light

    +1 Influence on Emblematic District
    -10% on Attach Outpost cost

    Emblematic District: Stūpa

    +1 Influence
    +2 Faith
    -10 Stability
    +3 Science
    +2 Influence per adjacent District
    +1 Researchers Slot on City or Outpost
    Count as ‘Research Quarter’

    Emblematic Unit: Saṃnāhya

    Combat Strength: 30
    Move: 6
    Range: 3

    Traits:
    Ranged
    – Receives a penalty to its Combat Strength when defending against close-combat attacks.
    Elephant Platform
    –Ignore penalties from fighting in melee.

    Research Unlock: Mounted Warfare

    Maya

    Humankind All Cultures List Maya

    Affinity: Builder

    • Land Raiser: Builder Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Science, Money, and surplus Food into Industry for a minimum number of turns.
    • Pride: Whenever a new District is built in a Builder Culture’s City, its Stability increases.

    Legacy Trait: Tireless Spirit

    +2 Industry per Workers on City or Outpost

    Emblematic District: K’uh Nah

    +3 Industry per number of attached Territories
    +2 Faith
    -10 Stability
    +4 Industry per adjacent Makers Quarters
    +1 Workers Slot on City or Outpost
    Count as ‘Makers Quarters’

    Emblematic Unit: Noble Javelineers

    Combat Strength: 25
    Move: 4
    Range: 3

    Traits:
    Ranged – Receives a penalty to its Combat Strength when defending against close-combat attacks.
    Poison –Applies a poisoned status to the target, which reduces its Movement Speed and Attack Range.

    Research Unlock: Standing Army

    Romans

    Humankind All Cultures List Romans

    Affinity: Expansionists

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Legion’s Finest

    +1 Unit slot available for each Army
    -30% Army upkeep on Army

    Emblematic District: Triumphal Arch

    +3 Influence
    +3 Stability
    On Victorious City:
    +5 Influence
    +10 Stability

    Emblematic Unit: Praetorian Guards
    Combat Strength: 30
    Move: 4
    Range: 1

    Traits:
    Melee
    – Close-combat Unit.
    Tactical Superiority – Rear attack applies whenever an ally is adjacent to the target, no matter their position.

    Research Unlock: Imperial Power

    All Medieval (Era III) Cultures in Humankind

    Aztecs

    Humankind All Cultures List Aztecs

    Affinity:  Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Huitzilopochtli’s Glory

    +2 Land Movement Speed on Unit
    -20% on Unit Industry Cost

    Emblematic District: Sacrificial Alter

    +5 Faith
    +5 Stability
    +2 Influence per adjacent District

    Emblematic Unit: Jaguar Warriors

    Combat Strength: 33
    Move: 4
    Range: 1

    Traits:
    Melee
    – Close-combat Unit.
    Fervour –No Combat Strength penalty from damage.

    Research Unlock: Heavy Infantry

    Byzantines

    Humankind All Cultures List Byzantines

    Affinity: Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Master of Whispers

    +5% Money per Alliance on all Cities

    Emblematic District: Hippódromos

    +5 Money per Horses
    +3 Money
    -10 Stability
    +25 Money per adjacent Horses Deposit
    +1 Traders Slot on City or Outpost
    Count as ‘Market Quarters’

    Emblematic Unit: Varangian Guards

    Combat Strength: 43
    Move: 4
    Range: 1

    Traits:
    Melee – Close-combat Unit.
    Honour Code – Prevents its Army from retreating.

    Research Unlock: Heavy Infantry

    English

    Humankind All Cultures List English

    Affinity: Agrarian

    • Land of Plenty: Agrarian empires can use their Influence to trigger migrations with a promise of a better life, stealing population from adjacent Territories.
    • Community: Whenever an Agrarian City gains population, its Stability increases.

    Legacy Trait: Serfs’ Labour

    +7 Food per number of attached Territories on City or Outpost

    Emblematic District: Stronghold

    Increase the range by 2 for Ranged Units standing on it
    +20 District Fortification
    +5 Stability
    +3 Combat Strength in combat for Units in or adjacent to the District
    Count as ‘Farmers Quarter’

    Emblematic Unit: Longbowmen

    Combat Strength: 32
    Move: 4
    Range: 4

    Traits:
    Ranged – Receives a penalty to its Combat Strength when defending against close-combat attacks.
    Indirect Fire –Unit can attack Units without a clear Line of Sight.

    Research Unlock: War Summons

    Franks

    Humankind All Cultures List Franks

    Affinity:  Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Crown Lands

    +10% Influence

    Emblematic District: Scriptorium

    +3 Faith
    -10 Stability
    +5 Science
    +2 Influence per adjacent District
    +1 Researchers Slot on City or Outpost
    Count as ‘Research Quarter’

    Emblematic Unit: Franci Milites

    Combat Strength: 39
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
    Heavy Charge –Receives a higher Combat Strength bonus when charging.

    Research Unlock: Chivalry

    Ghanaians

    Humankind All Cultures List Ghanaians

    Affinity:  Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Life of Luxury

    +5 Money per Number of Accesses to Luxury Resources
    +5 Money per Number of Accesses to Strategic Resources

    Emblematic District: Luxuries Market

    +1 Money per number of Trade Routes
    +5 Money
    -10 Stability
    +3 Money per adjacent Market Quarter
    +1 Traders Slot on City or Outpost
    Count as ‘Market Quarter’

    Emblematic Unit: Meharists

    Combat Strength: 35
    Move: 6
    Range: 1

    Traits:
    Cavalry – Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
    Anti-Cavalry – Bonus Combat Strength when fighting mounted Units.

    Research Unlock: Chivalry

    Khmer

    Humankind All Cultures List Khmer

    Affinity: Builder

    • Land Raiser: Builder Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Science, Money, and surplus Food into Industry for a minimum number of turns.
    • Pride: Whenever a new District is built in a Builder Culture’s City, its Stability increases.

    Legacy Trait: Servants of Magnificence

    +3 Industry on Makers Quarter

    Emblematic District: Baray

    +1 Industry per Population
    +5 Food
    -10 Stability
    +2 Industry per adjacent River
    +1 Workers Slot on City or Outpost
    Count as ‘Farmers Quarter’
    Count as ‘Makers Quarter’

    Emblematic Unit: Dhanvī-Gaja

    Combat Strength: 42
    Move: 6
    Range: 3

    Traits:
    Ranged – Receives a penalty to its Combat Strength when defending against close-combat attacks.
    Move and Fire –Can perform a full move after making an attack.

    Research Unlock: Military Architecture

    Mongols

    Humankind All Cultures List Mongols

    Affinity:  Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Mounted Mayhem

    +100% Ransack gains on Army

    Emblematic District: Orda

    Count as ‘Farmers Quarter’
    Count as ‘Market Quarter’
    Count as ‘Makers Quarter’
    Count as ‘Research Quarter’

    Emblematic Unit: Mongol Horde

    Combat Strength: 29
    Move: 6
    Range: 1

    Traits:
    Nomad – Special Unit that gathers Food through fighting and ransacking in order to multiply.
    Multi-Move –Can move until all Movement Points are depleted, ignoring zones of control.

    Research Unlock: None

    Norsemen

    Humankind All Cultures List Norsemen

    Affinity: Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Stormborn

    +3 Naval Movement Speed on Naval Unit
    +2 Combat Strength on Naval Unit

    Emblematic District: Naust

    -10 Stability
    +5 Food per adjacent Coastal Water
    +5 Food per adjacent Lake
    +50 Money from Ransack on Empire
    +1 Farmers Slot on City or Outpost
    Count as ‘Farmers Quarter’
    Count as ‘Market Quarter’
    Count as ‘Makers Quarter’
    Count as ‘Research Quarter’

    Emblematic Unit: Langskip

    Combat Strength: 23
    Move: 3
    Range: 1

    Traits:
    Naval Transport – Ranged-combat naval Unit, must have line of sight to attack. Replaces land Units which embark to travel across ocean tiles.
    High Sea – Ignores any penalties from deep water.

    Research Unlock: Seafaring Mastery

    Teutons

    Humankind All Cultures List Teutons

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Spurred by Faith

    +1 Money per State Religion Follower
    +1 Science per State Religion Follower

    Emblematic District: Kaiserdom

    +1 Faith per District
    +3 Influence
    -10 Stability
    +3 Faith per adjacent District

    Emblematic Unit: Teutonic Knights

    Combat Strength: 39
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
    Proselyte – Bonus Combat Strength against enemies with different State Religion.

    Research Unlock: Chivalry

    Umayyads

    Humankind All Cultures List Umayyads

    Affinity: Scientist

    • Collective Minds: Scientist Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Industry, Money, and surplus Food into Science for a minimum number of turns.
    • Foresight: Scientist Cultures are able to unlock technologies from the next technological Era.

    Legacy Trait: Learned Friends

    +5% Science per Alliance on all Cities

    Emblematic District: Grand Mosque

    +3 Science per number of attached Territories
    +5 Faith
    -10 Stability
    +1 Researching Slot on City or Outpost
    Count as ‘Research Quarter’

    Emblematic Unit: Haras

    Combat Strength: 36
    Move: 6
    Range: 1

    Traits:
    Cavalry – Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
    Enforcers – Drains additional Stability during sieges.

    Research Unlock: Chivalry

    All Early Modern (Era IV) Cultures in Humankind

    Dutch

    Humankind All Cultures List Dutch

    Affinity: Merchant Affinity

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Stock Wisdom

    +1 Money per Population on all Cities

    Emblematic District: VOC Warehouse

    +1 Money
    -10 Stability
    +20 Money per adjacent Harbor
    On City or Outpost:
    +2 Money per Traders
    +1 Traders Slot
    Count as ‘Market Quarters’

    Emblematic Unit: Fluyt

    Combat Strength: 31
    Move: 4
    Range: 1

    Traits:
    Naval Transport – Must have line of sight to attack.
    Conveyor – Increased movement speed when starting its turn in an allied Territory.

    Research Unlock: Three-Masted Ship

    Edo Japanese

    Humankind All Cultures List Edo Japanese

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Shogun’s Authority

    +1 Influence per Population on City or Outpost

    Emblematic District: Tera

    +2 Influence
    +3 Faith
    -10 Stability
    +5 Influence per adjacent Mountain

    Emblematic Unit: Naginata Samurai

    Combat Strength: 46
    Move: 5
    Range: 1

    Traits:
    Anti-Cavalry – Receives Combat Strength bonus when fighting mounted enemies.
    Honour Code – Prevents its Army from retreating.

    Research Unlock: Centralized Power

    Haudenosaunee

    Humankind All Cultures List Haudenosaunee

    Affinity: Agrarian

    • Land of Plenty: Agrarian empires can use their Influence to trigger migrations with a promise of a better life, stealing population from adjacent Territories.
    • Community: Whenever an Agrarian City gains population, its Stability increases.

    Legacy Trait:
    +1 Food on Exploitation

    Emblematic District: Three Sisters Plantation

    +5 Food per number of attached Territories
    -10 Stability
    +3 Food per adjacent Farmers Quarter
    +1 Farmers Slot on City or Outpost
    Count as ‘Farmers Quarter’

    Emblematic Unit: Rotiskenrakehte

    Combat Strength: 41
    Move: 6
    Range: 4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Stealth – Cannot be seen except by adjacent Units.

    Research Unlock: Flintlock

    Joseon

    Humankind All Cultures List Joseon

     Affinity: Scientist

    • Collective Minds: Scientist Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Industry, Money, and surplus Food into Science for a minimum number of turns.
    • Foresight: Scientist Cultures are able to unlock technologies from the next technological Era.

    Legacy Trait: Hall of Worthies

    +3 Science on Tile Producing Science

    Emblematic District: Seawon

    +2 Influence
    -10 Stability
    +2 Science
    +3 Science per adjacent Research Quarter
    On City or Outpost:
    +1 Science per Researchers
    +1 Researchers Slot
    Count as ‘Research Quarter’

    Emblematic Unit: Geobukseon

    Combat Strength: 45
    Move: 6
    Range: 4

    Traits:
    Gun Platform – No Special Rules.
    Ramming – Increased movement speed in battle and has bonus Combat Strength against adjacent targets.

    Research Unlock: Naval Artillery

    Ming

    Humankind All Cultures List Ming

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Grand Secretariat

    -25% Cost of enacting Civics
    -25% Cost of cancelling Civics
    +1 Influence on Territory

    Emblematic District: Grand Teahouse

    +1 Influence per District
    -10 Stability
    +2 Stability per adjacent District

    Emblematic Unit: Rocket Cart

    Combat Strength: 45
    Move: 4
    Range: 8

    Traits:
    Heavy Weapon – Can only move or attack in a turn. Cannot retaliate against close-combat Units.

    Research Unlock: Gunpowder Warfare

    Mughals

    Humankind All Cultures List Mughals

    Affinity: Builder

    • Land Raiser: Builder Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Science, Money, and surplus Food into Industry for a minimum number of turns.
    • Pride: Whenever a new District is built in a Builder Culture’s City, its Stability increases.

    Legacy Trait: Imperial Magnificence

    +2% Industry per number of Territories in your sphere of Influence on Capital.

    Emblematic District: Jama Masjid

    +3 Industry per Workers
    +2 Influence
    +3 Industry
    -10 Stability
    +3 Industry per adjacent Makers Quarter
    Count as ‘Makers Quarter’

    Emblematic Unit: Gajnal

    Combat Strength: 49
    Move: 6
    Range: 4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Move and Fire
    – Can perform a full move after making an attack.

    Research Unlock: Siege Cannons

    Ottomans

    Humankind All Cultures List Ottomans

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Supremacy of Fire

    -50% on Heavy Weapon Industry cost
    +3 Combat Strength on Heavy Weapon

    Emblematic District: Sultan Camii

    +1 Faith per District
    +3 Influence
    -10 Stability
    +3 Influence per adjacent District

    Emblematic Unit: Janissaries

    Combat Strength: 44
    Move: 4
    Range: 4

    Traits:
    Gunner – Fights at full Combat Strength even when defending against close-combat attacks.
    Siege Mastery – Bonus Combat Strength when participating in an assault or sortie.

    Research Unlock: Gunpowder Warfare

    Poles

    Humankind All Cultures List Poles

    Affinity: Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Deadly Ramparts

    +10 District Fortification on District
    +2 Stability on District

    Emblematic District: Barbican

    +2 Influence
    +20 District Fortification
    +8 Stability
    +3 Combat Strength in combat for Units in or adjacent to the District
    Is Land Unit Spawn
    Is Fortified
    Protects neighbouring Tiles from being Ransacked

    Emblematic Unit: Winged Hussars

    Combat Strength: 46
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
    Charge Master – When charging, the target cannot retaliate.

    Research Unlock: Centralized Power

    Spanish 

    Humankind All Cultures List Spanish

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Honor and Glory

    +3 Combat Strength on Units starting their turn in a non-allied Territory

    Emblematic District: Catedral Gótica

    +1 Faith per Population
    -10 Stability
    +3 Faith per adjacent District

    Emblematic Unit: Conquistadores

    Combat Strength: 43
    Move: 5
    Range: 4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending close-combat attacks.
    El Dorado – Generates additional Money from winning battles and Ransacking.

    Research Unlock: Gunpowder Warfare

    Venetians

    Humankind All Cultures List Venetians

    Affinity:  Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Silver Tongues

    +1 Money per number of Trade Routes on City or Outposts
    +2 Money per Naval Trade Route on City or Outpost

    Emblematic District: Botteghe Di Artisti

    +4 Influence
    +1 Money
    -10 Stability
    +1 Influence per adjacent Market Quarter
    +1 Money on tile producing Money
    Count as ‘Market Quarters’

    Emblematic Unit: Galleass

    Combat Strength: 39
    Move: 6
    Range: 4

    Traits:
    Gun Platform – No special rules.
    Inner Sea Mastodonte – Much higher Combat Strength when in coastal waters.

    Research Unlock: Naval Artillery

    All Industrial (Era V) Cultures in Humankind

    Austro-Hungarians

    Humankind All Cultures List Austro Hungarians

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Emperor’s Hand

    +1 Influence on District
    +1 Influence on Emblematic District

    Emblematic District: Opernhaus

    +1 Stability per District
    +5 Influence
    +2 Stability per adjacent District

    Emblematic Unit: Evidenzbureau Agents

    Combat Strength: 52
    Move: 4
    Range: 4

    Traits:
    Gunner
    – Fights at full combat Strength even when defending against close-combat attacks.
    Sly – Ignore hostile zones of control.

    Research Unlock: Guerrilla Warfare

    British

    Humankind All Cultures List British

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Colonial Riches

    +10 Money per number of attached Territories on Capital
    +10 Science per number of attached Territories on Capital

    Emblematic District: Colonial Office

    +10 Money
    +10 Money for Liege
    per adjacent District:
    +2 Money
    +2 Money for Liege
    Counts as Market Quarters

    Emblematic Unit: Redcoats

    Combat Strength: 51
    Move: 4
    Range: 4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Expedition – Regenerates health when outside of your territory.

    Research Unlock: Line Formation

    French

    Humankind All Cultures List French

    Affinity: Scientist

    • Collective Minds: Scientist Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Industry, Money, and surplus Food into Science for a minimum number of turns.
    • Foresight: Scientist Cultures are able to unlock technologies from the next technological Era.

    Legacy Trait: Emblematic Thinking

    +10% Science per Population

    Emblematic District: Exhibition Hall

    +1 Science per Population
    -10 Stability
    +1 Influence per adjacent District
    +3 Influence on Territory
    Count as ‘Research Quarter’

    Emblematic Unit: Cuirassiers

    Combat Strength: 54
    Move: 6
    Range: 1

    Traits:
    Heavy Cavalry
    – Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb fortifications.
    Heavy Charge – Receives a much higher Combat Strength bonus when charging.

    Research Unlock: Line Formation

    Germans

    Humankind All Cultures List Germans

    Affinity: Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Iron Ordnance

    +3 Combat Strength on Naval Unit
    +3 Combat Strength on Air Unit
    -20% on Unit Industry cost

    Emblematic District: Coking Works

    +1 Industry per Population
    +10 Pollution
    -10 Stability
    +3 Industry per adjacent Makers Quarter
    +1 Workers Slot on City or Outpost
    Count as ‘Makers Quarter’

    Emblematic Unit: U-Boat

    Combat Strength: 52
    Move: 8
    Range: 3

    Traits:
    Torpedo Vessel – Ignores zones of control and can shoot at targets without having a clear Line of Sight to them.
    Stealth – Cannot be seen except by adjacent Units.

    Research Unlock: Combustion Engine

    Italians

    Humankind All Cultures List Italians

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Inspiring Virtuosos

    +10 Stability on Commons Quarter
    +1 Influence on Commons Quarter
    -50% on Commons Quarter Industry cost

    Emblematic District: Teatro

    +1 Influence per Traders
    +1 Influence per Researchers
    +1 Influence
    +5 Stability
    +2 Influence per adjacent Commons Quarter

    Emblematic Unit: Alpini

    Combat Strength: 50
    Move: 5
    Range:  4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Cliffs Crosser
    – Can cross cliffs.

    Research Unlock: Line Formation

    Mexicans

    Humankind All Cultures List

    Affinity: Agrarian

    • Land of Plenty: Agrarian empires can use their Influence to trigger migrations with a promise of a better life, stealing population from adjacent Territories.
    • Community: Whenever an Agrarian City gains population, its Stability increases.

    Legacy Trait: Fields of Gold

    +10% Food on all Cities

    Emblematic District: Hacienda

    +1 Food
    -10 Stability
    +3 Food per adjacent Farmers Quarter
    +1 Food on Tile producing Food
    +1 Farmers Slot on City or Outpost
    Count as ‘Farmers Quarter’

    Emblematic Unit: Soldaderas

    Combat Strength: 49
    Move: 4
    Range: 4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Guerrilla Fighters
    – Stealth Unit that remains hidden even when attacking.

    Research Unlock: Guerrilla Warfare

    Persians

    Humankind All Cultures List Persians

    Affinity: Builder

    • Land Raiser: Builder Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Science, Money, and surplus Food into Industry for a minimum number of turns.
    • Pride: Whenever a new District is built in a Builder Culture’s City, its Stability increases.

    Legacy Trait: Mighty Works

    -25% Shared Project Industry cost
    -25% on all Constructibles Industry cost

    Emblematic District: Caravanserai

    +1 Money per number of Trade Routes
    +5 Industry
    +5 Money
    -10 Stability
    +3 Money per adjacent Market Quarter
    +1 Traders Slot on City or Outpost
    Count as ‘Makers Quarter’
    Count as ‘Market Quarter’
    Applies Swift to any friendly Army located on this District: +3 Land Movement Speed

    Emblematic Unit: Jazayerchis

    Combat Strength: 46
    Move: 4
    Range: 5

    Traits:
    Gunner – Fights at full Combat Strength even when defending against close-combat attacks.
    Piercing – Stronger when attacking.

    Research Unlock: Military Coordination

    Russians

    Humankind All Cultures List Russians

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: Land and Glory

    +10 Experience on creating Unit per number of attached Territories on all Cities
    +10 War Support, increased when capturing a City or Relations

    Emblematic District: Sobor

    +3 Influence
    +5 Stability
    +5 Faith per adjacent District
    +10 Health Regeneration on Unit

    Emblematic Unit: Cossacks

    Combat Strength: 44
    Move: 6
    Range: 4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Multi-Move – Can move until all Movement Points are depleted, ignoring zones of control.

    Research Unlock: Carbine

    Siamese

    Humankind All Cultures List Siamese

    Affinity: Builder

    • Land Raiser: Builder Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Science, Money, and surplus Food into Industry for a minimum number of turns.
    • Pride: Whenever a new District is built in a Builder Culture’s City, its Stability increases.

    Legacy Trait: Gilded Orchids

    +3 Industry per District on all Cities
    +1 Money generated from ongoing Trade on all Cities

    Emblematic District: Floating Market

    +1 Money per Population
    +5 Industry
    -10 Stability
    +3 Money per adjacent Market Quarter
    Count as ‘Market Quarter’
    Count as ‘Makers Quarter’

    Emblematic Unit: Gatling Elephant

    Combat Strength: 55
    Move: 6
    Range: 4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Suppression – The targeted Unit cannot move next turn and has reduced Combat Strength.

    Research Unlock: Trench Warfare

    Zulu

    Humankind All Cultures List Zulu

    Affinity: Militarist

    • Iron Reserves: Militarist Cultures can raise Militia Armies in any of their Cities, provided they have enough population.
    • Vigilance: Militarist Cultures have an increased base War Support value, making it easier for them to wage war.

    Legacy Trait: Warriors Pride

    +50% Health Regeneration on Unit
    +2 Combat Strength on Unit starting their turn in an allied Territory

    Emblematic District:  Warriors’ Izindlu

    +5 Stability
    +4 Combat Strength in combat for Units in or adjacent to the District
    +10 Experience on creating Units on City or Outpost
    Is Land Unit Spawn
    Is Fortified

    Emblematic Unit: Impi

    Combat Strength: 45
    Move: 4
    Range: 1

    Traits:
    Melee
    – Close-combat Unit.
    Unstoppable – Bonus Combat Strength when attacking stronger Units.

    Research Unlock: None

    All Contemporary (Era VI) Cultures in Humankind

    Australians

    Humankind All Cultures List Australians

    Affinity: Builder

    • Land Raiser: Builder Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Science, Money, and surplus Food into Industry for a minimum number of turns.
    • Pride: Whenever a new District is built in a Builder Culture’s City, its Stability increases.

     Legacy trait: Dream Weavers

    +20% on all cities

    Emblematic District: Strip Mining Complex

    +10 Industry
    +15 Pollution
    -10 Stability
    +50 Industry per adjacent Strategic Resource Deposit
    +1 Industry Worker Slot on City or Outpost
    Count as ‘Makers Quarter’

    Emblematic Unit: All Terrain PMV

    Combat Strength: 64
    Move: 8
    Range: 6

    Traits:
    Armoured vehicle
    – Immune to suppression.
    All terrain – Ignores terrain movement penalties.

    Research Unlock: Composite Armour

    Americans

    Humankind All Cultures List Americans

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy Trait: American Exceptionalism

    +10 Influence on Resources being sold
    +1 Money generated from ongoing Trade on City or Outpost

    Emblematic District: Defence Agency

    +10 Stability
    +2 combat Strength in combat Units for Units in or adjacent to the District
    +2 Influence per adjacent garrison

    Emblematic Units: Lightning

    Combat Strength: 66
    Move: 0
    Range: 20

    Traits:
    Multirole Aircraft – Can perform both patrols and airstrikes effectively.
    Aerial Stealth – Can perform anonymous airstrikes.

    Research Unlock: Fighter Jets

    Brazilians

    Humankind All Cultures List Brazilians

    Affinity: Agrarian

    • Land of Plenty: Agrarian empires can use their Influence to trigger migrations with a promise of a better life, stealing population from adjacent Territories.
    • Community: Whenever an Agrarian City gains population, its Stability increases.

    Legacy Trait: Lungs of the Planet

    +3 Food on tile producing Food

    Emblematic District: Agronomy Lab

    +1 Food per Population
    -10 Stability
    +3 Food per adjacent Farmers Quarter
    +1 Farmer Slot on City or Outpost
    Count as ‘Farmers Quarter’

    Emblematic Unit: Jungle Brigades

    Combat Strength: 57
    Move: 4
    Range: 4

    Traits:
    Gunner – Full Strength even when defending against close-combat attacks.
    Master Ambusher – Increased ambusher bonuses when on forest tiles.

    Research Unlock: Covert Ops

    Chinese  

    Humankind All Cultures List Chinese

    Affinity: Merchant

    • Power Investor: Merchant empires can use their Influence to build resource extractors for themselves or others, potentially improving relations.
    • Mediation: Merchant Cultures can sell on Resources bought from third parties.

    Legacy Trait: Silk Rail Road

    +10% Money on all Cities

    Emblematic District: Congress

    +7 Money per number of attached Territories
    -10 Stability
    +3 Influence
    Market Quarter on City or Outpost
    +1 Farmer
    +1 Worker
    +1 Trader
    +1 Researcher Slot
    Count as ‘Market Quarter’

    Emblematic Unit: Guardians

    Combat Strength: 60
    Move: 4
    Range: 8

    Traits:
    Heavy Weapon – Ranged combat Unit, can only attack or move in a turn. Cannot retaliate against close-combat Units.
    Multi-Rocket Bombard – Can use bombard action twice per turn. Removes dug-in state on target.

    Research Unlock:  Computing

    Egyptians  

    Humankind All Cultures List Egyptians

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Valley of Kings

    +4 Influence on Emblematic District

    Emblematic District: Archaeological Dig

    -10 Stability
    +3 Influence per adjacent District
    +3 Influence on emblematic District

    Emblematic Unit: Free Officers

    Combat Strength: 58
    Move: 4
    Range:
    4

    Traits:
    Gunner
    – Fights at full Combat Strength even when defending against close-combat attacks.
    Anti-Colonialism
    – Allied Units gain a Combat Strength bonus when attacking stronger Units.

    Research Unlock: Insurrection Theory

    Indians

    Humankind All Cultures List Indians

    Affinity: Aesthete

    • Cultural Blitz: The Aesthete Culture gain the ability to pay Money to overwhelm a Territory with their Cultural Influence and gain some Influence.
    • Grace: Regardless of their actual Ideology, an Aesthete Culture is always considered at maximum Ideological Proximity with everyone, easing diplomacy.

    Legacy Trait: Economic Elephant

    +3 Influence on territory
    +10 Money per number of Territories in your sphere of Influence.

    Emblematic District: Ashram

    +2 Faith per Population
    +5 Influence
    +3 Faith per adjacent District

    Emblematic Unit: Peacekeepers

    Combat Strength: 57
    Move: 4
    Range: 4

    Traits:
    Gunner
    – Fights at full Strength even when defending against close-combat attacks.
    Peace Protector – Bonus Combat Strength for each war declared on their owner.

    Research Unlock: Insurrection Theory

    Japanese

    Humankind All Cultures List Japanese

    Affinity: Scientist

    • Collective Minds: Scientist Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Industry, Money, and surplus Food into Science for a minimum number of turns.
    • Foresight: Scientist Cultures are able to unlock technologies from the next technological Era.

    Legacy trait: Blossoming Innovation

    -20 % on all Technology cost when researching

    Emblematic District: Robotics Lab

    +5 Industry
    +5 Pollution
    -10 Stability
    +5 Science
    Per adjacent District:
    +3 Industry
    +3 Science
    +2 Industry on Makers Quarter
    +2 Science on Research Quarter
    On City or Outpost:
    +1 Workers Slot
    +1 Researchers Slot
    Count as ‘Makers Quarter’
    Count as ‘Research Quarter’

    Emblematic Unit: Reisen

    Combat Strength: 60
    Move: 0
    Range: 18

    Traits:
    Fighter
    – Patrol aircraft Unit able to provide vision and counter enemy aircraft. Can also strike ground targets with reduced efficiency.
    Light
    – Destroyed if a single attack ever removes more than half of the Unit’s health.

    Research Unlock: Aerial Warfare

    Soviets

    Humankind All Cultures List Soviets

    Affinity: Expansionist

    • Under One Banner: Expansionist Cultures can, at a cost, use Armies to forcibly annex Territories occupied by another Empire’s Outpost or Administrative Centre; if completed, the victim gains a Grievance against the Expansionist.
    • Ambition: An Expansionist Culture’s Armies can cross borders no matter the diplomatic situation without getting damaged or blocked. Grievances for trespassing are still generated as normal.

    Legacy trait: Red Tide

    -20% on Unit Industry cost
    +3 Combat Strength on Unit

    Emblematic District: Arms Factory

    +5 Industry
    +5 Money
    +10 pollution
    -10 Stability
    Count as ‘Market Quarters’
    Count as ‘Makers Quarter’
    Creates a new deposit of Weapons, which is automatically exploited.
    -10 Stability per Weapon on all cities.
    +1 Combat Strength per Weapon on Unit.

    Emblematic Unit: Red Army Tank

    Combat Strength: 60
    Move: 8
    Range: 6

    Traits:
    Armoured vehicle
    – Immune to suppression.
    Field repairs – Regenerates health after a battle.

    Research Unlock: Continuous Track

    Swedes

    Humankind All Cultures List Swedes

    Affinity: Scientist

    • Collective Minds: Scientist Cultures can, for each City in their Empire, activate a special mode that causes the City to convert all Industry, Money, and surplus Food into Science for a minimum number of turns.
    • Foresight: Scientist Cultures are able to unlock technologies from the next technological Era.

    Legacy Trait: Prize Science

    +1 Science per District on all cities
    +3 Science on Research Quarter

    Emblematic District: Research Institute

    +3 Science per District
    -10 Stability
    +3 Science per adjacent Research Quarter
    Count as ‘Research Quarter’

    Emblematic Unit: Stealth Corvette

    Combat Strength: 56
    Move: 0
    Range: 5

    Traits:
    Armoured Vessel
    – Immune to suppression.
    Stealth – Cannot be seen except by adjacent Units.

    Research Unlock: Communication Satellites

    Turks

    Humankind All Cultures List Turks

    Affinity: Agrarian

    • Land of Plenty: Agrarian empires can use their Influence to trigger migrations with a promise of a better life, stealing population from adjacent Territories.
    • Community: Whenever an Agrarian City gains population, its Stability increases.

    Legacy Trait: People’s Reforms

    +1 Food per Population on all Cities

    Emblematic District: Public School

    +1 Science per Population
    -10 Stability
    +300% Science per adjacent Research Quarter
    +1 Researchers Slot in City or Outpost
    Count as ‘Research Quarter’

    Emblematic Unit: Stealthy Operative Missile

    Combat Strength: 70
    Move: 0
    Range: 30

    Traits:
    Missile
    – Consumed to perform a single strike action on a distant target.
    Aerial Stealth – Can perform anonymous strike attacks.

    Research Unlock: Fighter Jets

    That’s the complete list of all 60 Cultures in Humankind with all of their unique Districts, Units, and Traits; now you can get out there and build your perfect civilisations.

    Looking for Humankind guides?

    Humankind: Best Cultural Wonders of Each Era

    Humankind: Best Cultures for Each Playstyle

    Humankind: Controls Guide for PC and How to Play

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