Humankind Classical Era Guide Huns Best Culture Diplomacy Trade Free Peoples Combat Battles

Humankind: Classical Era guide — Trade, free peoples, battles, and the Huns

For the (Hunnic) Horde!

Additional tidbits for the Classical Era

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Let’s discuss more stuff that we can do during Humankind‘s Classical Era. To be clear, you’ll encounter some of these mechanics while you’re playing in the Ancient Era already. I just decided to talk about these in this particular guide since (a) more facets can be gleaned as you progress, and (b) it would’ve been information overload.

 

Patronage of Free Peoples

Free peoples are AI-controlled minor factions that aren’t as versatile as your empire opponents. Think of them as somewhat similar to city-states in Civilization. Being neighbors with free peoples (i.e., having an outpost or city that’s adjacent to their territory) will gradually increase your relations with them. This will increase further if they’re within your cultural sphere of influence. Additionally, you can spend extra influence or gold to increase this boost per turn.

  • Trade – At tier 1 relationship, you can choose to purchase a resource that free peoples are extracting. This also creates a trade route.
  • Hiring mercenaries – At tier 2 relationship, it’s possible to hire the military units of free peoples by spending gold. This works as long as their territory isn’t besieged.
  • Assimilation – Later, once you’ve reached the maximum relationship threshold, you can assimilate these free peoples. This will add their city and units into your own empire.

Note 1: Free peoples have a set duration when they’ll remain present on Humankind‘s map. Once their strength has waned, they’ll eventually disappear and only ruins will be left behind. Consequentially, territories without an outpost/city might be settled by new free peoples depending on the era.

Note 2: Some free peoples are peaceful while others are warlike (somewhat akin to barbarians in Civilization). They will attempt to pillage your improvements and even outposts. It’s really up to you if you wish to leave them alone, increase your relationship to assimilate them, or conquer them outright.

Note 3: Conquering or assimilating free peoples does grant you their city. However, if you go above your city cap limit, you’ll incur influence penalties. You could just pillage/raze the city center’s tile, whether or not you own it, so you don’t go above the cap. You may also merge cities after researching the Military Architecture tech, but it can be quite expensive.

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Battle tactics, reinforcements, sieges, and increasing your army’s unit slots

I’ve talked about conquests and rushing quite a bit, so I guess now would be a good time to discuss tactical battles further. Humankind is similar to Endless Legend and Age of Wonders in that armies that clash on the world map will transition into a tactical battle overlay. You and your opponent will take turns eliminating each other’s units. Basic mechanics apply, such as swordsmen and warriors holding the line, spearmen and pikemen countering cavalry, cavalry swarming in to flank targets, and archers/crossbowmen raining death at a distance.

You also have to take note of elevation and terrain bonuses/penalties. If possible, you should maneuver armies to a hex with a higher vantage point prior to engaging in a fight. This will allow you to deploy with the high ground. Likewise, you can bring additional reinforcements that are near the vicinity of a battle that’s taking place (provided that you’ve researched the “Organized Warfare” tech). Click on the “+” button to choose a unit that you can spawn on a free tile.

Sieges can also occur if you’re attempting to conquer cities. Units on the defensive will stay within a city’s walls, though they can choose to sally out as well. If you’re the attacker and you click on the button to continue your efforts, you’ll begin to construct siege weapons over time. When you’re ready, you may click on the “Assault” button to commence the attack.

Note 1: All battles last for three rounds. If no clear victor can be determined, the battle will be continued on your next turn. Furthermore, battles and sieges are a 1v1 affair (i.e., one faction against another). If an AI empire is attacking a city owned by free peoples, you can’t even help the underdog or demolish your rival’s flanks. You have no choice but to wait until that fight is over.

Note 2: It’s also possible to retreat from field battles. The AI tends to do this often if it’s at a disadvantage. That can be annoying since units will run off, at times heading deep into your own territories. You have to chase them down like a game of Whac-A-Mole.

Note 3: To increase the number of unit slots in your armies, you’ll need to research techs like “Siege Tactics,” “Heavy Infantry,” “Naval Artillery,” and “Line Formation.” The Romans also have a Legacy Trait that gives +1 unit slot which will remain active throughout your campaign even if you change cultures later.

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Diplomacy: Trade and warfare

Of course, there’s also diplomacy at governs your interactions with AI empires in Humankind. Initially, there will be border skirmishes between you and your rivals (these generate grievances). Later, you can opt for a Surprise War or a Formal War.

If you want to buddy up with your neighbors, you can enact treaties and trade agreements:

  • Trade – Forbid new trades, only trade luxuries, or trade everything.
  • Information Sharing – Reveal capital or share maps.
  • Border Policy – Closed borders or open borders.
  • Military Accords – Tolerate skirmishes or non-aggression pact.

Note: Specifically concerning trade, you may buy/sell resources depending on the active deals. Similar to what you do with free peoples, a land or water trade route is created from the resource node to your capital.

This is only a short explanation of these mechanics. We’ll discuss more in our other Humankind guides related to diplomacy/grievances/war score, civics/ideologies, wonders, and faith/religious tenets. Lastly, if you’re thinking of where we’d go from here, I suggest taking a look at our cultures/civilizations guide. I definitely like the process of choosing Harappans -> Huns -> Mongols (or Franks) -> Joseon -> French -> Turks. The Turks probably have the most broken Emblematic District in the Contemporary Era since you can receive 300% science from each adjacent Research Quarter.

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Jason Rodriguez
Jason Rodriguez is a guides writer. Most of his work can be found on PC Invasion (around 3,400+ published articles). He's also written for IGN, GameSpot, Polygon, TechRaptor, Gameskinny, and more. He's also one of only five games journalists from the Philippines. Just kidding. There are definitely more around, but he doesn't know anyone. Mabuhay!