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Once you start building a wonder, you have to complete it. Your starting warrior unit is self-replicating, which totally changes the feeling and pace of the first turns. In contrast, Humankind doesn't pressure you to pick a forever home immediately, and that's mainly because you don't need a city to make new units. Making decisions with limited information like that can result in tricky and fun problems to solve later on, but it can also be pretty disappointing when you discover a much more advantageous, or even just scenic, spot for your capital city just a few squares away from where you plopped it down in a rush. The first turnsĪt the start of a Civilization game, for example, you're encouraged to exhaust your Settler unit as soon as possible to create a city and get started on building projects.
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I'm not confidently in love with Humankind at this point, but bugs can be fixed, and I really like some of the ways it tweaks Civ's style. I did encounter a couple of bugs, or maybe just AI quirks, though: At one point, a civilization I was at war with chose not to interfere with my units while I sieged and captured one of its cities, passively watching the carnage. I didn't get a good sense of the mid- and late-game, and only got a peek at what's possible in the early turns. I've only played a few hours of Humankind, so I can't say much for sure yet.
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