Humanity's greatest achivement--to experiment, comprehend, and innovate, but most of all, to pass on knowledge--transforms us from all other species. In Humankind, researching Technologies by applying your Empire's Science output, allows you to unlock new Units, Districts, Infrastructures, even whole other branches of human ventures. Pick your progression through the eras carefully!
Working citizens this hard will send many to an early grave, but sometimes the needs of the empire necessitate sacrifice. Allows Population to be consumed in order to complete constructions instantly.
Unlocks action Use Reinforcements
Unlocks action Roads
-20% Cost of enacting Civic -20% Cost of canceling Civic
Unlocks action Clear Forest
+1 Combat Strength in combat for Units in or adjacent to the District on Outpost
+1 City Cap
-10% on Attach Outpost cost
+15% Ransack gains on Army
-10% on all Resources Money cost when buying a resource through Trade
Unlocks action Relocate Capital
+1 Unit slot available for each Army
+1 Food on Tile producing Food
+1 City Cap
+1 Unit slot available for each Army
Unlocks action Absorb City
-20% Money cost on the base price when buying a resource through Trade +20% Money from Resources sold to other Civilizations
+1 Unit slot available for each Army
+2 Money on Outpost
+15% Money from Spoils of War
+1 City Cap
Unlocks action Thoroughfares
Modify all Pre-Industrial Units Industry cost by -10%.
-25 Stability on Cities under occupation by another Empire
+1 Stability per Population on all Cities
-20% Population consumption on City or Outpost
-20% on Farmers Quarter Industry cost
-20% on Garrison Industry cost
+1 City Cap
-20% on Commons Quarter Industry cost
+1 Influence on Commons Quarter
-20% on Hamlet Industry cost
Drawn up and signed in ink, the charter confirms that no worker will ever be forced to sacrifice their life for the empire's constructions. Prevents Population from being consumed in order to complete constructions instantly.
-20% Cost of enacting Civic -20% Cost of canceling Civic
+4 Stealth on Stealth Agents +1 Stealth Regeneration on Stealth Agents Infiltration Agents gain the following actions: Manipulate a City & Create a Decoy Army
-20% on Makers Quarter Industry cost
+10 Food on Coal Deposit +10 Industry on Coal Deposit +10 Money on Coal Deposit +10 Science on Coal Deposit
-20% on Market Quarter Industry cost
+1 Unit slot available for each Army
Allows Gunners and Heavy Weapons to gain Dug-In if they do not move during their Battle round.
Modify all Industrial Units Industry cost by -10%.
-20% on Research Quarter Industry cost
+1% Money per Land Trade Route on all Cities
Using roads now costs only 50% Movement Points.
-50% Money cost on the base price when buying a resource through Trade
+1% Money per Naval Trade Route on all Cities
+15 Food on Aluminium Deposit +15 Industry on Aluminium Deposit +15 Money on Aluminium Deposit +15 Science on Aluminium Deposit
Earn {0}
+25 Science
+1 Science on Regular District
+12 Stealth on Stealth Agents +2 Stealth Regeneration on Stealth Agents +2 Range on Track an Army and Undermine an Army actions on Stealth Agents
+1 Stability per Population on City or Outpost
+15 Food on Uranium Deposit +15 Industry on Uranium Deposit +15 Money on Uranium Deposit +15 Science on Uranium Deposit
+4 Farmers Slot on City or Outpost +4 Traders Slot on City or Outpost +4 Researchers Slot on City or Outpost +4 Workers Slot on City or Outpost
+1 Stability per Population on all Cities
-20% on Public Ceremony Industry cost
+1 Stability on Regular District
+1 Money on Regular District
+1 Influence on Commons Quarter
Earn {0}
+4 Land Movement Speed on Gunner +8 Combat Strength on Gunner
Earn {0}
+50% Industry on City or Outpost -50% Pollution on Territory
Earn {0}
+100 Combat Strength against Air Units on Main Plaza +100 Combat Strength against Air Units on Administrative Center +100 Combat Strength against Air Units on Outpost
Earn {0}
+50% Influence on Main Plaza +100 Stability on all Cities
Earn {0}
+50% Money on all Cities +3 City Cap