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
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.
Culture | Affinity | Legacy | Symbolic District | Symbolic unity |
Assyrian | Expansionist | Plunder 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 |
Babylonian | Scientist | Brilliant 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 |
Harappan | Agrarian | Fertile 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 |
Hittite | Militarist | Belligerence 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 |
Mycenaean | Militarist | Brutal 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 |
Nubian | Trader | Golden 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 |
Olmec | Aesthete | Natural 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 |
Phoenician | Traders | Trade 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 |
Zhou | Aesthete | Ordered 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 |
Egyptian | Builder | Grandiose 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 |
Antiquity
You have completed Antiquity with seven epoch stars? Then ten new cultures are waiting for you in antiquity.
Culture | Affinity | Legacy | Symbolic District | Symbolic Unity |
Achaemenid | Expansionist | Kyros' 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 |
Aksumites | Merchants | Cornucopia 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 |
Goths | Militarist | Nimble 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 |
Greeks | Scientist | Socratic 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 |
Huns | Militarist | Impressive steeds 2 Combat power on cavalry unit | Ordu Automatically upgrades the normal outpost. Cannot be attached to cities. | Hunnic Horde 22 6 0 |
Celts | Agrarian | Druid 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 |
Maurya | Aesthete | Shining 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 |
Maya | Builder | Indefatigable 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 |
Punic | Merchant | Badass 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 |
Roman | Expansionist | The 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 |
Middle Ages
Welcome to the Middle Ages! And once again you are spoiled for choice. Which culture do you want in Humankind this time?
Culture | Affinity | Legacy | Symbolic District | Symbolic entity |
Anglo-Saxon | Agrarian | Work 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 |
Aztec | Militarist | Huitzilopochtli'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 |
Byzantine | Merchant | Master 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 |
Franks | Aesthete | Land 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 |
Ghanaian | Traders | Life 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 |
Khmer | Builder | Servants 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 |
Mongolian | Militarist | Mounted danger 100% plunder gain on army | Orda Automatically upgrades the normal outpost. Cannot be attached to cities. | Golden Horde 29 6 1 |
Normans | Militarist | Stormborn 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 |
Teutons | Expansionist | Fired 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 |
Umayyads | Scientist | Learned 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 |
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
Culture | Affinity | Legacy | Symbolic District | Symbolic Unity |
Haudenosaunee | Agrarian | Rich 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 |
Dutchman | Merchants | Financial 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 period | Aesthete | Power 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 |
Joseon | Scientist | House 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 Chinese | Aesthete | Grand 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 |
Moguls | Builders | Splendor 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 |
Ottomans | Expansionist | Superiority 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 |
Poles | Militarist | Deadly 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 |
Spaniards | Expansionist | Glory 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 |
Venetian | Merchant | Speech 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?
Culture | Affinity | Legacy | Symbolic District | Symbolic Unit |
British | Expansionist | Colonial 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 |
Germans | Militarist | Iron 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 |
French | Scientist | Enlightened 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 |
Italian | Aesthete | Stimulating 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 |
Mexican | Agrarian | Golden 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 |
Persian | Builder | Mighty 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 |
Russians | Expansionist | Land 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 |
Siamese | Master builder | Golden 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 |
Zulu | Militarist | Pride 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-Hungary | Aesthete | Hand 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 |
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?
Culture | Affinity | Legacy | Symbolic District | Symbolic Unity |
Australian | Builder | Dream 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 |
Brazilian | Agrarian | Lungs 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 |
Chinese | Traders | Silk 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 |
Indians | Aesthete | Economic 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 |
Japanese | Scientist | Flourishing 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 |
Sweden | Scientist | Awarded 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 |
Soviets | Expansionist | Red 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 |
Turks | Agrarian | Popular 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-Americans | Expansionist | American 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 |
Egyptian | Aesthete | Valley 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 |
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