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

Here are ALL 60 of the Cultures for you to master in Humankind to dominate the world.

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

 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 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

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

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

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

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 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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  

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  

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

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

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

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

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

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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