Humankind - the best cultures and civilizations for every era

 Learn more about the mechanics of choosing cultures for each era of human development, a list of bonuses, inherited traits and traits, as well as choosing the best civilizations for each era


The passage of Humankind begins in the Neolithic era. Here you are asked to complete the simplest tasks and explain some of the basic game mechanics. Once you enter the Ancient Era, you will have to choose your first culture. Culture is a special mechanic that determines inherited traits, skills, and abilities. They will be available to you until the transition to the next era, when you are presented with a list of other cultures to choose from. That is, the old will have to be abandoned in favor of the new. In this guide, I'll take a look at each culture for all eras, and then give some tips for choosing the best ones.


Humankind - the best cultures and civilizations for every era

Basic information

Era Stars are what you have to earn to move into a new era or time period in the game. In the Neolithic era, when your nomadic tribe is simply exploring territories, you only need one star of the era. However, in each subsequent period, a total of 7 stars of the era will be required.


The Neolithic era pursues several goals, but only one is enough to achieve:


  • Growth Star (+20 Influence). Increase the population / units in the empire by 5 times. You can do this by unlocking culinary curiosities.
  • Hunter Star (+20 Influence). Hunt three animals.
  • Star of Knowledge (+20 Influence). Unlock curiosities for a 10x scientific resource.

Unlocks the Neolithic Legacy trait - +1 food, industry or science for the population of your entire empire. Valid until the end of the game!

The Hunter Star is easiest to get as there are deer and mammoths everywhere. As far as discoveries (shining markers on tiles) are concerned, it may take you a while to find as many of them as possible. Therefore, the star of knowledge is one of the most difficult and difficult to access. Either way, you can quickly get one era star to advance to the Ancient era. Or you can try to get an inherited trait that will help you for the rest of the game. The choice is yours.


The Ancient Era (and all subsequent time periods) require 7 stars before you can advance further. There are several goals:

  • Agrarian . Increase the population / unit population.
  • Esthete - to increase influence.
  • Developer - build several blocks.
  • Expansionist - increase the number of territories assigned to cities.
  • Merchant - accumulate gold / money.
  • Militarist - kill enough enemy units.
  • Scientist - research a certain amount of technology.

As you earn Age Stars using the options listed, you will accumulate Influence Points. If you receive stars of the era corresponding to your chosen culture or civilization, then you will be credited with additional influence. For example, choosing a militaristic culture and killing units will earn you a lot more influence points.

Note . Influence is essentially a "rating" in Humankind. You will increase it by discovering something first of all (writing, traveling around the world, launching satellites, building cultural wonders, and so on). Influence rating is the only determining factor that will determine who wins the game at the end of the last turn. The one with the highest influence wins. Of course, if some other conditions are not met, such as the destruction of all empires or the pollution of the planet.

Traits, iconic districts, units and culture preservation for other eras

Each civilization or culture in Humankind has its own characteristics, iconic districts and units. Significant is a fancy term for something unique. That is, a unique area or unit. An analogue of the uniqueness from Civilization.


  • An Inherited Trait is something that progresses to subsequent ages, allowing you to keep the perks of your chosen civilizations throughout your playthrough.
  • Meanwhile, most iconic districts can be built only once in each territory (map region) and only in a specific era.
  • As for the iconic units , they will be available to you throughout the entire passage, until you buy their direct improvement with the help of technicians.

So, let's say that you liked a certain nation that you chose to play in the Ancient Era. And you definitely don't want to switch to another in the Classical era. Don't worry, as the game allows you to stick to the same thing. You will even get a + 10% bonus to your Fame Points earned. But remember: since you are managing the culture of a bygone era, you will soon find that your iconic districts and units are already out of date.

Special Abilities

Each culture may have one special ability that determines its involvement in one of the directions of development.

  • Construction . Industrial Dash: In each city of its empire, the culture of the builders can activate a special mode that converts all scientific resources, money and surplus food of the city into an industrial resource for a small number of turns. Pride: When a builder culture builds a new district in its city, its stability increases.
  • Aestheticism . Cultural Blitz: A culture of aestheticism can invest in territorial subordination through cultural influence and increase its supply of influence. Grace: everyone, without exception, regardless of their ideology, considers the culture of aestheticism to be as close as possible ideologically, which simplifies diplomatic relations.
  • Expansion . Single Banner: For a fee, an expansion culture can use an army to annex territories with outposts or administrative centers of other empires. If successful, the victim receives a claim against the expansionists. Ambition: The armies of the expansion culture can cross borders regardless of the diplomatic situation, regardless of obstacles and without taking damage. Border claims arise as usual.
  • Agriculture . Land of Abundance: Farming empires can use influence to trigger migrations. With promises of a better life, they lure away the population of the adjacent territories. Community: As the population of an agricultural city grows, its stability increases.
  • Trade . Influencer Investor: Trade empires can use influence to build extractive businesses for themselves or others, which can benefit relationships. Mediator: Trade crops can sell resources purchased from third parties.
  • Science . Collective opinion: in each city of its empire, a scientific culture can activate a special mode that converts all industrial resources, money and surplus food of the city into a scientific resource for a small number of turns. Foresight: Science cultures can discover the technologies of the next technological age.
  • Militarism . Reliable reserve: the culture of the militarists can assemble a militia in any of its cities, if the size of its population is large enough. Vigilance: The base value of military support in the militarist culture is increased, making it easier for them to start wars.

Iconic quarter and squad

In addition to inherited traits, each culture also has unique iconic neighborhoods and units. An iconic quarter is a powerful district that can be built in a city. The opportunities that it provides are capable of radically changing the game strategy. The iconic squad is the most characteristic military unit of the culture, most often with unique playable abilities.

When the player's culture enters a new stage of development, he loses the opportunity to build iconic quarters of the previous culture, but those that have already been built are preserved and become monuments of the past years of the empire. At the same time, the inherited trait continues to operate, allowing the former iconic units to be trained until they naturally give way to the weapons of the new eras.

Transcendence

In the transition to a new era, it is not at all necessary to change the culture. If you have become akin to the current culture - for example, have a special love for the iconic quarter, or you just like this avatar costume - it is quite possible to keep it.


A change of era without a change of culture is called transcendence. You keep the current feature and iconic quarter, and the prestige of your decision on the world stage is expressed in the fact that all subsequent bonuses to fame are increased by 10%.

Moreover, this increase is cumulative. For example, if your Nubians transcend transcendentally from antiquity to antiquity and then into the Middle Ages, you will receive 20% more fame each time!

The best cultures of the era of the ancient world

  • Assyrians . Expansion. Raid Master inherited trait: +1 to the speed of movement of units on land and +5 to combat power when plundered.
  • Babylonians . The science. "Brilliant Philosophers" (+2 scientific resource for the technologies studied in the capital).
  • Egyptians . Construction. Great Planners (+1 Manufacturing Industry and 10% Cost Reduction.
  • Mycenaeans . Militarism. "Harsh Education" - changes the cost in industry for a unit by 20%, +25 experience when creating a unit in a city or at an outpost.
  • Nubians . Dealer. "Dreams of Gold" - sources of precious resources give +5 money, sources of strategic resources give +5 to money.
  • Olmecs . Aestheticism. Natural Harmony - +1 Influence for each territory.
  • Phoenicians . Dealer. "Navigator merchants" - +2 money for a group of merchants in a city or an outpost.
  • Harappans . Agriculture. "Fertile Spills" - +1 to the food produced on the cages and rivers.
  • Hittites . Militarism. Thirst for War gives +1 combat power.
  • Zhou . Aestheticism. "Harmony of Thoughts" will give +2 to the stability of the district.

I recommend choosing Harappans whose inherited trait increases food growth. And food is a resource necessary for population growth. All nomadic units will automatically turn into runners - an enhanced version of the scout. You will be able to raid the Harappans. Instead, you can take the Egyptians (industry), the Babylonians (science), the Olmecs (culture), or Zhou (stability and science). The Nubians are strong, but I would recommend avoiding the Phoenicians and Assyrians. They are not impressive.

The best cultures of the ancient era

  • Aksumites. Dealer. +2 money for production on cells.
  • Achaemenids. Expansion. "Shadow of Cyrus" gives +2 to the city limit and +10 to stability in cities or outposts.
  • Goths. Militarism. "Swift Plunderers" - +10 bonus to combat strength when plundered, +2 influence per garrison.
  • Greeks. The science. "Methods of Socrates" gives +2 to scientific resources for a group of scientists in a city or outpost.
  • Huns. Militarism. "Mighty Mounts" - +2 to the combat strength of the cavalry.
  • Carthaginians. Dealer. "Master of Bargaining" changes the cost of all buildings by -25%.
  • Celts. Agriculture. Druidic Lore +2 food per group of farmers in cities and outposts.
  • Mayan. Construction. "Tireless spirit" (+2 to industry for a group of workers in cities or outposts).
  • Maurya. Aestheticism. Guiding Light grants +1 influence on the token parish and -10% to the cost of annexing an outpost.
  • Romans. Expansion. Best Fighters for the Legion. +1 to the unit cell available to each army, -30% army upkeep..

The nomadic horsemen of the Huns stand out here. This culture not only enhances militarism, but also provides access to a powerful troop of cavalry. You can use the special operation "Militarist" in the city to turn ordinary people into an army. Then bring her to the outpost and disband. So you can instantly increase the number of the outpost, which is necessary to create a horde of Huns. Of course, horses are also needed. Do this at multiple outposts and you'll have an unstoppable nomad army that can take down AI even on higher difficulty levels.

Harappan culture from a bygone era will allow for a gradual increase in the number of cities and outposts. And the latter is important for the constant replenishment of the Huns' horde. If Huns are not available, choose Achaemenids (influence and money), Greeks (science), Maya (industry), or Romans (influence, stability, reduced army maintenance costs and an additional slot for units).


The best cultures of the Middle Ages

  • The British. Agriculture. Slave Labor gives +7 food for annexed territories (cities or outposts).
  • Aztecs. Militarism. "Glory of Huitzilopochtli" gives +2 to the speed of movement of units on land, -20% industrial resources for the creation of units.
  • Byzantines. Dealer. "Master of Intrigue" gives + 5% to money for allied cities.
  • Vikings. Militarism. "Stormborn" get +3 to the speed of movement of units on the water and +2 to the combat power of naval units.
  • Ghanaians. Dealer. Living in Luxury gives +5 money for strategic and precious resources.
  • Khmers. Construction. Servants of the Magnificent give +3 Industrial Resource per Crafting Quarter.
  • Mongols. Militarism. Horse Hurricane increases looting profits by 100%.
  • Umayyads. The science. "Patrons of Scientists" give + 5% to the scientific resource for each union city.
  • Teutons. Expansion. Driven by Faith gives +1 money and scientific resources per follower of the state religion.
  • Franks. Aestheticism. Crown Lands increases influence by 10%.

The Mongols are good with their nomadic horsemen. Especially if you have previously managed to take the Huns. Use the same techniques to replenish outposts and expand the Mongol horde. You can also keep the Terrible Horses trait, which increases the combat power of cavalry by 3 points. This trait will apply to the Mongol iconic unit. The only drawback is that opponents can use spearmen, which are effective against cavalry. The alternative is francs, which has to do with bonuses to influence, science and religion, which are important if you decide to move on to domestic politics. Another option is Khmers with industry and food. They have an amazingly powerful iconic Baray neighborhood. Finally, a lot of gold can be obtained from the Byzantines and Ghanaians.


The best cultures of the early modern era

  • Venetians. Dealer. "Eloquent diplomats". +1 to money for each trade route, +2 to money for a sea trade route in the form of a city or an outpost.
  • Dutch. Dealer. "Skill to manage stocks" gives +1 money per population in all cities.
  • Iroquois. Agriculture. Land of Plenty gives +1 food.
  • Spaniards. Expansion. "Honor and Glory" grants +3 Combat Strength to units that start their turn in non-Allied territory.
  • Min. Aestheticism. The "Palace Secretariat" lowers the cost of adopting a social institution by 25% and reduces the cost of canceling a social institution by the same amount, +1 influence per territory.
  • Mughals. Construction. Imperial Majesty gives + 2% to industrial resources for the number of territories in your sphere of influence.
  • Ottomans. Expansion. "Supremacy of Fire". -50% to the cost of creating heavy weapons, +3 to combat strength when using heavy weapons.
  • Poles. Militarism. Deadly Fortresses increase parish stability by 10 + 2 per fortification
  • Chosons. The science. Hall of the Worthy gives +3 Science Resource per cell where it is produced.
  • Edo Japanese. Aestheticism. Shogun's authority gives +1 influence on a unit of population.

If you focus on science, then choose the Chosons, and finally outstrip the rest of the factions in development. Apart from these, you can look at Mughals and mines with industry and influence respectively.


The best cultures of the Industrial Age

  • Austro-Hungarians. Aestheticism. Hand of the Emperor gives +1 influence per normal and symbolic districts.
  • British. Expansion. Colonial wealth gives +10 to money and +10 to scientific resources for the number of annexed territories (capital).
  • Zulus. Militarism. "Military pride" gives + 50% to the restoration of the strength of units and +2 to combat power, when the units start their turn in the allied territory.
  • Mexicans. Agriculture. Golden Fields give + 10% to all cities.
  • Italians. Aestheticism. "Inspirational Virtuosos". +10 to the stability of the public quarter, +1 to the influence of the public quarter and -50% to the cost of industrial resources in the public areas.
  • Germans. Militarism. "Iron artillery" gives +3 to the combat power of naval and air units, -205 to the cost of industrial resources to create a unit.
  • Persians. Construction. The cost of projects is reduced by 25% (the cost of an industrial resource). Reduced the cost of all buildings by 25%.
  • Russians. Expansion. "Land and Glory" adds 10 experience points when creating a squad for the number of annexed territories, +10 increases to military support when capturing a city.
  • Siamese. Construction. "Gilded Orchids" give +3 to the industrial resource for the districts, +1 to money from foreign trade.
  • French people. The science. "Enlightened Thinkers" give + 10% to scientific resources in all cities.

There is no “merchant” culture here. The French should be chosen, who provide even more scientific bonuses. In addition to them, the Siamese (industry and money) and the Germans (industry and reduction of recruiting costs) deserve attention.

The best cultures of the modern era

  • Australians. Construction. "Dreamers" gives + 20% to the industry of all cities.
  • Americans. Expansion. American Exceptional gives +10 Influence for resources that are traded and +1 to money from ongoing trade in cities and outposts.
  • Brazilians. Agriculture. "Lungs of the Planet" give +3 food on the cage where it is produced.
  • Egyptians. Aestheticism. Valley of the Kings gives +4 influence per symbolic district.
  • Indians. Aestheticism. "Economic Elephant" gives +3 to influence per territory and +10 to money for the number of territories in your sphere of influence.
  • Chinese. Dealer. The "New Silk Road" gives + 10% to the money for all cities.
  • Soviet people. Expansion. "Red Wave" reduces the cost of an industrial resource by 20% for the creation of units, +3 to the combat power of all units.
  • Turks. Agriculture. "People's Reforms" give +1 food per population.
  • Swedes. The science. "Science Prizes" give +1 to science for the districts and +3 for the scientific quarters.
  • Japanese. The science. "The flourishing of innovations" provides a 20% reduction in the consumed industrial resource for the study of all technologies.

If you are playing at normal speed, then around this moment 300 turns will end. The game will come to an end. If you have time to choose a culture, then pay attention to the Turks with their iconic region, which gives a whopping + 300% to the scientific resource from each neighboring research quarter. It feels like someone made a mistake and added an extra "0" to this value. In addition to these, you can consider the Swedes with science, Australians with industrial development and China with its iconic region, which has many places for specialists. America is the worst.

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