Legacy trait
  • Ancient Era
  • Brilliant Philosophers
  • Brutal Upbringing
  • Cooperative Spirit
  • Fertile Inundations
  • Golden Dreams
  • Grand Planners
  • Harmonious Amalgamation
  • Harmonious Thought
  • Learned Addition
  • Lust for War
  • Natural Harmony
  • Raid Masters
  • Storied Lands
  • Trading Pioneers
  • Classical Era
  • Cyrus' Shadow
  • Desert in Bloom
  • Druidic Lore
  • Formidable Steeds
  • Fruitful Negotiation
  • Guiding Light
  • Hard Bargainers
  • Horn of Plenty
  • Intrepid Navigators
  • Legion's Finest
  • Nimble Pillage
  • Socratic Methods
  • Tireless Spirit
  • Written in the Land
  • Medieval Era
  • Coastal Haven
  • Crown Lands
  • Flowing Waters
  • Huitzilopochtli's Glory
  • Learned Friends
  • Life of Luxury
  • Makemake's Eye
  • Master of Whispers
  • Mounted Mayhem
  • Serfs' Labor
  • Servants of Magnificence
  • Spurred by Faith
  • Stormborn
  • Victors' Honor
  • Zemis Worship
  • Early Modern Era
  • Deadly Ramparts
  • Grand Secretariat
  • Hall of Worthies
  • Honor and Glory
  • Imperial Magnificence
  • Inhospitable Terrain
  • Land of Plenty
  • On A Condor's Wings
  • Pastoral Prowess
  • Shogun's Authority
  • Silver Tongues
  • Sparkling Plunder
  • Stock Wisdom
  • Supremacy of Fire
  • Thicker than Water
  • Industrial Era
  • Cape of Feathers
  • Colonial Riches
  • Emperor's Hand
  • Enlightened Thinking
  • Fields of Gold
  • Gilded Orchids
  • Inspiring Virtuosos
  • Intellectual Ferment
  • Iron Ordnance
  • Land Rush
  • Land and Glory
  • Mighty Works
  • Military Modernization
  • Warrior's Pride
  • Contemporary Era
  • Abundant Lands
  • American Exceptionalism
  • Blossoming Innovation
  • Call of the Ocean
  • Center of Attraction
  • Dream Weavers
  • Economic Elephant
  • Internationalism
  • Lungs of the Planet
  • People's Reforms
  • Prize Science
  • Red Tide
  • Silk Railroad
  • Valley of Kings
Homepage Fame & Cultures Game Content Legacy trait

LEGACY TRAIT

A Legacy for the Ages

Civilizations might grow and adapt, but they will never forget the truths of their past. In Humankind, Legacy Traits is this history made manifest. Each Culture will bequeath you a Legacy Trait, a unique, passive effect, that is retained by your Empire for the remainder of the game. Study them for interesting synergies that support your strategy!

Legacy trait
Ancient Era
Classical Era
Medieval Era
Early Modern Era
Industrial Era
Contemporary Era
Era
Name
Effects
I
Brilliant Philosophers
  • +2 Science per researched technologies on Capital
I
Brutal Upbringing
  • -20% on Unit Industry cost
  • +25 Experience on creating Units on City or Outpost
I
Cooperative Spirit
  • +1 Food on Farmers Quarters per adjacent Farmers Quarter
  • +1 Industry on Makers Quarters per adjacent Makers Quarter
  • +1 Money on Market Quarters per adjacent Market Quarter
  • +1 Science on Research Quarters per adjacent Research Quarter
I
Fertile Inundations
  • +1 Food on Tile producing Food +1 Food on River
I
Golden Dreams
  • +5 Money on Luxury Resource Deposit +5 Money on Strategic Resource Deposit
I
Grand Planners
  • +1 Industry on Tile producing Industry
  • -10% on District Industry cost
I
Harmonious Amalgamation
  • +2 Influence per Number of Adjacent Empires on Territory
I
Harmonious Thought
  • +2 Stability on District
I
Learned Addition
  • -10% on Attach Territory cost per remaining City Cap count
  • -25% Cost of signing Treaties with Independent Peoples
I
Lust for War
  • +1 Combat Strength on Unit +20 Food, Industry, Money and Science on each Owned City per Occupied City
I
Natural Harmony
  • +3 Influence on Territory
I
Raid Masters
  • +1 Land Movement Speed on Unit +5 Combat Strength bonus when Ransacking on Army
I
Storied Lands
  • +5 Influence on Landmark Part +5 Influence on Natural Wonder
I
Trading Pioneers
  • +2 Money per Traders on City or Outpost +1 Combat Strength on Naval Unit +1 Naval Movement Speed on Naval Unit +1 Combat Strength on Naval Transport +1 Naval Movement Speed on Naval Transport
II
Cyrus' Shadow
  • +2 City Cap +10 Stability on City or Outpost
II
Desert in Bloom
  • +5 Influence on Main Plaza if City is Growing
II
Druidic Lore
  • +2 Food per Farmers on City or Outpost
II
Formidable Steeds
  • +2 Combat Strength on Cavalry Unit +5 Science on Empire per Unit is in hostile Territory Cannot evolve Outposts into Cities during this Era
II
Fruitful Negotiation
  • -20% on Leverage Actions cost
II
Guiding Light
  • +1 Influence on Emblematic District
  • -10% on Attach Outpost cost
II
Hard Bargainers
  • -25% on all Constructibles Buyout cost
II
Horn of Plenty
  • +2 Money on Tile producing Money
II
Intrepid Navigators
  • Units receive no damage from being Lost at Sea -50% maximum Movement Points for Lost at Sea Units +1 Vision Range on Unit not Lost at Sea
II
Legion's Finest
  • +1 Unit slot available for each Army +50% Experience gain on Unit
II
Nimble Pillage
  • +5% Ransack bounty gained as Science per Units on Army +2 Influence on Garrison
II
Socratic Methods
  • +2 Science per Researchers on City or Outpost
II
Tireless Spirit
  • +2 Industry per Workers on City or Outpost
II
Written in the Land
  • +1 Bonus Emblematic District on Territories containing a Natural Wonder
III
Coastal Haven
  • +10 Stability on Harbor
  • +10 Stability on Harbors per adjacent Regular District
III
Crown Lands
  • +10% Influence
III
Flowing Waters
  • +3 Industry on Industry-producing Districts built on a River +3 Money on Money-producing Districts built on a River +3 Food on Food-producing Districts built on a River
III
Huitzilopochtli's Glory
  • +2 Land Movement Speed on Unit
  • -20% on Unit Industry cost
III
Learned Friends
  • +5% Science per Alliance on all Cities
III
Life of Luxury
  • +5 Money per Number of Accesses to Luxury Resources +5 Money per Number of Accesses to Strategic Resources
III
Makemake's Eye
  • +1 Industry on Coastal Water
  • KEY_NOT_FOUND
III
Master of Whispers
  • +5% Money per Alliance on all Cities
III
Mounted Mayhem
  • Cannot evolve Outposts into Cities during this Era +100% Ransack gains on Army
  • -25% on Vassalize cost
III
Serfs' Labor
  • +7 Food per number of attached Territories on City or Outpost
III
Servants of Magnificence
  • +3 Industry on Makers Quarter
III
Spurred by Faith
  • +1 Money per State Religion Follower +1 Science per State Religion Follower
III
Stormborn
  • +3 Naval Movement Speed on Naval Unit +2 Combat Strength on Naval Unit +3 Naval Movement Speed on Naval Transport +2 Combat Strength on Naval Transport
III
Victors' Honor
  • +5 Leverage against the defeated Empire in a Battle won without losing Units
III
Zemis Worship
  • +5 Food per Number of Territories in your sphere of influence on all Cities
IV
Deadly Ramparts
  • +10 District Fortification on District +2 Stability on District
IV
Grand Secretariat
  • -25% Cost of enacting Civic -25% Cost of canceling Civic +10 Influence per Number of enacted Civics
IV
Hall of Worthies
  • +3 Science on Tile producing Science
IV
Honor and Glory
  • +3 Combat Strength on Unsupplied Units
IV
Imperial Magnificence
  • +2% Industry per Number of Territories in your sphere of influence on Capital
IV
Inhospitable Terrain
  • +100% Army Upkeep on any non-allied Units in your Territories +100% Leverage from Units in demilitarized Territories
IV
Land of Plenty
  • +1 Food on Exploitation
IV
On A Condor's Wings
  • +50% Road Movement Speed on Unit
  • +3 Food on Districts per adjacent Mountain
IV
Pastoral Prowess
  • -25% Population consumption on all Cities
IV
Shogun's Authority
  • +1 Influence per Population on City or Outpost
IV
Silver Tongues
  • +1 Money per number of Trade Routes +2 Money per Naval Trade Route +1 Influence per number of Trade Routes
IV
Sparkling Plunder
  • +2% Food on all Cities per Armies Poaching Resources +2% Industry on all Cities per Armies Poaching Resources +2% Money on all Cities per Armies Poaching Resources +2% Science on all Cities per Armies Poaching Resources +2 Combat Strength on Outlaw +10 Health Regeneration on Unit if Armies Poaching Resources
IV
Stock Wisdom
  • +1 Money per Population on all Cities
IV
Supremacy of Fire
  • -50% on Heavy Weapon Industry cost
  • +3 Combat Strength on Heavy Weapon
IV
Thicker than Water
  • +30 Stability per %NumberOfOngoingWar on all Cities -5 Unit Upkeep per %NumberOfOngoingWar on Unit
V
Cape of Feathers
  • +5 Influence per Workers
V
Colonial Riches
  • +10 Money per number of attached Territories on Capital +10 Science per number of attached Territories on Capital
V
Emperor's Hand
  • +1 Influence on District +1 Influence on Emblematic District
V
Enlightened Thinking
  • +10% Science on all Cities
V
Fields of Gold
  • +10% Food on all Cities
V
Gilded Orchids
  • +3 Industry per District on all Cities +1 Money generated from on-going Trade on all Cities
V
Inspiring Virtuosos
  • +10 Stability on Commons Quarter +1 Influence on Commons Quarter
  • -50% on Commons Quarter Industry cost
V
Intellectual Ferment
  • 10% Science cost reduction on any Technology per other Empire that has already researched it. +3% Science per Agreements signed
V
Iron Ordnance
  • +3 Combat Strength on Naval Unit +3 Combat Strength on Naval Transport +3 Combat Strength on Air Unit
  • -20% on Unit Industry cost
V
Land Rush
  • +1 Farmers Slot on City or Outpost per Luxury Resource Deposit +1 Traders Slot on City or Outpost per Strategic Resource Deposit
V
Land and Glory
  • +10 Fortification on City or Outpost
  • -25% on Create Outpost cost
V
Mighty Works
  • -25% on Shared Project Industry cost
  • -25% on all Constructibles Industry cost
V
Military Modernization
  • +10 Science on Garrison +1 Science per Combat Strength of Hostile Units within your borders
V
Warrior's Pride
  • +50% Health Regeneration on Unit +2 Combat Strength on Supplied Units
VI
Abundant Lands
  • +2 Industry per Farmers on City +1 Farmers Slot per on City
VI
American Exceptionalism
  • +10 Influence on Resources being sold +1 Money generated from on-going Trade on City or Outpost
VI
Blossoming Innovation
  • -20% on all Technology cost when researching
VI
Call of the Ocean
  • +3 Science on Coastal Water
VI
Center of Attraction
  • -50% on Absorb City cost
  • +10 Stability per number of attached Territories on Capital +5% Additional Fame gain bonus multiplier per Client State Independent People Cannot evolve Outposts into Cities during this Era
VI
Dream Weavers
  • +20% Industry on all Cities
VI
Economic Elephant
  • +5 Influence on Territory +2% Money per Number of Territories in your sphere of influence on City or Outpost
VI
Internationalism
  • +1 Combat Strength per Alliance on Unit +1 Combat Strength on Allied Empire's Units +10% Influence per Alliance
VI
Lungs of the Planet
  • +3 Food on Tile producing Food
VI
People's Reforms
  • +3 Food per Population on all Cities
VI
Prize Science
  • +1 Science per District on all Cities +3 Science on Research Quarter
VI
Red Tide
  • -20% on Unit Industry cost
  • +3 Combat Strength on Unit
VI
Silk Railroad
  • +10% Money on all Cities
VI
Valley of Kings
  • +4 Influence on Emblematic District

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