Humankind Cultures and Epochs: An overview


You are fully in the Humankind fever and have successfully completed the first epoch? Then you now have to make an important decision: Which culture should determine the next era? Since there are ten cultures to choose from per era, you can find out in our guide:

  • What cultures are in Humankind
  • Which ones there are
  • What bonus the cultures have
  • How you should choose your culture

You are still stuck at the beginning? Then take a look at our beginner's guide, in which we explain what is important in Humankind and how you can master the first rounds.

What are cultures in Humankind?

In the turn-based strategy game, you start in the Neolithic Age with a nomadic tribe and then slowly work your way from epoch to epoch. In each epoch you can choose one of ten cultures to play, which will give you special bonuses. There are effects that go beyond the respective epoch (Legacy) and those that only apply to the currently selected culture (Symbolic District/Symbolic Unit).

In addition, each culture is assigned to an affinity. This determines a certain focus. Depending on your play style, you should always choose a culture with the same affinity. At least if you are new to Humankind. There are nine affinities among the cultures:

  • Merchants (playstyle: earn money)
  • Aesthetes (playstyle: diplomacy & influence)
  • Militarists (playstyle: Warfare)
  • Builders (playstyle: focus on industry and production)
  • Scientists (playstyle: focus on research)
  • Expansionists (playstyle: capture lands)
  • Agrarians (playstyle: population growth)

Important: You can advance to the next epoch immediately or a few turns later - if you want to gain more influence or fame, for example. Don't take too much time, though, because your opponents also choose cultures. Each culture can only be used by one empire. The longer you wait with your decision, the less choice you have.

But which cultures are available to you at all and what advantages do you have if you choose them? More on that in a moment.

How many eras are there?

In Humankind, you will experience a total of seven epochs. As already described above, you start in the Neolithic Age and work your way up to the present. But which epochs lie in between?

  • Neolithic Age
  • Antiquity
  • Antiquity
  • Middle Ages
  • Early Modern Age
  • Industrial Age
  • Present

It all starts with a small but beautiful outpost in Humankind ..

Which cultures are there?

Since you can choose from ten cultures per epoch and there are seven epochs in total, you have 60 cultures at your disposal in the entire game. And no, I have not miscalculated: In the first epoch (Neolithic), you can't choose between multiple cultures. All of them start with a nomadic tribe. So that it doesn't get too confusing, we'll break down the cultures according to their epoch and introduce you to their bonuses.

Ancient

As soon as you have earned an epoch star in the Neolithic Age, you will advance to the Ancient World and can choose from ten cultures.

CultureAffinityLegacySymbolic DistrictSymbolic unity
AssyrianExpansionistPlunder Master
1 land movement speed on unit
5 looting combat power on army
Dunnu
2 influence
10 Fortification of the district
1 Combat power in combat for units adjacent to/in the district
Is starting point for land units.
Is fortified.
Assyrian horsemen
Combat power 21
Movement cost 6
Attack range 1
BabylonianScientistBrilliant philosophers
2 science per researched technologies on capital
House of astronomy
-10 stability
3 Science per peasant quarter (adjacent)On city or outpost:
1 food per researcher
1 science per researcher
1 researcher square
Counts as a farmer's quarter.
Counts as research quarter.
Sabu Sa Quasti
22
4
1
HarappanAgrarianFertile floods
1 Food on field that produces food
1 Food on river
Canal network
3 food
-10 stability
3 food per farmer square (adjacent)
1 peasant square on city or outpost
Counts as a peasant quarter
Counts as a river.
Runner
15
5
1
HittiteMilitaristBelligerence
1 Combat power
Awari
Automatically upgrades the normal outpost.
Can be used as a land starting point for neighboring cities.
Is starting point for land units.
Is fortified.
Gigir
23
6
1
MycenaeanMilitaristBrutal education
-20 uf unit industrial cost
25 experience when creating a unit on city or outpost
Cyclops fortress
20 Fortification of the district
3 industry
15 stability
3 Combat power in combat for units adjacent to/in the district
Counts as a forge district.
Is starting point for land units.
Is fortified.
Increases movement cost for enemy armies within 1 hex range.
Promachoi
21
4
1
NubianTraderGolden dreams
5 Money on luxury resource stock
5 money on strategy resource stock
Pyramids of Meroe
2 industry
2 money
-10 stability
3 money per forge quarter (adjacent)
1 merchant place on city or outpost
Counts as market quarter.
Counts as forge quarter.
Ta-Seti archers
19
4
3
OlmecAestheteNatural harmony
1 Area influence
Olmec colossal heads
1 Influence
3 Food
-10 stability
1 influence per peasant quarter (adjacent)
1 peasant square on city or outpost
Counts as a peasant quarter.
Spear Thrower
19
4
3
PhoenicianTradersTrade pioneers
2 money per trader on city or outpost
Port
-10 stability
2 money per coastal waters (adjacent)
2 money per sea (adjacent)
1 merchant place on city or outpost
Counts as a farmer's quarter.
Counts as market quarter.
Is starting point for sea units.
Allows units to board without movement point cost.
Bireme
23
4
1
ZhouAestheteOrdered thoughts
2 Stability on district
Confucian school
8 stability
1 science
5 science per mountain (adjacent)
1 research place on city or outpost
Counts as research quarter.
Zhànche
23
6
1
EgyptianBuilderGrandiose planners
1 Industry on field producing industry
-10 on district industrial cost
Egyptian pyramid
1 influence
3 industry
-10 stability
3 industry per forge district (adjacent)
1 worker place on city or outpost
Counts as a forge quarter.
Markabata
24
6
3

In ancient times, of course, you can also choose the Babylonians. Their focus is on science.

Antiquity

You have completed Antiquity with seven epoch stars? Then ten new cultures are waiting for you in antiquity.

CultureAffinityLegacySymbolic DistrictSymbolic Unity
AchaemenidExpansionistKyros' shadow
2 City limit
10 Stability on city or outpost
Satrap's palace
1 influence
5 money
-10 stability
2 influence per district (adjacent)
1 merchant place on city or outpost
Counts as a market district.
Immortal
28
4
1
AksumitesMerchantsCornucopia
2 Money on field that produces money
Great obelisk
1 Money per areas under the influence of religion
3 faith
3 money
-10 stability
3 money per market quarter (adjacent)
1 merchant place on city or outpost
Counts as market quarter.
Shotelai
27
4
1
GothsMilitaristNimble looting
10 Combat power when looting on unit
2 Influence on garrison
Barrow
3 influence
3 Faith
-10 stability
2 Faith per district (adjacent)
Gothic cavalry
29
6
1
GreeksScientistSocratic methods
2 science per researcher on city or outpost
Amphitheater
1 influence per epoch
3 science per epoch
-10 stability
2 science per district (adjacent)
Counts as a research district.
Hoplites
27
4
1
HunsMilitaristImpressive steeds
2 Combat power on cavalry unit
Ordu
Automatically upgrades the normal outpost.
Cannot be attached to cities.
Hunnic Horde
22
6
0
CeltsAgrarianDruid Wisdom
2 food per peasant on city or outpost
Nemeton
3 Food per number of attached territories
3 Faith
-10 stability
3 Food per peasant quarter (adjacent)
Counts as a farmer's quarter.
Gaesati
25
6
1
MauryaAestheteShining example
1 Influence on Symbolic District
-10 uf affiliation costs of the outpost
Stupa
1 influence
2 Faith
-10 stability
3 science
2 influence per district (adjacent)
1 research place on city or outpost
Counts as research district.
Samnahya
30
6
3
MayaBuilderIndefatigable Spirit
2 industry per worker on city or outpost
K'uh Nah
3 Industry per number of annexed territories
2 Faith
-10 stability
4 industry per forge quarter (adjacent)
1 worker place on city or outpost
Counts as a forge quarter.
Noble spearmen
25
4
3
PunicMerchantBadass haggler
-25 urchase costs of all building objects
Kothon
10 fortification of the district
-10 stability
3 industry per coastal water (adjacent)
2 industry per lake (adjacent)
1 worker place on city or outpost
Counts as peasant quarter.
Counts as market quarter.
Counts as forge quarter.
Is starting point for lake units.
Allows units to board without movement point cost.
War Elephant
31
6
1
RomanExpansionistThe best of the Legion
1 unit space available per army
-30 rmy maintenance on army
Triumphal arch
3 influence
3 stability
On victorious city:
5 influence
10 stability
Praetorians
30
4
1

It's not so easy to choose a culture in Humankind.

Middle Ages

Welcome to the Middle Ages! And once again you are spoiled for choice. Which culture do you want in Humankind this time?

CultureAffinityLegacySymbolic DistrictSymbolic entity
Anglo-SaxonAgrarianWork of the serfs
7 food per number of annexed territories on city or outpost
Fortress
20 Fortification of the district
5 stability
3 Combat power in combat for units adjacent to/in the district
Counts as a peasant district.
Is starting point for land units.
Is fortified.
Increases the range of ranged units on it by 2.
Longbowmen
32
4
4
AztecMilitaristHuitzilopochtli's splendor
2 Land movement speed on unit
-20 on unit industrial cost
Sacrificial site
5 Faith
5 stability
2 Influence per district (adjacent)
Unlocks the "Sacrifice Population" action in this city. After that, the status is "Celebrating" for several turns.
Jaguar Warrior
33
4
1
ByzantineMerchantMaster of Whispering
5% money per alliance on all cities
Hippodrome
5 gold per riding camp
3 money
-10 stability
25 money per riding camp (adjacent)
1 merchant place on the city or outpost
Counts as a market quarter.
Varangian Guard
43
4
1
FranksAestheteLand of the crown
10influence
Scriptorium
3 faith
-10 stability
5 science
2 influence per district (adjacent)
1 research place on city or outpost
Counts as research district.
Frankish armored rider
39
6
1
GhanaianTradersLife in luxury
5 Money per number of accesses to luxury resources
5 money per number of accesses to strategy resources
Luxury market
1 money per number of trade routes
5 money
-10 stability
3 money per market quarter (adjacent)
1 merchant place on city or outpost
Counts as market quarter.
Meharists
35
6
1
KhmerBuilderServants of splendor
3 Industry on forge quarter
Baray
1 industry per population
5 food
-10 stability
2 industry per river (adjacent)
1 worker place on city or outpost
Counts as blacksmith quarter.
Counts as farmer's quarter.
Dhanvi-gaja
42
6
3
MongolianMilitaristMounted danger
100% plunder gain on army
Orda
Automatically upgrades the normal outpost.
Cannot be attached to cities.
Golden Horde
29
6
1
NormansMilitaristStormborn
3 Sea movement speed on sea unit
2 Combat power on sea unit
Naust
-10 Stability
5 Food per coastal water (adjacent)
5 food per lake (adjacent)
50 money by plundering on empire
1 peasant place on city or outpost
Counts as a farmer's quarter.
Counts as market quarter.
Is starting point for lake units.
Allows units to board without movement point cost.
Longship
23
3
1
TeutonsExpansionistFired by faith
1 Money per state religion follower
1 Science per state religion follower
Imperial Cathedral
1 Faith per district
3 Influence
-10 stability
3 faith per district (adjacent)
Counts as a forge district.
Teutonic Knights
39
6
1
UmayyadsScientistLearned friends
5 science per alliance on all cities
Umayyad Mosque
3 Science per number of allied territories
5 Faith
-10 stability
1 research place on city or outpost
Counts as a research quarter.
Haras
36
6
1

What nation do you play? How much fame do you have? The overview will tell you - and much more.

Early modern times

Slowly but surely you are approaching the present. There are not many epochs left until that time comes. But before that, it's time to decide which of the ten cultures to choose this time

CultureAffinityLegacySymbolic DistrictSymbolic Unity
HaudenosauneeAgrarianRich land
1 food on use
"Three Sisters"
5 food per number of attached territories
-10 stability
3 food per peasant quarter (adjacent)
1 peasant place on city or outpost
Counts as a farmer's quarter.
Rotiskenrakehte
41
6
4
DutchmanMerchantsFinancial knowledge
1 money per population on all cities
V.O.C. warehouse
1 money
-10 stability
20 money per port (adjacent)
On city or outpost:
2 money per merchant
1 merchant place
Counts as market quarter.
Fleute
31
4
1
Japanese of the Edo periodAesthetePower of the Shogun
1 influence per population on city or outpost
Tera
2 influence
3 Faith
-10 stability
5 Influence per mountain (adjacent)
Naginata Samurai
46
5
1
JoseonScientistHouse of the worthy
3 Science on field producing science
Seowon
2 Influence
-10 stability
2 science
3 science per research quarter (adjacent)
On city or outpost:
1 scientist per researcher
1 researcher square
Counts as a research quarter.
Geobukseon
45
6
4
Ming ChineseAestheteGrand Secretariat
-25% Costs for issuing ordinances
-25% Costs for decree cancellation
1 Influence on area
Grand teahouse
1 influence per district
10 stability
Rocket car
45
4
8
MogulsBuildersSplendor of the empire
2% industry per number of territories in your sphere of influence on capital city
Jama Masjid
3 Industry per worker
2 influence
3 industry
-10 stability
3 industry per forge quarter (adjacent)
Counts as a forge quarter.
Gajnal
49
6
4
OttomansExpansionistSuperiority of fire
-50 on industrial cost of heavy weapon
3 Combat power on heavy weapon
Blue mosque
1 faith per district
3 influence
-10 stability
3 influence per district (adjacent)
Janissaries
44
4
4
PolesMilitaristDeadly bulwarks
10 Fortification of the district on district
2 Stability on district
Barbican
2 Influence
20 Fortification of the district
8 stability
3 Combat power in battle for units adjacent to/in the district
Is starting point for land units.
Is fortified.
Protects adjacent fields from looting.
Winged Hussars
46
6
1
SpaniardsExpansionistGlory and Honor
3 combat power on units starting their turn in non-allied territory
Gothic Cathedral
1 Faith per population
-1o stability
3 faith per district (adjacent)
Conquistadors
43
5
4
VenetianMerchantSpeech artist
1 money per number of trade routes on city or outpost
2 money per sea trade route on city or outpost
Botteghe di Artisti
4 influence
1 money
-10 stability
1 influence per market quarter (adjacent)
1 money on field that produces money
Counts as market quarter.
Galley
39
6
4

Industrial Age

Well, which culture are you turning to this time? Which one suits your play style best?

CultureAffinityLegacySymbolic DistrictSymbolic Unit
BritishExpansionistColonial riches
10 money per number of annexed territories on capital city
10 Science per number of annexed territories on capital city
Colonial Ministry
10 money
10 money for feudal lord
Per district (contiguous):
2 money
2 money for feudal lord
Counts as market district.
Redcoats
51
4
4
GermansMilitaristIron guns
3 Combat power on sea unit
3 Combat power on air unit
-20 on unit industrial cost
Coking plant
1 industry per population
10 pollution
-10 stability
3 industry per forge quarter (adjacent)
1 worker place on city or outpost
Counts as a forge quarter.
Submarine
52
8
3
FrenchScientistEnlightened thinking
10% science on all cities
Exhibition Hall
1 science per population
-10 stability
1 influence per district (adjacent)
3 influence on area
Counts as research district.
Cuirassiers
54
6
1
ItalianAestheteStimulating virtuosos
10 Stability on pleasure quarters
1 Influence on entertainment district
-50% industrial cost on entertainment district
Teatro
1 influence per merchant
1 influence per researcher
1 influence
5 stability
2 influence per entertainment district (adjacent)
Alpini
50
5
4
MexicanAgrarianGolden feather
10% food on all cities
Hacienda
1 food
-10 stability
3 food per farmer's quarter (adjacent)
1 food on field that produces food
1 peasant square on city or outpost
Counts as a peasant quarter.
Soldaderas
49
4
4
PersianBuilderMighty works
-25 ustry costs for joint project
-25 uf industrial costs for all building objects
Caravanserai
1 money per number of trade routes
5 industry
5 money
-10 stability
3 money per market quarter (adjacent)
1 merchant place on city or outpost
Counts as blacksmith quarter.
Counts as market quarter.
Apply Swift to any friendly army in that district:
3 land movement speed
Jazayerchis
46
4
5
RussiansExpansionistLand and glory
10 experience when creating a unit per number of attached territories on all cities
10 increased war support on relations by conquering a city
Sobor
3 influence
5 stability
5 Faith per district (adjacent)
10 health regeneration on unit
Cossacks
44
6
4
SiameseMaster builderGolden orchids
3 Industry per district on all cities
1 money generated by current trade on all cities
Floating market
1 money per population
5 industry
-10 stability
3 money per market quarter (adjacent)
Counts as market quarter.
Counts as a blacksmith's quarter.
Gatling elephant
55
6
4
ZuluMilitaristPride of the Warrior
50% health regeneration per unit
2 combat power on units that start their turn in allied territory
Warrior Izindlu
5 Stability
4 combat power in combat for units adjacent to/in the district
10 Experience when creating a unit on city or outpost
Is starting point for land units.
Is fortified.
Impi
45
4
1
Austria-HungaryAestheteHand of the emperor
1 influence on district
1 influence on symbolic district
Opera House
1 Stability per district
5 influence
2 Stability per district (adjacent)
Evidence Bureau Agents
52
4
4

If you play the Germans in the Industrial Age, you can even use submarines.

Present

You have made it! You've arrived in the present and can now choose your final culture to continue playing with. Will you stay true to your line or take a gamble and go with something completely different?

CultureAffinityLegacySymbolic DistrictSymbolic Unity
AustralianBuilderDream Weaver
20% industry on all cities
Open pit mine
10 industry
15 Pollution
-10 stability
50 industry per strategy resource camp (adjacent)
1 worker place on city or outpost
Counts as a forge quarter.
Off-road transport vehicle
64
8
6
BrazilianAgrarianLungs of the planet
3 Food on field that produces food
Agricultural laboratory
1 food per population
-10 stability
3 food per farmer square (adjacent)
1 farmer square on city or outpost
Counts as a farmer's quarter.
Jungle Brigades
57
4
4
ChineseTradersSilk Railway
10% money on all cities
Assembly
7 Money per number of annexed territories
-10 stability
3 influence per market quarter (adjacent)
On city or outpost:
1 farmer place
1 worker square
1 merchant square
1 researcher square
Counts as market quarter.
Guard
60
4
8
IndiansAestheteEconomic elephant
3 Area influence
10 money per number of territories in your sphere of influence
Ashram
2 Faith per population
5 influence
3 Faith per district (adjacent)
Peacekeepers
57
4
4
JapaneseScientistFlourishing innovation
-20 igh cost of all technologies in the research
Robotics Lab
5 Industry
5 Pollution
-10 stability
5 science
Per district (adjacent):
3 industry
3 science
2 industry on forge district
2 science on research district
On city or outpost:
1 worker place
1 researcher place
Counts as forge quarter.
Counts as research quarter.
Travel
60
-
18
SwedenScientistAwarded science
1 science per district on all cities
3 science on research district
Research institute
3 science per district
-10 stability
3 science per research district (adjacent)
Counts as a research district.
Stealth corvette
56
6
5
SovietsExpansionistRed tide
-20% industrial cost
Weapons factory
5 Industry
5 Money
10 pollution
-10 stability
Counts as market quarter.
Counts as a forge quarter.
Creates a new armory that is automatically mined.
-10 Stability per weapons on all cities
1 combat power per weapons on unit
Red army tanks
60
8
6
TurksAgrarianPopular reforms
1 food per population on all cities
Public school
1 science per population
-10 stability
300% science per research quarter (adjacent)
1 research place on city or outpost
Counts as a research quarter.
Stealth missiles
70
-
30
US-AmericansExpansionistAmerican exceptionalism
10 influence on traded resources
1 money generated by ongoing trade on city or outpost
Defense authority
-10 stability
2 combat power in combat for units adjacent to/in district
2 influence per garrison (adjacent)
Lightning
66
-
20
EgyptianAestheteValley of the Kings
4 Influence on Symbolic District
Excavation site
-10 stability
3 influence per district (adjacent)
3 influence on symbolic district
Free officers
58
4
4

Congratulations! You have arrived in the present.

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