Humankind: Die Schwierigkeitsgrade
Verfasst: 24. August 2021, 18:46
Zuletzt war Lead Game Designer William Dyce mal wieder bei uns auf Twitch zu Gast. William war so lieb, mir dabei auch diese interne Dokumentation der Entwickler zur Verfügung zu stellen. Sie listet auf, welche Malusse bzw. Bonusse die KI-Konkurrenten auf den jeweiligen Schwierigkeitsgraden erhalten.
Bitte beachtet: Das ist das Balancing zum Zeitpunkt des Release von Humankind. Es wäre unwahrscheinlich, wenn das nicht im Laufe der Zeit noch ein bisschen geändert würde.
Was haltet ihr von diesem Balancing? Findet ihr die Vor- und Nachteile angemessen?
Hamlet (Sandbox)
-25% industry, money, food, culture, faith and science
-80% pollution
-10 fortification
+50 stability on human
+2 combat strength on human
-80% pollution on human
Town (Easy)
-10% industry, money, food, culture, faith and science
-40% pollution
-5 fortification
+25 stability on human
+1 combat strength on human
-40% pollution on human
Metropolis (Normal)
(no bonuses or penalties on either humans or the AI)
Nation (Hard)
-5% time to convert territories to religion / culture (rounded up)
-10% population food consumption
+5% science
+3 industry per population
+6 industry, money and food
+5 stability
-20% unit upkeep
-15% buyout cost
Empire (Serious)
-10% time to convert territories to religion / culture (rounded up)
-20% population food consumption
+10% science
+5 industry per population
+13 industry, money and food
+10 stability
-30% unit upkeep
-30% buyout cost
+5 fortification
+1 combat strength on units
Civilization (Impossible)
-20% time to convert territories to religion / culture (rounded up)
-40% population food consumption
+15% science
+7 industry per population
+20 industry, money and food
+15 stability
-60% unit upkeep
-40% buyout cost
+10 fortification
+1 combat strength on units
Humankind (Endless)
-50% time to convert territories to religion / culture (rounded up)
-70% population food consumption
+25% science
+10 industry per population
+30 industry, money and food
+30 stability
-80% unit upkeep
-60% buyout cost
+10 fortification
+2 combat strength on units
Bitte beachtet: Das ist das Balancing zum Zeitpunkt des Release von Humankind. Es wäre unwahrscheinlich, wenn das nicht im Laufe der Zeit noch ein bisschen geändert würde.
Was haltet ihr von diesem Balancing? Findet ihr die Vor- und Nachteile angemessen?
Hamlet (Sandbox)
-25% industry, money, food, culture, faith and science
-80% pollution
-10 fortification
+50 stability on human
+2 combat strength on human
-80% pollution on human
Town (Easy)
-10% industry, money, food, culture, faith and science
-40% pollution
-5 fortification
+25 stability on human
+1 combat strength on human
-40% pollution on human
Metropolis (Normal)
(no bonuses or penalties on either humans or the AI)
Nation (Hard)
-5% time to convert territories to religion / culture (rounded up)
-10% population food consumption
+5% science
+3 industry per population
+6 industry, money and food
+5 stability
-20% unit upkeep
-15% buyout cost
Empire (Serious)
-10% time to convert territories to religion / culture (rounded up)
-20% population food consumption
+10% science
+5 industry per population
+13 industry, money and food
+10 stability
-30% unit upkeep
-30% buyout cost
+5 fortification
+1 combat strength on units
Civilization (Impossible)
-20% time to convert territories to religion / culture (rounded up)
-40% population food consumption
+15% science
+7 industry per population
+20 industry, money and food
+15 stability
-60% unit upkeep
-40% buyout cost
+10 fortification
+1 combat strength on units
Humankind (Endless)
-50% time to convert territories to religion / culture (rounded up)
-70% population food consumption
+25% science
+10 industry per population
+30 industry, money and food
+30 stability
-80% unit upkeep
-60% buyout cost
+10 fortification
+2 combat strength on units