We are approaching the day that 4X strategy lovers are eagerly awaiting. Humankind, who has been sitting at the top of the genre for years, will increase the competition with his unique qualities. What excites a group of people, including myself, is that cultures can be confused with each other.
That’s why we’ve already prepared a list that will allow you to come up with a few plans in your head. In this article, you will be able to find the cultures that will appear in all ages of Humankind. But before we begin, we need to take a closer look at some translations and terms.
First, I think it’s worth studying systems called Affinity. We will translate Affinity as “Orientation” for the rest of the article. Each culture has its own Orientation;
Humankind has a total of 7 Orientations:
- Aesthete (AestheticAlly Oriented): These cultures have influence and diplomacy focus.
- Agrarian (Agriculture Oriented): Cultures that, as the name suggests, focus on food and population growth.
- Builder: Cultures that stand out with their industrial and regional constructions.
- Expansionist: Cultures that focus on growing their boundaries.
- Merchant :Commerce Oriented: Cultures focused on money and commerce.
- Militaristic : Military and war-oriented cultures.
- Scientist: Cultures that will rush to science and technology.
In addition, each culture has its own Emblematic Unit; Emblematic Quarter and Legacy Trait. I named them Symbolic Unit (SB), Private Building (SB) and Cultural Accumulation (KB), respectively. For now, we don’t know their Turkish equivalents, so I give them to make them understandable.
The first era we start the game will be the Neolithic era. Every player starts out as a Nomadic Tribe. The KB of this culture gives us three different options, and with these options we can get an increase in industry, food increase or science increase as our city grows. Our Symbolic Unit is Tribe.
In the next part of the article, I will continue by explaining the Cultural Accumulation of each unit. I plan to compile SB and SB;s and the best combinations in later articles.
You can use the following links to jump to the age you want in the article:
ANCIENT:
Assyrians (Assyrians)
Expansionist (Genişleme Odaklı)
- KB – Land Units Earn +1 Transaction
- ÖB – Dunnu
- SB – Assyrian Raiders
Babylonians
Scientist (Bilim Odaklı)
<img alt="" src="//storage.oyungezer.com..en/ogz-public/images/news/2021/08/HK/1/babylonians.png”>
- KB – All Technologies Explored in D.C. Gain +2 Science
- ÖB – Astronomy House
- SB – äbu Ša Qašti
Egyptians
Builder (İnşa Odaklı)
- KB – All Built Zones Provide +1 Extra Industry, Changing Zones Consumes Less Industry.
- ÖB – Egyptian Pyramid
- SB – Markabata
Harappans (Harappas)
Agrarian (Agriculture Oriented)
- KB – All Regions That Provide Food Provide +1 Extra Food. +1 Food If Civilization Was Founded by the River
- ÖB – Canal Network
- SB – Runner
Hittites
Militarist (Soldier-oriented)
- KB – +1 Attack Force for All Units
- ÖB – Awari
- SB – Gigir
Mycenaeans (Mycenaeans)
Militarist (Soldier-oriented)
- KB – Unit Changes Consume Less Industry. +25% Experience Score If Units Are Produced On City
- ÖB – Cyclopean Fortress
- SB – Promachoi
Nubians
Merchant (Trade Oriented)
- KB – Luxury and Strategic Resources Provides +4 Gold.
- ÖB – Meroe Pyramids
- SB – Ta-Seti Archers
Olmecs (Olmekler)
Aesthete (AestheticAlly Oriented)
- KB – +1 Influence Against Every Increased Limit.
- ÖB – Olmec Head
- SB – Javelin Throwers
Phoenicians
Merchant (Trade Oriented)
- KB – Traders in City Or Outposts Provide +2 Gold
- ÖB – Haven
- SB – Bireme
Zhou (Zhou Dynasty)
Aesthete (AestheticAlly Oriented)
- KB – Each Region Provides +2 Stability
- ÖB – Confucian School
- SB – Zhànche
CLASSIC AGE:
Achaemenid Persians (Ahamenish Empire)
Expansionist (Genişleme Odaklı)
- KB – +2 to the City Population
- ÖB – Satrap Palace
- SB – Immortals
Aksumites (Aksumlar)
Merchant (Trade Oriented)
- KB – Extra 10 Percent Gold Gain on Trade Routes Between Cities
- ÖB – Great Obelisk
- SB – Shotelai
Carthaginians (Ancient Carthage Empire)
Merchant (Trade Oriented)
- KB – Reduces the Cost of Buildable Units by 50%
- ÖB – Cothon
- SB – War Elephant
Celts (Celtic)
Agrarian (Agriculture Oriented)
- KB – +2 Meals Per Person in Cities
- ÖB – Nemeton
- SB – Gaesati
Goths (Goths)
Militarist (Soldier-oriented)
- KB – Units in Looted Areas Gain +5 Attack Power
- ÖB – Tumulus
- SB – Gothic Cavalry
Greeks (Greeks)
Scientist (Bilim Odaklı)
- KB – +2 Science per Researcher in the City
- ÖB – Amphitheatron
- SB – Hoplites
Huns
Militarist (Soldier-oriented)
- KB – Mounted Units +3 Attack Power, Nomadic Units +3 Gains Attack Power
- ÖB – Army
- SB – Hunnic Horde
Mauryans (Maurya Empire)
Aesthete (AestheticAlly Oriented)
- KB – +10 Science Wins Per Independent Civilization It Affects In-Game
- ÖB – Stūpa
- SB – Saṃnāhya
Maya (Mayan Civilization)
Builder (İnşa Odaklı)
- KB – Every Industry-Producing Region Produces +2 Industries
- ÖB – K;uh No
- SB – Noble Javelineers
Romans (Roman Empire)
Expansionist (Genişleme Odaklı)
- KB – +1 Unit Volume per Army
- ÖB – Triumphal Arch
- SB – Praetorian Guards
MEDIEVAL:
Aztecs (Aztecs)
Militarist (Soldier-oriented)
- KB – Induction Fee for Regulating Units Decreases by 25 Percent
- ÖB – Sacrificial Altar
- SB – Jaguar Warriors
Byzantines (Byzantine Empire)
Merchant (Trade Oriented)
- KB – Plus 5 Percent Gold Gain Per Partnership
- ÖB – Hippódromos
- SB – Varangian Guards
English (English)
Agrarian (Agriculture Oriented)
- KB – +3 Industry Gains from Farmers Quarter
- ÖB – Stronghold
- SB – Longbowmen
Franks (Franks)
Aesthete (AestheticAlly Oriented)
- KB – 50% Food Increase in Cities
- ÖB – Scriptorium
- SB – Franci Milites
Ghanaians
Merchant (Trade Oriented)
- KB – +5 Gold Per Luxury Resource
- ÖB – Luxuries Market
- SB – Meharists
Khmer (Khemer Empire)
Builder (İnşa Odaklı)
- KB – Every Makers Quarter +3 Industry Wins
- ÖB – Baray
- SB – Dhanvī-gaja
Mongols
Militarist (Soldier-oriented)
- KB – Army Looting Rate Rises to 100%;
- ÖB – There it is
- SB – Mongol Horde
Norsemen (Vikings)
Militarist (Soldier-oriented)
- KB – +3 Mobility and +2 Attack Power to Floating Units.
Teutons (Töton Knights)
Expansionist (Genişleme Odaklı)
- KB – +1 Gold and Science per Man Who Believes in Every Same Religion in the Empire
- ÖB – Kaiserdom
- SB – Teutonic Knights
Umayyads (Umayyads)
Scientist (Bilim Odaklı)
- KB – +10 Science Per Border
- ÖB – Grand Mosque
- SB – Haras
EARLY MODERN ERA:
Dutch (Netherlands)
Merchant (Trade Oriented)
- KB – +2 Gold Per Trade
- ÖB – V.O.C Warehouse
- SB – Fluyt
Edo Japanese (Edo Japan)
Aesthete (AestheticAlly Oriented)
- KB – +1 Influence Per Population in Cities Wins
- ÖB – Tera
- SB – Naginata Samurai
Haudenosaunee (Irokualar)
Agrarian (Agriculture Oriented)
- KB – +2 Food Gains Per Farmer in Cities
- ÖB – Three Sisters Plantation
- SB – Rotiskenrakehte
Joseon (Kingdom of Joseon)
Scientist (Bilim Odaklı)
- KB – +2 Food Gains Per Farmer in Cities
- ÖB – Seowon
- SB – Geobukseon
Ming (Ming Dynasty)
Aesthete (AestheticAlly Oriented)
- KB – -20% resource usage when modifying or using Civic
- ÖB – Grand Teahouse
- SB – Rocket Cart
Mughals (Mughals)
Builder (İnşa Odaklı)
- KB – +2% Industry Increase Per Region Affected
- ÖB – Jama Masjid
- SB – Gajnal
Ottomans (Ottoman Empire)
Expansionist (Genişleme Odaklı)
- KB – The Cost of Editing Outposts Decreases
- ÖB – Sultan Mosque
- SB – Janissaries
Poles (Poles)
Military (Soldier-oriented)
- KB – Units on Garrison Receive +20 Fortification
- ÖB – Barbican
- SB – Winged Hussars
Spanish (Spaniards)
Expansionist (Genişleme Odaklı)
- KB – +3 Attack Power to Each Unit in enemy territory at the beginning of the tour
- ÖB – Catedral Gótica
- SB – Conquistadores
Venetians
Merchant (Trade Oriented)
- KB – +1 Influence for Every Commercial Route Within Borders
- ÖB – Botteghe Di Artisti
- SB – Galleass
INDUSTRIAL AGE:
Austro-Hungarians (Austria – Hungarian Empire)
Aesthete (AestheticAlly Oriented)
- KB – +2 Influence per Custom Regions. It takes longer to influence the country’s cities.
- ÖB – Opernhaus
- SB – Evidenzbureau Agents
British (British)
Expansionist (Genişleme Odaklı)
- KB – +5% Gold and Science Gains Per Border in D.C.
- ÖB – Colonial Office
- SB – Redcoats
French (French)
Scientist (Bilim Odaklı)
- KB – +10% Science Gain in Cities
- ÖB – Exhibition Hall
- SB – Cuirassiers
Germans (Germans)
Militarist (Soldier-oriented)
- KB – +3 Attack Force for Heavy Weapons
- ÖB – Coking Works
- SB – Uboat
Italians (Italians)
Aesthete (AestheticAlly Oriented)
- KB – Italians Earn +10 Stability from the Commons Quarter. The Cost of Modifying This Unit Also Decreases
- ÖB – Teatro
- SB – Alpini
Mexicans
Agrarian (Agriculture Oriented)
- KB – +20% Food Gain in All Cities
- ÖB – Hacienda
- SB – Soldaderas
Persians (Persians)
Builder (İnşa Odaklı)
- KB – Cost of Joint Projects Decreases by 25%
- ÖB – Caravanserai
- SB – Jazayerchis
Russians (Russians)
Expansionist (Genişleme Odaklı)
- KB – Units Produced in Connected Cities Earn +10 Experience Points. +10 Receives Combat Support in Relationshiped Cities
- ÖB – Sobor
- SB – Cossacks
Siamese (Siamese)
Builder (İnşa Odaklı)
- KB – +3% Industry per Trader in Cities
- ÖB – Floating Market
- SB – Gatling Elephant
Zulu (Zulus)
Militarist (Soldier-oriented)
- KB – Volumes Earn +50% Life Regeneration
- ÖB – Warrior;s Allowed
- SB – Impi
MODERN AGE:
Americans
Expansionist (Genişleme Odaklı)
- KB – +10 Influence Per Resource Traded
- ÖB – Defense Agency
- SB – Lightning
Australians
Builder (İnşa Odaklı)
- KB – +20% Industry in All Cities
- ÖB – Strip Mining Complex
- SB – All Terrain PMV
Brazilians
Agrarian (Agriculture Oriented)
- KB – +2 Meals, +2 Industries, +2 Gold and +2 Sciences Per Farmer, Worker, Trader and Researcher in Cities, respectively
- ÖB – Agronomy Lab
- SB – Jungle Brigades
Chinese (Chinese)
Merchant (Trade Oriented)
- KB – Gold Return for All Ongoing Trade Routes Increases by 50%
- ÖB – People;s Congress
- SB – Guardians
Egyptians
Aesthete (AestheticAlly Oriented)
- KB – +4 Influence Gain in ÖB;
- ÖB – Archaeological Dig
- SB – Free Officers
Indians (Indians)
Aesthete (AestheticAlly Oriented)
- KB – +10% Gold Gain Per Limit in The Impact Zone
- ÖB – Ashram
- SB – Peacekeepers
Japanese (Japanese)
Scientist (Bilim Odaklı)
- KB – Not Yet Known
- ÖB – Robotics Lab
- SB – Reisen
Soviets (Soviet Union)
Expansionist (Genişleme Odaklı)
- KB – The Cost of Switching Units Decreases
- ÖB – Arms Factory
- SB – Red Army Tank
Swedes (Swedes)
Scientist (Bilim Odaklı)
- KB – +1 Science per Special Region. Research Quarter Gains +3 Science.
- ÖB – Research Institute
- SB – Stealth Corvette
Turks (Turks)
Agrarian (Agriculture Oriented)
- KB – +5 Food and +10 Stability Gains in Special Regions
- ÖB – Public School
- SB – Stealthy Operative Missile
..