Humankind: Cultures of Africa – Interesting little additions, but not essential!

The new "Cultures of Africa Pack" content for Humankind was released on January 20, 2022 at a cost of €8,99.

This is the very first DLC, adding playable content in Humankind. The latter introduces new cultures, new narrative events, new peoples and new wonders. The new cultures are 6 in number, one culture per era. This DLC focusing mainly on their addition, here is a detail of the latter.

Humankind: Cultures of Africa – Interesting little additions, but not essential!


During the ancient era, the first culture was that of the Bantu, oriented towards expansion.


The Bantu allow to acquire an improvement of the influence, which increases with the number of empires bordering the Bantu territory, while facilitating the implementation of new outposts which are improved thanks to fortifications and granting a bonus in food for all adjacent cities.

In addition, a unit specifically dedicated to exploration is available: the Bagendi pioneers.

Humankind: Cultures of Africa – Interesting little additions, but not essential!

During the second era (classical period), we have the culture of the Garamantes, oriented towards agriculture and the increase in population.

This culture grants a whole new agricultural district: Foggara. Thanks to him, the production of basic food is greatly increased, while having bonuses depending on the surrounding terrain, facilitating the establishment of outposts and cities in arid areas (barren, rocky or stone terrain). An influence bonus is also granted each time a city with a main square expands.

Just like the Bantu, a new unit is also available: javelin riders.

Humankind: Cultures of Africa – Interesting little additions, but not essential!During the third era (medieval period), it is the Swahili culture that is available.

This culture being focused on trade and maritime exploration, it has a new port building: Bandari which grants a gold bonus for each unique resource available, an influence bonus for each nearby coastal zone. In addition, the Bandari counts as both an agricultural district and a merchant district. Added to this, the Swahilis have a bonus adding +10 to stability on ports, as well as +10 for each district next to a port.



And finally, a new unit, naval this time, is available: Mtepe.

Humankind: Cultures of Africa – Interesting little additions, but not essential!

The fourth era (modern era) features the Maasai who, like the Garamantes, specialize in agriculture.

The Maasai have a bonus that reduces food consumption for the population of all towns by 25%. In addition to this, a new district (of agricultural type) is available: Enkang. The latter grants +5 food for each nearby farm.

As for the new unit, the latter is a land unit: Morannes Maasai.

Humankind: Cultures of Africa – Interesting little additions, but not essential!

The penultimate era (industrial era) makes it possible to choose the culture of the Ethiopians which, unlike the others, is oriented towards the military aspect.

The Ethiopians make it possible to build a new district: Amba, which improves the fortification of the district, improves the stability as well as the strength of the combat units within range of the district, while increasing the cost in movement of the hostile units. The Ethiopians also allow for a science bonus on garrisons.

Of course, a new unit is also available, a land unit allowing large movements: Oromo cavalry.

Humankind: Cultures of Africa – Interesting little additions, but not essential!

And for the latest era (contemporary era), it is possible to select the Nigerian culture which gives access to agriculture and industry.

This culture makes it possible to obtain a new district, the oil refinery. Thanks to it, an oil deposit is created automatically and is exploitable. However, each district increases pollution by 10. Alongside this, an upgrade allows you to gain industry for each farmer in the town, and add 1 farmer slot for each unit of oil on the town.


And as a unit, a big powerful ground unit allows great movement: carries the MRAP.


Humankind: Cultures of Africa – Interesting little additions, but not essential!

These 6 cultures mainly focus on agriculture and rapid expansion. Following the evolution of the 6 cultures allows for a fairly varied gameplay while having a "guideline" going in the same direction.

In addition to these cultures, new natural or buildable wonders are added and can be found on the map.

Humankind: Cultures of Africa – Interesting little additions, but not essential!

Conclusion

Cultures of Africa is a good little DLC, adding new cultures that are very harmonious with each other, allowing an evolution from start to finish if you want to play with them entirely. Of course, it is quite possible to choose only one or two of these cultures during the evolution, or even not to choose any at all, depending on your objectives, the victory you are aiming for and your way of playing.


The narrative events seem to be interesting, however in 3 parts, I only encountered 2 of the 15 new ones, so I can't properly judge their quality.

It's a shame there aren't more wonders to build, and new cultures are limited to 1 culture per era. Africa is full of different cultures, peoples and countries, allowing for the addition of many different cultures, the same when it comes to different resources.

The DLC is still interesting and adds enough content, especially for the price. However, it is not essential and you can perfectly play without having it, while not having the feeling of "missing content".

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