What to focus in your cities
This guide aims to help you understand basic strategies to make your cities prosper and make your civilizations last through the ages.
I- Resource prioritization
1/ The different resources:
In Humankind you produce different types of resources: Food, Industry, Science, Influence, Money.
– Food allows you to grow your population. The more population you have, the more workers you have that can work in your districts. In addition military units cost population to produce. Therefore food is extremely important for any military endeavor, both defensive and offense.
– Industry allows you to build districts, units and improvements. It is an extremely important resource that will allow your population to be more effective at what they do; produce resources.
– Science allows you to research new technologies. The technologies will allow you to discover new improvements to build as well as new units and new game play mechanics (i.e. more city cap, more laws, etc.).
– Influence allows you to create new cities, build outposts and attach existing outposts to your cities. It is difficult to scale it early game as only a few improvements and unique districts produce influence.
– Money allows you to rush production and pay the upkeep cost of your units. You can also buy luxury and strategic resources from your neighbors.
2/ Basic order of importance
In the early game you can build different districts that improve your output in these types of resources. In addition they unlock slots where your population can work for even more output.
Yet what is the most efficient strategy to outboom your opponents? Here’s a rundown of what I would consider the best prioritization by order of importance:
Influence is a valuable resource early on as it allows you to expand your borders and build new cities. It is however difficult to scale your production of it as there are very few improvements and district that produce it. Invest in influence quite early without neglecting your other resources.
As industry allows you to build districts and infrastructure that can and will improve all resources I consider it top priority.
Food is not to be neglected as you need it for more than simply boosting your output. As military units cost pop to produce and as food is needed to have more pop in your cities, you must have a heavily populated city in your empire. This city will allow you to churn out fodder for your military machine both for defense and offense. Also population can be used to slot workers in your city that will boost your resource production. It is usually less effective than districts but it is more versatile as you can instantly switch your production to where it’s needed. I usually aim to always have a food positive balance; meaning my cities will eventually grow their population. Every time you see one of your cities starting to have their population decline then it is time to invest in a new food district.
Science is important to give you more tools to build your cities how you see fit. New technologies will help you discover new improvements, new district types as well as new overall bonuses for your empire. Research centers are not unlocked right off the bat though. Before that you would need population working as scientists in order to boost your research capabilities. I usually invest in a research center when my industry allows me to build a district in less than 4 turns (in Endless mode).
I only start investing in money in the medieval era as unit upkeep starts to become hefty.
II- What to build?
Your cities can use industry to produce different types of districts, infrastructure, units, projects and repeatables.
First off repeatables are quite useless. Avoid them. They are expensive and provide only measly, though permanents, benefits. The only time I consider them is when I’m in desperate need of influence (but even then your industry is better spent elsewhere).To give you an example: the feast repeatable will give you 5 food flat while building a district will usually give you 10+ food that will improve with tech. A new pop will give you +6 early game that will scale to more than 10 late game.
Districts can provide huge benefits to your cities. They give you very good yield depending on the type of district you build.
Second best: Infrastructure
Infrastructure can provide huge boost to your cities that already have a few districts by improving all the tiles worked on by your city. For example Irrigation canals will give you +2 Food to all your tiles that contain a river and are worked on by your city. It can potentially drastically improve your resource output. It is however difficult to know exactly how beneficial one of those infrastructures will be as the game does not tell you how many resources it will give you at the time of construction. You will have to manually calculate it by looking at the topography of your city to see if it’s worth it.
Honorable mention: Luxury and Strategic resources
Strategic resources are resources such as Iron, Horses or Oil. They allow you to build units and infrastructure that require those resources. Their benefits scales as the more of the resource you have the more it will improve your output. One example are Horses in the early game. As soon as you have unlocked domestication you will be able to build Barns. Barns give you a boost to your farmers as well as +5 Food for every source of Horses exploited in your empire or traded with neighbors. It is potentially a very good source of food in the early game.
Luxury resources are resources such as Sage, Silver or Ebony. They provide a boost to one of your basic resources output to ALL of your cities as well as a stability boost. It is quite valuable as it scales, can be bought by your neighbors (without you losing access to it, win/win) and boost all your cities.
Those two can be built in only 1 or 2 turns or early and can be quite valuable to have.
– What about units?
Units are good to have in prevention. Your cities are already protected by a band a militia that will make short work of most early armies that consist of less than 3 units. You do want however to have a bit more protection in case of larger incursions. I recommend leaving 2 archers in each of your cities. They are extremely good early on as they can attack without impunity and can use your free militia as a meat shield. Be careful not to attack alone with them as they are quite fragile against cavalry (potential one shot) and melee infantry.
Your outposts are quite vulnerable however and can be raided and destroyed by the ennemy. In order to defend them you need a few standing armies to patrol your territory. I usually have 1 full stack army for every two territories that have a potential of skirmish. Sometimes I also have a fast response army composed of only cavalry in case of large incursions. They can quickly respond and reinforce as needed.
What is it?
How to deal with it?
Choosing a good territory
What are the uses of an outpost
Extending your city cap
This is all for HUMANKIND™ Best Strategy for Building Cities in Game Tips hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
- Check All HUMANKIND™ Posts List