All Humankind Cultures and What They Do
Get to know the different cultures available in the different eras.
- By Craig Robinson
- August 12, 2021

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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.
Ancient Era

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
Legacy Trait | Unit | District: |
Raid Masters
+1 Land Movement speed +5 strength to units when an army is Ransacking. |
Assyrian Raiders
Cavalry |
Dunno
+2 Influence +10 District Fortification +1 Combat Strength to units in or adjacent to a Dunno |
Babylonians – Science
Legacy Trait | Unit | District: |
Brilliant Philosophers
+2 Science in the capital for every completed Research. |
Sabu Sa Qasti
Melee |
Astronomy House
+3 Science for every adjacent Farmers Quarter (District). +1 Food per Researcher +1 Science per Researcher +1 Researcher slot. |
Egyptians – Builder
Legacy Trait | Unit | District: |
Grand Planners
+1 Industry on Industry tiles. -10% cost to build Districts. |
Markabata
Cavalry. |
Egyptian Pyramid
+1 Influence +3 Industry -10 Stability +3 Industry per adjacent Makers Quarter (District) +1 Worker Slot. |
Harappans – Agrarian
Legacy Trait | Unit | District: |
Fertile Inundations
+1 Food on tiles producing Food and Rivers. |
Runners
Melee |
Canal Network
+3 Food +3 Food per adjacent Farmer’s Quarter. +1 Farmers Slot on City or Outpost. -10 Stability |
Hittites – Militarist
Legacy Trait | Unit | District |
Lust for War
+1 Combat Strength |
Gigir
Cavalry |
Awari
Special fortification type that automatically upgrades the fortification value of Outposts |
:
Mycenaeans – Militarist
Legacy Trait | Unit | District: |
Brutal Upbringing
Makes producing units 20% cheaper, and military units spawn with +25 experience in your city or outpost |
Promachoi
Melee |
Cyclopean Fortress
+20 District Fortification +3 Industry +15 Stability +3 Combat Strength for units adjacent to the District |
Nubians – Merchant
Legacy Trait | Unit | District: |
Golden Dreams
+5 Money on Luxury and Strategic Resource deposits. |
Ta-Seti Archers
Ranged |
Meroe Pyramids
+2 Industry and Money +3 Money per adjacent Makers Quarter +1 Trader slot -10 Stability |
Olmecs – Aesthete
Legacy Trait | Unit | District: |
Natural Harmony
+1 Influence on Territory |
Javelin Throwers
Ranged |
Olmec Head
+3 Food +1 Influence +1 Influence per adjacent Farmers Quarter +1 Farmer Slot -10 Stability |
Phoenicians – Merchant
Legacy Trait | Unit | District: |
Trading Pioneers
+2 Money per Traders to your City or Outpost |
Bireme
Naval |
Haven
+2 Money per adjacent Coastal or Lake tile. +1 Trader slot -10 Stability |
Zhou – Aesthete
Legacy Trait | Unit | District: |
Harmonious Thought
+2 Stability for every District. |
Zhanche
Cavalry |
Confusion School
+8 Stability +1 Science +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
Legacy Trait | Unit | District: |
Cyrus’ Shadow
+2 City cap +10 Stability for each City and Outpost. |
Immortals
Melee |
Satraps
+5 Money +1 Influence +2 Influence per adjacent District +1Trader Slot. -10 Stability. |
Aksumites – Merchant
Legacy Trait | Unit | District: |
Horn of Plenty
+2 Money for every tile making Money. |
Shotelai
Melee |
Great Obelisk
+3 Faith +3 Money +3 Money for every adjacent Market Quarter. +1 Money per Territory under the Religion’s Influence. -10 Stability |
Carthaginians – Merchant
Legacy Trait | Unit | District: |
Hard Bargainers
25% reduced price on all buyout costs. |
War Elephant
Cavalry |
Cothon
+10 Destict Fortification +3 Industry per adjacent Coastal Water Tile. +2 per adjacent Lake Tile. +1 Worker Slot -10 Stability |
Celts – Agrarian
Legacy Trait | Unit | District: |
Druidic Lore
+2 Food per Farmers on City or an Outpost. |
Gaesati
Melee |
Nemeton
+3 Food per number of attached territories and per adjacent Farmers Quarter. +3 Faith -10 Stability |
Goths – Militarist
Legacy Trait | Unit | District: |
Nimble Pillage
+10 Combat Strength when Ransacking. +2 Influence on Garrison District. |
Gothic Cavalry
Cavalry |
Tumulus
+3 Influence +3 Faith +2 Faith per adjacent District. -10 Stability |
Greeks – Scientist
Legacy Trait | Unit | District: |
Socratic Method
+2 Science per Researchers on City or Outpost. |
Hoplites
Melee |
Amphitheatron
+3 Science per Era. +2 for every adjacent District. -10 Stability |
Huns – Militarist
Legacy Trait | Unit | District: |
Formidable Steeds
+2 Combat Strength on Cavalry Units. |
Hunnic Horde
Cavalry |
Ordu
Outposts turn into Nomadic Camps. |
Mauryans – Aesthete
Legacy Trait | Unit | District: |
Guiding Light
+2 faith +3 Science +1 Influence. +2 Influence for every adjacent District. +1 Researcher Slot -10 Stability |
Samnahya
Ranged Cavalry |
Stupa
+3 Science +2 Faith +1 Influence +2 Influence for every adjacent District. -10 Stability |
Maya – Builder
Legacy Trait | Unit | District: |
Tireless Spirit
+2 Industry per worker on the City or Outpost. |
Noble Javelineers
Ranged |
K’uh Nah
+3 Industry for every attached territory. +4 Industry for every adjacent Makers Quarter +1 Workers Slot +2 Faith -10 Stability |
Romans – Expansionist
Legacy Trait | Unit | District: |
Legion’s Finest
+1 Unit slot for each army -30% Army Upkeep cost. |
Praetorian Guards
Melee |
Triumphal Arch
+3 Influence +3 Stability. 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
Legacy Trait | Unit | District: |
Huitzilopochtli’s Glory
+2 Land Movement Speed -20% Industry cost for producing Units. |
Jaguar Warriors
Melee |
Sacrificial Altar
+5 Faith +5 Stability +2 Influence per adjacent District. |
Byzantines – Merchant
Legacy Trait | Unit | District: |
Masters of Whispers
+5% Money per Alliance on all of its cities. |
Varangian Guards
Melee |
Hippodromos
+3 Money +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 -10 Stability |
English – Agrarian
Legacy Trait | Unit | District: |
Serf’s Labor
+7 Food per number of attached territory on City or Outpost. |
Longbowmen
Ranged. |
Stronghold
Increase your ranged units range by 2 tiles as long as they stand on the Stronghold. +20 Fortification +5 Stability +3 Combat Strength for units adjacent to the Stronghold |
Franks – Aesthete
Legacy Trait | Unit | District: |
Crown Lands
+10% Influence from all your nation’s sources. |
Franci Milites
Cavalry |
Scriptorium
+3 Faith +2 Influence per adjacent District +5 Science +1 Research Slot -10 Stability |
Ghanaians – Merchant
Legacy Trait | Unit | District: |
Life of Luxury
+5 Money for every Luxury and Strategic Resource you have access to. |
Meharists
Cavalry |
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
Legacy Trait | Unit | District: |
Servants of Magnificence
+3 Industry for every Makers Quarter you have |
Dhanvi-gaja
Ranged |
Baray
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
Legacy Trait | Unit | District: |
Mounted Mayhem
+100% Ransack for your Armies. |
Mongol Horde
Cavalry |
Orda
A unique type of Outpost fortification that work’s similarly to the Hun’s’ Ordu. |
Norsemen – Militarist
Legacy Trait | Unit | District: |
Stormborn
+3 Naval Movement Speed +2 Naval Combat Strength for Naval Units. |
Langskip
Naval |
Naust
Gain +5 Food per adjacent Coastal Water or Lake. +50 Money for every Ransack you make. +1 Farmer Slot -10 Stability. |
Teutons – Expansionist
Legacy Trait | Unit | District: |
Spurred by Faith
+1 Money and Science for every state following your religion. |
Teutonic Knights
Cavalry |
Kaiserdom
+1 Faith for every District you have in the city or outpost it was built. +3 Faith for adjacent Districts. +3 Influence -10 Stability. |
Umayyads – Scientist
Legacy Trait | Unit | District: |
Learned Friends
+5% Science for every Alliance your nation has |
Haras
Cavalry |
Grand Mosque
+3 Science for every attached territory +1 Research Slot. +5 Faith -10 Stability |
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
Legacy Trait | Unit | District: |
Stock Wisdom
+1 Money per population in all Cities. |
Fluyt
Naval |
V.O.C Warehouse
+1Trader slot +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
Legacy Trait | Unit | District: |
Shogun’s Authority
+1 Influenceper Population on City or Outpost. |
Naginata Samurai
Melee |
Tera
Gain +2 Influence and another +5 Influence for every adjacent mountain. |
Haudenosaunee – Agrarian
Legacy Trait | Unit | District: |
Land of Plenty
+1 Food for every Exploitation. |
Rotiskenrakehte
Ranged |
Three Sisters Plantation
+5 Food for every attached territory +3 for every adjacent Farmers Quarter. +1 Farmers Slot -10 Stability |
Joseon – Scientist
Legacy Trait | Unit | District: |
Hall of Worthies
+3 Science on any tile producing Science. |
Geobukseon
Naval |
Seowon
+2 Science +3 Science per adjacent Research Quarter. +1 Science for every Researcher. +2 Influence -10 Stability |
Ming – Aesthete
Legacy Trait | Unit | District: |
Grand Secretariat
-25% cost to enacting or cancelling Civics. +1 Influence on your territory. |
Rocket Cart
Heavy Weapon |
Grand Teahouse
+1 Influence per District and another 2 for every adjacent District. |
Mughals – Builder
Legacy Trait | Unit | District: |
Imperial Magnificence
+2% Industry for every territory in your sphere of Influence at the Capital. |
Gajnal
Ranged |
Jama Masjid
+3 Industry per Industry Worker slot. +3 Industry and another 3 for every adjacent Makers Quarter. +2 Influence -10 Stability. |
Ottomans – Expansionist
Legacy Trait | Unit | District: |
Supremacy of Fire
-50% Industry cost for building Heavy Weaponry. Heavy Weapons also gain an additional +3 Combat Strength. |
Janissaries
Ranged |
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
Legacy Trait | Unit | District: |
Deadly Ramparts
Your Districts are fortified with an additional 10 Defense. Every District you have will gain a further +2 Stability. |
Winged Hussars
Cavalry |
Barbican
+20 District Fortification +2 Influence +8 Stability +3 Combat Strength for every unit adjacent to the Barbican. |
Spanish – Expansionist
Legacy Trait | Unit | District: |
Honor and Glory
If your units start a turn in foreign territory, they gain +3 Combat Strength |
Conquistador
Ranged |
Catedral Gotica
+1 Faith per Population. +3 Faith per adjacent District. -10 Stability |
Venetians – Merchant
Legacy Trait | Unit | District: |
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. |
Galleass
Naval. |
Botteghe di Artisti
+1 Money all Money tiles earn an additional +1. +4 Influence +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
Legacy Trait | Unit | District |
Emperor’s Hand
+1 Influence on District and every Emblematic District. |
Evidenzbureau Agents Ranged |
Opernhaus
+1 Stability per District and +2 for every adjacent District to the Opernhaus. +5 Influence |
British – Expansionist
Legacy Trait | Unit | District |
Colonial Riches
+10 Money and Science on your capital for every attached Territory. |
Redcoats
Ranged |
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
Legacy Trait | Unit | District |
Enlightened Thinking
+10% Science on all Cities |
Cuirassiers
Cavalry |
Exhibition Hall
+1 Science per Population. +1 Influence for every adjacent District. +3 for Territory Influence. -10 Stability. |
Germans – Militarist
Legacy Trait | Unit | District |
Iron Ordnance
Provides +3 Combat Strength on Naval and Air Units. You’ll also receive a 20% Production discount for all units. |
U-Boat
Naval |
Coking Works
+1 Industry per Population +3 Industry for every Adjacent Makers Quarter. +1 Workers Slot +10 Pollution -1 Stability |
Italians – Aesthete
Legacy Trait | Unit | District |
Inspiring Virtuosos
+10 Stability Common Quarters grant a bonus Stability and Influence. The Italians get a 50% Production discount on Commons Quarter. |
Alpine
Ranged |
Teatro
+1 Influence +1 Influence for every Trader, Researcher +2 Influence for every adjacent Commons Quarter. +5 Stability. |
Mexicans – Agrarian
Legacy Trait | Unit | District |
Fields of Gold
100% Food in all Cities. |
Soldaderas
Ranged |
Hacienda
+1 Food +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
Legacy Trait | Unit | District |
Mighty Works
Your Shared Projects and Constructible Industry projects cost 25% less Production. |
Jazayerchis
Ranged |
Caravanserai
+1 Money for every trade route +5 Industry and Money. +3 Money for every adjacent Market Quarter +1 Trader Slot. -10 Stability. |
Russians – Expansionist
Legacy Trait | Unit | District |
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. |
Cossacks
Cavalry. |
Sobor
Earn +3 Influence, +5 Stability and +5 Faith for every adjacent District. The Sobors also apply 10 health regeneration on units. |
Siamese – Builder
Legacy Trait | Unit | District |
Gilded Orchards
+3 Industry for every District you control to all Cities. +1 Money for all ongoing Trade in all Cities. |
Gatling Elephant
Ranged. |
Floating Market
+1 Money per Population +3 for every adjacent Market Quarter. +5 Production but reduces -10 Stability |
Zulu – Militarist
Legacy Trait | Unit | District |
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. |
Impi
Melee |
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
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
Legacy Trait | Unit | District |
American Exceptionalism
+10 Influence on Resources sold. Earn a bonus +1 Money for any trade route in your Cities or Outposts. |
Lightning
Aircraft |
Defense Agency
Lost Stability but get +2 Combat Strength of Units in adjacent Districts +2 Influence for adjacency Garrisons |
Australians – Builder
Legacy Trait | Unit | District |
Dream Weavers +20% bonus to Industry in all Cities |
All Terrain PMV
Armored Vehicle |
Strip Mining Complex
+10 Industry and a further 50 Industry per adjacent Strategic Resource deposit. +1 Worker -10 Stability +15 Pollution. |
Brazilians – Agrarian
Legacy Trait | Unit | District |
Lungs of the Plant
+3 Food on Tiles producing Food |
Jungle Brigades
Ranged |
Agronomy Lab
+1 Food per population and a further 3 from adjacent Farms Quarters +1 Farmer Slot -10 Stability |
Chinese- Merchant
Legacy Trait | Unit | District |
Silk Railroad
+10% Money on all Cities |
Guardians
Heavy Weapon |
Congress
+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
Legacy Trait | Unit | District |
Valley of Kings
+4 Influence on Emblematic District. |
Free Officers
Ranged |
Archaeological Dig
+3 Influence per adjacent District and another +3 on Emblematic Districts. -10 Stability |
Indians – Aesthete
Legacy Trait | Unit | District |
Economic Elephant
+3 Influence on Territory +10 Money for every territory in your sphere of Influence. |
Peacekeepers
Ranged |
Ashram
+2 Faith for every population followed by another +3 Faith for every adjacent District. +5 Influence, |
Japanese – Scientist
Legacy Trait | Unit | District |
Blossoming Innovation
Technology costs are reduced by 20% while you Research them. |
Reisen
Fighter |
Robotics Lab
+5 to Production and Science +1 Researcher and Worker Slot. -10 to Stability +5 Pollution.
+3 Industry and Science per District and +2 if they are Makers or Research Quarters. |
Soviets – Expansionist
Legacy Trait | Unit | District |
Red Tide
20% reduction to the cost of producing units |
Red Army Tank
Armored Vehicle |
Arms Factory
+5 Industry and Money +10 Pollution -10 Stability |
Swedes – Scientist
Legacy Trait | Unit | District |
Prize Science
+1 Science per District available to all Cities +3 Sceince for Research Quarters. |
Stealth Corvette
Aircraft. |
Research Institute
+3 Science per District +3 Science per Adjacent Research Quarter. -10 Stability. |
Turks – Agrarian
Legacy Trait | Unit | District |
People’s Reforms
+1 Food per Population in all Cities |
Stealthy Operative Missile
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?