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Charlz Guybon posted:Is their name different in French? Yes, it's Ottohomme
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# ? Aug 21, 2020 05:23 |
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# ? Jun 3, 2024 10:21 |
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webmeister posted:Yes, it's Ottohomme Otteauhomme, surely
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# ? Aug 21, 2020 06:40 |
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Otteauhommes, can't forget to mark the plural
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# ? Aug 21, 2020 07:47 |
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L'Otteauhommes? Would that work?
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# ? Aug 21, 2020 08:37 |
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L'Eautteauhommes The new fragrance for men
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# ? Aug 21, 2020 09:12 |
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Non seulement les Otteauhommes, mais les Otteaufemmes et les Otteaunfants aussi
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# ? Aug 21, 2020 09:19 |
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Smells Like Byzanteen Spirit
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# ? Aug 21, 2020 09:19 |
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Tree Bucket posted:L'Otteauhommes? Because you're worth it.
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# ? Aug 21, 2020 10:33 |
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Tree Bucket posted:Smells Like Byzanteen Spirit
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# ? Aug 21, 2020 18:07 |
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https://twitter.com/humankindgame/status/1296424719898550274
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# ? Aug 24, 2020 04:42 |
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https://www.games2gether.com/amplit...enario-3?page=1 Some guy on the G2G forums is going through scenario 3 and is charting the population and stability numbers from the current build. The implication is that food and stability are going to need a lot of resources dedicated to it especially at higher population. Also expending pop is a way to get food and stability under control. Seriously at 15 pops the city will be consuming -242 food .
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# ? Aug 24, 2020 11:11 |
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https://twitter.com/humankindgame/status/1298296714466648064
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# ? Aug 26, 2020 02:16 |
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Danann posted:https://www.games2gether.com/amplit...enario-3?page=1 Seems like those aren't final numbers, or are scenario specific numbers.
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# ? Aug 26, 2020 02:31 |
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https://twitter.com/IGN/status/1299414193158971396 Someone wanna do me a solid and transcribe or restate the video contents? Half-deaf at the best of times and I've got an ear infection making things worse.
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# ? Aug 28, 2020 19:40 |
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https://www.ign.com/articles/humankind-religion-system-pc-strategy-4x-civilization?amp=1
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# ? Aug 29, 2020 02:20 |
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Aerdan posted:https://twitter.com/IGN/status/1299414193158971396 [Romain de Waubert, Founder+Creative Director] For Humankind, we looked at how religion shaped history, sometimes in amazing ways, sometimes in dark ways. We wanted religion to reflect this, to reinforce the immersion, enabling you to craft a deeper identity for your civilisation, but also providing a way for you to influence the people in the neighbouring cultures. Now, religion evolves over the course of the game. It's volatile at first, with one religion for every civilisation. Religions slowly consolidate into a few large blocs. Civics also allow you to decide how religion is handled in your civilisation. [Cut to William Dyce, Senior Game Designer] So once your population has grown enough, you're able to found your first religion. Then, as the number of followers grows you can add new Tenets to the religion, which add bonuses. You can also adopt historical religions, in order to gain access to additional holy sites. Territories generate Faith based on civics, holy sites, religious districts, and so on. This faith is then used to spread your religion across the map. So if a territory is producing more faith than its neighbours, then after a few turns those territories, those neighbouring territories, will convert to your religion. You should note, though, that this can cause grievances, and be a cause for war down the road. Each civilisation has a state religion. If enough followers of a different religion are present within your borders, you can choose to adopt that religion as your state religion. There'll be impacts on stability, either bonuses or penalties, based on what proportion of your population follows your state religion, so you'll want to go along with what your population wants. And there are various other reasons why you might want to change, for instance empires might be able to justify wars against you if you're of another religion. Or, you might want to adopt a neighbour's religion because it's quite strong, because it has a lot of tenets and bonuses. Bear in mind that only the religious leader, that is the civilisation that controls the most holy sites, is able to pick the next tenets that will be added to the religion. Players will use civics to define their civilisation's posture towards religion. So this will allow players to choose how they treat religious minorities, and whether they go to war for religion. So you can pursue your religion very aggressively, expanding its borders, going to war, persecuting or banishing minorities. Or you can go for something much more open, accepting minorities, separating church and state. Or alternatively, you can leave this entirely up to your population, so you can accept the religion that they choose; maybe a neighbour's religion that's stronger than yours. Various cultures in the game use religion in a number of different ways. For instance, in the early game the Olmecs, with their emblematic district the Colossal Head, are particularly good at spreading their religion because it produces a lot of faith. Other cultures have synergy bonuses that gain economic bonuses when they're building next to religious districts. And others, as well, might have military bonuses, so for instance the Teuton culture, their Teutonic Knights gain combat strength bonuses against units belonging to religions other than theirs. [back to Romain] So, religion is one additional way for you to shape your own civilisation, and leave your mark on humankind.
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# ? Aug 29, 2020 05:08 |
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First time opening this thread in months and they're still doing that thinking emoji bs
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# ? Aug 29, 2020 06:08 |
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Stairmaster posted:First time opening this thread in months and they're still doing that thinking emoji bs
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# ? Aug 29, 2020 06:11 |
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Thanks! That's really interesting, and I'm curious to see how it works out in actual practice.
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# ? Aug 29, 2020 06:19 |
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It sounds extremely similar to civ 5, only with state religion on top (which i think was a civ 4 thing) Not that that's a bad thing. I really liked how civ 5 religion worked. But i guess i was hoping for something new. Maybe in practice it will play very differently.
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# ? Aug 29, 2020 09:24 |
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Stairmaster posted:First time opening this thread in months and they're still doing that thinking emoji bs Bad news, the person in charge of thinking emojis has since been appointed Creative Director for All Systems You Were Vaguely Interested In
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# ? Aug 29, 2020 09:25 |
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I'm now absolutely determined to make sure the first mod for this game replaces the money icon with the thinking emoji wherever it appears
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# ? Aug 29, 2020 10:37 |
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The thinking emoji is nothing. One of the (I think) trading skill icons for Roving Clans in EL was a duck? Never worked that one out.
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# ? Aug 29, 2020 13:10 |
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Tree Bucket posted:The thinking emoji is nothing. One of the (I think) trading skill icons for Roving Clans in EL was a duck? Never worked that one out. It's Atwood's duck but the producer never noticed it
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# ? Aug 29, 2020 14:31 |
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Les Otteauhommes se révèlent https://mobile.twitter.com/humankindgame/status/1303363040855941122
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# ? Sep 9, 2020 09:09 |
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loyalty is not the word i would use for janissary
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# ? Sep 9, 2020 09:24 |
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Loyalty to who is left unsaid
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# ? Sep 9, 2020 09:32 |
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Renowned for its very expensive loyalty
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# ? Sep 9, 2020 09:36 |
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Nice Sultan Camii you got there. Would be a shame if something happened to it.
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# ? Sep 9, 2020 12:16 |
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Davincie posted:loyalty is not the word i would use for janissary Infamous for its loyalty.
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# ? Sep 9, 2020 13:27 |
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They were loyal early on, weren't they? Like, it took a few centuries for the Janissaries to become, um, emblematic for the wrong reasons...?
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# ? Sep 9, 2020 14:17 |
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Sure, but endings disproportionately affect people's impressions of things. The Hindenburg isn't famous for fourteen months of safe flights.
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# ? Sep 9, 2020 23:30 |
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The Janissaries were incredibly loyal to whoever they helped put in charge.
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# ? Sep 10, 2020 02:14 |
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Rimusutera posted:The Janissaries were incredibly loyal to whoever they helped put in charge. "pre-emptive loyalty" Gort posted:Sure, but endings disproportionately affect people's impressions of things. The Hindenburg isn't famous for fourteen months of safe flights. It is a weird way of looking at things. Maybe their French background affects things?? I love how they classed medieval England not as traders or fighters but as "agrarian." When I think Henry V, I think of grains and legumes!
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# ? Sep 10, 2020 03:10 |
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England had an association as a breadbasket / rich fertile region for a stretch I think? But not seen as very urban/complex? Like English wool was traded to Flanders and Italy for weaving for a long time. The positioning of England alongside Franks in the medieval period is interesting broadly. Its heavily the Anglo-Norman period of English cultural identity and politics, given castles and longbowmen, but they could have gone with with the Anglo-Saxons alongside the Franks to emphasize the earlier medieval period. The latter section of what the game is gonna consider the Medieval Period saw the solidification of both these into the start of the English and French nation states which would have set both up as solid "Early Modern" culture picks, so you could go (Anglo)Saxons -> English, Franks -> French following history, but they punted the latter French iteration to the Industrial Era by all evidence, and just went for English in Medieval. Rimusutera fucked around with this message at 04:17 on Sep 10, 2020 |
# ? Sep 10, 2020 04:04 |
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Presumably either the UK will be identified as such, or the list of ten civs they have for the next era doesn't include England at all.
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# ? Sep 10, 2020 04:59 |
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Aerdan posted:Presumably either the UK will be identified as such, or the list of ten civs they have for the next era doesn't include England at all. No Britain in the Industrial Era would be a... choice.
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# ? Sep 10, 2020 10:19 |
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The Kingdom of England existed as a sovereign state from 927 to 1707, when it became the Kingdom of Great Britain, so I could see England in the Medieval and Great Britain in the Industrial being a reasonable way to go.
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# ? Sep 10, 2020 10:35 |
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England 🤔 🤔
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# ? Sep 10, 2020 12:35 |
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# ? Jun 3, 2024 10:21 |
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Flipswitch posted:England 🤔 🤔
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# ? Sep 10, 2020 13:04 |