All Humankind Cultures and What They Do

Get to know the different cultures available in the different eras.

Humankind Culture List
We go through all the Humankind Cultures in the game and explain what they do. Image via Amplitude.

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Table of Contents

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

Egyptian Culture Humankind
The Egyptians are one of the cultures you can adopt as you leave the Neolithic Tribe stage.

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 Cultures Medieval Era
A menu featuring the Medieval Cultures in Humankind. Image via Amplitude.

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

Edo Japanese Humankind Culture
The Edo Japanese are one of the Humankind Cultures accessible in the Early Modern Era. Image via Amplitude.

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 Industrial Era Cultures
Here are all the Industrial Era Cultures in the game. Image via Amplitude Studios.

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

Humankind Contemporary Cultures
Here are the Humankind Cultures featured in the Contemporary Era. Image via Amplitude Studios.

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
All units gain +3 Combat Strength

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?

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