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  Hints and Tips for: Humankind 
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Humankind

Cheat Codes:
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Submitted by: David K.

How to Beat AI Enemies:
------------------------
Written by Doom Destroyer

This is going to teach you how to overwhelm the AI using unit HORDS 
to beat your AI enemies.

-=Tips to Beat AI Enemies=-
* Depending on what map size for a medium map have 4-6 cities and up 
  production as much as you can use a production civ.
* Start building farms in the second era picking a military civ.
* You should still be in the second era now you start spamming units from 
  all cities you should have the population to do this.
* Enjoy overwhelming your enemies with endless manpower.




Trades Guide (Updated to Vitruvian Version):
--------------------------------------------
Written by By Dorok

This guide explains how work trades in Humankind.

As the game design is still evolving, and there could be some new bugs changing 
some mechanic in some cases, some details could have became wrong.

-=Trade mechanic=-
* You donít need have done any specific research to be able to trade.
* But to sell a resource you need have an extractor, so you need have research the 
  tech allowing build extractors, or you need that a merchant Empire used its special 
  merchant action to build an extractor on your resource.
* A trade is created by buying or selling a resource where an extractor is build.
* This buy or sell is done only once.
* Itís not an exclusive usage of a resource, you can sell a resource multiple time, 
  once to each Empire, and you still benefit of the resource for yourself.

Beside the price paid or get from starting a trade you benefit of two points:

* A resource bought is like if it is owned, and it provides the same bonuses than 
  a resource owned at exception some local bonus a resource can have.
* It adds one trade, and there are districts, infrastructures, civics, and global
  bonus cultures that have an income depending of the trade, most often itís money 
  income but not only.
* A trade isnít stopped by war, nor by having demands, nor by trade treaties 
  cancelled, nor by any civic.

War, demands, trade treaties cancelled, and some civics, all only remove the ability 
to buy and sell more resources with the AI involved, but all existing trades still apply.

-=Cancel a trade=-
Itís impossible to cancel a trade specifically, but you can disable trades in few ways:
* Destroy the extractor of a resource you own, then all trades that sold this resource 
  are lost.
* Destroy the extractor of a resource owned by another Empire, then you lost the trade 
  that bought this resource, but also all other Empires lost this trade.
* Resource ownership change, the original owner lost all trades that sold the resource,
  all other Empires lost the trade that bought this resource.
* Destroy a commercial road, in this case itís a temporary interruption of all the 
  trades going through the road, most often it will involve sell and bought trades 
  for many Empires.

Recent versions of the game could have change the effect of destroying a commercial 
road, not confirmed, but possible. Now in some cases the interruption could be very 
long, or even it could allow destroy the trades, per design or from bug.

-=Trade price=-
The price of a trade is dependent of:

* Number of time the resources was already bought, no matter ownership change or 
  even extractor destruction.
* Various tech in research tree lower the cost.
* Cost reduction for Merchant cultures when they buy.
* Cost increase when you buy to a Merchant culture.

Alliance allows a special trade treaty, in this case thereís no extra cost and the 
price is the same amount for buyer or seller. But the base price is still increased 
by number of time the resources was bought since game start.

Various extra costs increasing buying price but not the money received by seller, 
see next list bellow.

-=List of extra costs, probably incomplete=-
Travel type, from cheaper to more expensive, Sea/Land/Air.

* Travel length.
Extra cost if you buy directly to a Merchant that did an investment of the resource
(Merchant special action).

-=Trade roads=-
A trade road can have multiple trade points, to see better trade roads and trade points, 
use the trade tab in diplomacy, you can select bought trades or sold trades.

Currently the presentation of trade road points is far to be clear, the trade roads are 
shown, but the trade road points arenít well shown except when they are in a territory 
without outpost or town on land, or when on sea and not on a harbor or some sea district.

One trade can have multiple trade road points, the first two trade road points are the
start and the end of the trade, but there are also intermediate points.

-=Land trades=-
They require that the full trade road is only on land.

They are more expensive than sea trades, but unlike sea trades they donít involve 
many intermediate trade road points that can be destroyed with ransack.

-=Sea trades=-
You donít need have build an harbor to make a trade going through the sea, the game will 
create automatically a small harbor used as a trade point. You donít even need have 
research the tech allowing build an harbor, nor any special tech.

When you build an harbor it will capture the sea trade points close, but not those of 
another harbor previously build.

They involve many intermediate trade road points on sea, each can be destroyed with ransack.

-=Air trades=-
* They require an Airport at start and end of the trade road.
* They are the most expensive trades.

-=Influence and faith spreading through trade roads=-
* Trade roads are a vector spreading the influence and the faith.

This topic is more for a guide about influence or religions, but itís a side effect of 
trades that worth an highlight.

Because itís difficult to cancel a trade itís better use other tools to counter this.

For influence thereís those civics to stop foreign influence:
* Cultural Eradication: Stop foreign influence spreading through controlled territories.
* Isolationism: Stop non allies influence spreading through controlled territories.

For faith, thereís no civic to block faith spreading. This allows attempt a world religion 
domination without using wars and conquests.

Instead, use the other faith tools to struggle for a religion domination, or even you can 
choose the religion of another empire, this can be a good option if the religion has a 
good set of Tenets.
 

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