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Humankind is a new historical 4X grand strategy title, with Sega and Amplitude aiming to evolve the tabletop-style 4X genre made famous by Sid Meier and his proteges. Rather than playing a Leader in Civilization 6 or a specific Empire from some point in history, like Civ 5, you get to choose a Culture in every era you advance to. Whenever you pick a Culture, you’ll gain a Legacy Trait that works passively for as long as that Culture remains active. You are then allowed to build Districts unique to that Culture. If you want an in-depth look at what all the Humankind Cultures do in every era, we have created a full list of Cultures for you to study.
Do be aware when you enter a new Era, only one character in-game can choose one of the 10 Humankind cultures associated with that era. If there is a specific one you really want, then you’ll need to make sure you reach the Era as soon as possible. Also, if you really want to keep the Trait of your Humankind Culture, then you can choose to ascend rather than select a new era culture. The way the Humankind Cultures work offers an interesting strategy guaranteed to make each game different.
The Ancient Era Cultures are your first glimpse into the progression style of Humankind. If you have a specific ambition in mind (science-led, expansionist, etc), you can start with a Culture that closely fits that playstyle. However, if you find yourself in an interesting geographical setting, you might want to pick a Culture that better fits in with the landscape.
Assyrians – Expansionist
|Raid Masters |
+1 Land Movement speed
+5 strength to units when an army is Ransacking.
|Assyrian Raiders |
+10 District Fortification
+1 Combat Strength to units in or adjacent to a Dunno
Babylonians – Science
|Brilliant Philosophers |
+2 Science in the capital for every completed Research.
|Sabu Sa Qasti |
|Astronomy House |
+3 Science for every adjacent Farmers Quarter (District).
+1 Food per Researcher
+1 Science per Researcher +1 Researcher slot.
Egyptians – Builder
|Grand Planners |
+1 Industry on Industry tiles.
-10% cost to build Districts.
|Egyptian Pyramid |
+3 Industry per adjacent Makers Quarter (District)
+1 Worker Slot.
Harappans – Agrarian
|Fertile Inundations |
+1 Food on tiles producing Food and Rivers.
|Canal Network |
+3 Food per adjacent Farmer’s Quarter.
+1 Farmers Slot on City or Outpost.
Hittites – Militarist
|Lust for War |
+1 Combat Strength
Special fortification type that automatically upgrades the fortification value of Outposts
Mycenaeans – Militarist
|Brutal Upbringing |
Makes producing units 20% cheaper, and military units spawn with +25 experience in your city or outpost
|Cyclopean Fortress |
+20 District Fortification
+3 Combat Strength for units adjacent to the District
Nubians – Merchant
|Golden Dreams |
+5 Money on Luxury and Strategic Resource deposits.
|Ta-Seti Archers |
|Meroe Pyramids |
+2 Industry and Money
+3 Money per adjacent Makers Quarter
+1 Trader slot
Olmecs – Aesthete
|Natural Harmony |
+1 Influence on Territory
|Javelin Throwers |
|Olmec Head |
+1 Influence per adjacent Farmers Quarter
+1 Farmer Slot
Phoenicians – Merchant
|Trading Pioneers |
+2 Money per Traders to your City or Outpost
+2 Money per adjacent Coastal or Lake tile.
+1 Trader slot
Zhou – Aesthete
|Harmonious Thought |
+2 Stability for every District.
|Confusion School |
+5 Science per adjacent Mountain tile
+1 Researcher Slot
Classical Era Cultures
Pretty much all the Humankind Cultures found in the Classical Era are great picks for enhancing the territories you have begun settling. Plenty of the Emblematic Districts in this era give bonuses for attached territories or for the Districts you are already building in your early game settlements. You’re best working out which Culture here does what and planning what better fits your current geographical context.
Arcchaemid Persians – Expansionist
|Cyrus’ Shadow |
+2 City cap
+10 Stability for each City and Outpost.
+2 Influence per adjacent District
Aksumites – Merchant
|Horn of Plenty |
+2 Money for every tile making Money.
|Great Obelisk |
+3 Money for every adjacent Market Quarter.
+1 Money per Territory under the Religion’s Influence.
Carthaginians – Merchant
|Hard Bargainers |
25% reduced price on all buyout costs.
|War Elephant |
+10 Destict Fortification
+3 Industry per adjacent Coastal Water Tile.
+2 per adjacent Lake Tile.
+1 Worker Slot
Celts – Agrarian
|Druidic Lore |
+2 Food per Farmers on City or an Outpost.
+3 Food per number of attached territories and per adjacent Farmers Quarter.
Goths – Militarist
|Nimble Pillage |
+10 Combat Strength when Ransacking.
+2 Influence on Garrison District.
|Gothic Cavalry |
+2 Faith per adjacent District.
Greeks – Scientist
|Socratic Method |
+2 Science per Researchers on City or Outpost.
+3 Science per Era.
+2 for every adjacent District.
Huns – Militarist
|Formidable Steeds |
+2 Combat Strength on Cavalry Units.
|Hunnic Horde |
Outposts turn into Nomadic Camps.
Mauryans – Aesthete
|Guiding Light |
+2 Influence for every adjacent District.
+1 Researcher Slot
+2 Influence for every adjacent District.
Maya – Builder
|Tireless Spirit |
+2 Industry per worker on the City or Outpost.
|Noble Javelineers |
|K’uh Nah |
+3 Industry for every attached territory.
+4 Industry for every adjacent Makers Quarter
+1 Workers Slot
Romans – Expansionist
|Legion’s Finest |
+1 Unit slot for each army
-30% Army Upkeep cost.
|Praetorian Guards |
|Triumphal Arch |
If built-in a Victorious City, then it becomes +5 Influence and +10 Stability.
Medieval Era Cultures
Humankind’s Medieval era Cultures are made up of the civilizations that you may want to pick when continuing any pre-planned playstyle. They are ideal for building on the capabilities of the Cultures from the early game (when you were expanding your territory) and improving your ability to gather the resources you need. Think of these Cultures as helping to consolidate your position and status.
Aztecs – Militarist
|Huitzilopochtli’s Glory |
+2 Land Movement Speed -20% Industry cost for producing Units.
|Jaguar Warriors |
|Sacrificial Altar |
+2 Influence per adjacent District.
Byzantines – Merchant
|Masters of Whispers |
+5% Money per Alliance on all of its cities.
|Varangian Guards |
+5 Money for every Cavalry Strategic Resource. If the cavalry resource is adjacent to the Hippodromos, then generate an additional +25 Money.
+1 Trader Slot
English – Agrarian
|Serf’s Labor |
+7 Food per number of attached territory on City or Outpost.
Increase your ranged units range by 2 tiles as long as they stand on the Stronghold.
+3 Combat Strength for units adjacent to the Stronghold
Franks – Aesthete
|Crown Lands |
+10% Influence from all your nation’s sources.
|Franci Milites |
+2 Influence per adjacent District
+1 Research Slot
Ghanaians – Merchant
|Life of Luxury |
+5 Money for every Luxury and Strategic Resource you have access to.
|Luxuries Market |
+5 Money and an additional 1 Money per Trade Route. Moreover, gain an additional +3 Money for every adjacent Market Quarter and make space for a net Trader Slot in the City it was built in. Of course, you’ll lose 10 Stability with its construction.
Khmer – Builder
|Servants of Magnificence |
+3 Industry for every Makers Quarter you have
Generates +5 Food alongside +1 Industry per population and another 2 Industry per adjacent River. Likewise, you’ll lose 10 Stability but gain a Workers Slot.
Mongols – Militarist
|Mounted Mayhem |
+100% Ransack for your Armies.
|Mongol Horde |
A unique type of Outpost fortification that work’s similarly to the Hun’s’ Ordu.
Norsemen – Militarist
+3 Naval Movement Speed +2 Naval Combat Strength for Naval Units.
Gain +5 Food per adjacent Coastal Water or Lake.
+50 Money for every Ransack you make.
+1 Farmer Slot
Teutons – Expansionist
|Spurred by Faith |
+1 Money and Science for every state following your religion.
|Teutonic Knights |
+1 Faith for every District you have in the city or outpost it was built.
+3 Faith for adjacent Districts.
Umayyads – Scientist
|Learned Friends |
+5% Science for every Alliance your nation has
|Grand Mosque |
+3 Science for every attached territory
+1 Research Slot.
Early Modern Era Cultures
The Early Modern Humankind Cultures are those that will help you pivot your race towards a new strategy or to help take them in a new direction. If you need to adapt to growing Food, become expansionist, or focus on scientific or monetary policy then these Cultures have great Emblematic Districts to ensure any transition works well.
Dutch – Merchant
|Stock Wisdom |
+1 Money per population in all Cities.
|V.O.C Warehouse |
+1 Money with a bonus of +20 for every adjacent Harbor District.
+2 Money for every Trader
-10 Stability for every built District.
Edo Japanese – Aesthete
|Shogun’s Authority |
+1 Influenceper Population on City or Outpost.
|Naginata Samurai |
Gain +2 Influence and another +5 Influence for every adjacent mountain.
Haudenosaunee – Agrarian
|Land of Plenty |
+1 Food for every Exploitation.
|Three Sisters Plantation |
+5 Food for every attached territory
+3 for every adjacent Farmers Quarter.
+1 Farmers Slot
Joseon – Scientist
|Hall of Worthies |
+3 Science on any tile producing Science.
+3 Science per adjacent Research Quarter.
+1 Science for every Researcher.
Ming – Aesthete
|Grand Secretariat |
-25% cost to enacting or cancelling Civics.
+1 Influence on your territory.
|Rocket Cart |
|Grand Teahouse |
+1 Influence per District and another 2 for every adjacent District.
Mughals – Builder
|Imperial Magnificence |
+2% Industry for every territory in your sphere of Influence at the Capital.
|Jama Masjid |
+3 Industry per Industry Worker slot.
+3 Industry and another 3 for every adjacent Makers Quarter.
Ottomans – Expansionist
|Supremacy of Fire |
-50% Industry cost for building Heavy Weaponry.
Heavy Weapons also gain an additional +3 Combat Strength.
|Sultan Camii |
+3 Influence with a further +3 Influence per adjacent District. More so, you can get +1 Faith for every adjacent District but lose 10 Stability.
Poles – Militarist
|Deadly Ramparts |
Your Districts are fortified with an additional 10 Defense.
Every District you have will gain a further +2 Stability.
|Winged Hussars |
+20 District Fortification
+3 Combat Strength for every unit adjacent to the Barbican.
Spanish – Expansionist
|Honor and Glory |
If your units start a turn in foreign territory, they gain +3 Combat Strength
|Catedral Gotica |
+1 Faith per Population.
+3 Faith per adjacent District.
Venetians – Merchant
|Silver Tongues |
+1 Money for every trade route you have to any of your Cities or Outposts. Moreover, you will get +2 Money if it is a Naval Trade Route.
|Botteghe di Artisti |
all Money tiles earn an additional +1.
+1 Influence for every adjacent Market Quarter. -10 Stability
Industrial Era Cultures
Humankind’s Industrial era Cultures are some of the core Cultures you’ll need to get your desired strategy moving forward on an industrial scale. Like the British and Siamese, most of the Cultures in this era tend to enhance the rewards you have already made throughout the campaign. We’ve found that the Germans and Russians provide powerful warfare related buffs that can set you up for mid-to-late domination – if that’s your thing.
Austro-Hungarians – Aesthete
|Emperor’s Hand |
+1 Influence on District and every Emblematic District.
|Evidenzbureau Agents |
+1 Stability per District and +2 for every adjacent District to the Opernhaus. +5 Influence
British – Expansionist
|Colonial Riches |
+10 Money and Science on your capital for every attached Territory.
|Colonial Office |
+10 Money with a further +10 for Money for Liege. You get another +2 to the above for every adjacent District to the Colonial Office.
French – Scientist
|Enlightened Thinking |
+10% Science on all Cities
|Exhibition Hall |
+1 Science per Population.
+1 Influence for every adjacent District.
+3 for Territory Influence. -10 Stability.
Germans – Militarist
|Iron Ordnance |
Provides +3 Combat Strength on Naval and Air Units. You’ll also receive a 20% Production discount for all units.
|Coking Works |
+1 Industry per Population +3 Industry for every Adjacent Makers Quarter. +1 Workers Slot
Italians – Aesthete
|Inspiring Virtuosos |
Common Quarters grant a bonus Stability and Influence. The Italians get a 50% Production discount on Commons Quarter.
+1 Influence for every Trader, Researcher
+2 Influence for every adjacent Commons Quarter. +5 Stability.
Mexicans – Agrarian
|Fields of Gold |
100% Food in all Cities.
+3 Food for every adjacent Farmers Quarter.
+1 Food for all Food Tiles +1 Farmer Slot in the location it was constructed. -10 Stability
Persians – Builder
|Mighty Works |
Your Shared Projects and Constructible Industry projects cost 25% less Production.
+1 Money for every trade route
+5 Industry and Money.
+3 Money for every adjacent Market Quarter
+1 Trader Slot. -10 Stability.
Russians – Expansionist
|Land and Glory |
Units receive +10 experience for every attached Territory whenever they are created. War Support increases every time your nation captures a City.
Earn +3 Influence, +5 Stability and +5 Faith for every adjacent District. The Sobors also apply 10 health regeneration on units.
Siamese – Builder
|Gilded Orchards |
+3 Industry for every District you control to all Cities.
+1 Money for all ongoing Trade in all Cities.
|Gatling Elephant |
|Floating Market |
+1 Money per Population
+3 for every adjacent Market Quarter.
+5 Production but reduces -10 Stability
Zulu – Militarist
|Warrior’s Pride |
Units get +50% Health Regeneration while playing as the Zulu. If your units start a turn in Allied Territory, they gain an additional +2 Combat Strength for that turn.
|Warrior’s Inzindlu |
Any allied Units in or adjacent to the Inzindlu get +4 Combat Strength. The Emblematic District also grants 10 experience on units created at the City or Outpost the Inzindlue is present in.
Contemporary Era Cultures
The Contemporary Era is the final era in Humankind. Reaching it unlocks a bunch of late-game focused Cultures that should either enhance your current playstyle, or plug any gaps you need to fill in your overall strategy. If you have followed a military and/or expansionist route to victory, Russia is worth considering. Or, if you are lacking in the realm of Science, you may find Japan is a decent Culture to move towards. All the Humankind Cultures in this era should build on all the advances you’ve made, allowing you to continue your momentum and finally win the game. You’ll more than likely opt for the Contemporary Militaristic, Scientific or Expansionist Humankind Cultures to ensure you acquire as much Fame or Stars to dominate your competition.
Americans – Expansionist
|American Exceptionalism |
+10 Influence on Resources sold. Earn a bonus +1 Money for any trade route in your Cities or Outposts.
|Defense Agency |
Lost Stability but get +2 Combat Strength of Units in adjacent Districts +2 Influence for adjacency Garrisons
Australians – Builder
|Dream Weavers |
+20% bonus to Industry in all Cities
|All Terrain PMV |
|Strip Mining Complex |
+10 Industry and a further 50 Industry per adjacent Strategic Resource deposit. +1 Worker
Brazilians – Agrarian
|Lungs of the Plant |
+3 Food on Tiles producing Food
|Jungle Brigades |
|Agronomy Lab |
+1 Food per population and a further 3 from adjacent Farms Quarters
+1 Farmer Slot
|Silk Railroad |
+10% Money on all Cities
+7 Money for every attached territory.
+3 Influence for every Market Quarter
+1 Farmer, Worker, Trader and Researcher Slot.
-10 Stability upon construction.
Egyptians – Aesthete
|Valley of Kings |
+4 Influence on Emblematic District.
|Free Officers |
|Archaeological Dig |
+3 Influence per adjacent District and another +3 on Emblematic Districts.
Indians – Aesthete
|Economic Elephant |
+3 Influence on Territory
+10 Money for every territory in your sphere of Influence.
+2 Faith for every population followed by another +3 Faith for every adjacent District.
Japanese – Scientist
|Blossoming Innovation |
Technology costs are reduced by 20% while you Research them.
|Robotics Lab |
+5 to Production and Science
+1 Researcher and Worker Slot.
-10 to Stability
+3 Industry and Science per District and +2 if they are Makers or Research Quarters.
Soviets – Expansionist
|Red Tide |
20% reduction to the cost of producing units
|Red Army Tank |
|Arms Factory |
+5 Industry and Money
Swedes – Scientist
|Prize Science |
+1 Science per District available to all Cities
+3 Sceince for Research Quarters.
|Stealth Corvette |
|Research Institute |
+3 Science per District
+3 Science per Adjacent Research Quarter.
Turks – Agrarian
|People’s Reforms |
+1 Food per Population in all Cities
|Stealthy Operative Missile |
|Public School |
+1 Science Per Population +300% Science per adjacent Research Quarter
The school creates an additional Research slot upon completion and reduces your Stability by 10.
This concludes our Humankind Cultures List. We will keep this article updated if Amplitude and Sega reveal any upcoming Cultures in any post-launch content updates. If you enjoyed our Humankind coverage, why not check out our guides on Humankind Mods or Console Commands?
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