\ "War in the Pacific" AI Hotfix
AI Fixes
Fixed an issue with AI taking too long to take its combat turns

Steam news
Full Steam announcements and update articles for this title.
Fixed an issue with AI taking too long to take its combat turns
Hey everyone,
We are proud to release a new Scenario for Humankind: The War in the Pacific Scenario. This scenario is based on Operation Cartwheel, the campaign for the Solomon Islands during World War 2. This will let you experience naval and amphibious warfare (with air support) at a scale you might not usually encounter during the course of a game of Humankind, including various custom elements to improve the experience.Custom Map: Ranging from Rabaul in the north-west to Guadalcanal in the south-east, this map of the Solomon Islands may be the biggest Humankind map yet
Custom Fame Condition: Gain Fame for every enemy unit you destroy
Custom End Condition: The Scenario will end when one side has lost too much combat strength. You can see the total combat strength in the Diplomacy screen.
Custom Events: Scenario-specific events will introduce you to the situation, and potentially deliver reinforcements down the line
Custom Empire Flavor: Bespoke player names, avatars and icons for both leaders in this conflict to improve your immersion.
Custom Gameplay Rules: The scenario features a few changes to the normal rules of Humankind
No Buyout: You can't just rush out new troops. Make the most of what you have.
No Fallback Units: If you are missing resources, you will not be able to fall back on units of earlier eras. Wooden ships just won't cut it.
Limited Research: The research tree has been shortened and already fully research. No space lasers, sorry.
Reduced Unit Upkeep: Maintenance costs should not be a concern for you in this scenario
Stable War Support: A massive War Support bonus from being part of a larger war ensures you can see this through to the end.
No Influence Generation: Your cities won't produce any influence. You're not here to muck about with civics, after all.
No Instant Resolution: You are here to conquer these islands. Don't just hand your job off to the AI.
AI Improvements
Better AI management of Embarked Units: they deploy in the rear, will avoid engaging naval forces, try to disembark on ground, and avoid seeking naval forces in a naval engagement.
Better AI Air Strike management:
AI will account better for anti-air before striking, avoiding too high casualties.
AI will spread out strikes (note : While this is slightly less optimal in theory than focusing a single tile, it avoids "overstriking" which it was prone to do, i.e. sending more than the required amount of squadrons to hit a tile)
AI will include more infantry in their later era armies to avoid having to rely entirely on tanks.
AI can use Naval & Ground Anti-Air patterns to escort armies both embarked and on ground, providing a modicum of security against air strikes.
AI will not fall back from naval engagements where their CS is lower than the enemy's but the enemy only has embarked units & not the AI
Gameplay Changes and Fixes
Land tiles are properly included in a battle if embarked units are present in a naval engagement
Occupied Cities will no longer have Civics Osmosis events.
Occupied Cities that are Mutinous will spawn Rebels from the occupied Culture, not the occupier's (which could result in an easier or harder crisis to deal with, according to respective tech levels)
Fully embarked armies can now fall back from naval engagements even if their CS is superior to the enemy's
Reduced Terrain / POI destruction chance from 25% per air / arty strike to 5%
Added possibility to buyout some specific Extensions with Influence in Occupied Cities (Extractors, Train Stations, etc), like Outposts.
Fixed an error with air strikes.
Fixed an error with destroyed fortified districts during battle
We hope you enjoy the scenario and the improvements to the base game coming with it. As always, we'd love to hear what you think!
Hey everyone,
At Amplified a few weeks ago, we gave you a first glimpse of a new Humankind scenario our designer Noah has been working on: War in the Pacific.
We chose this theme because the Community Vote had picked the Contemporary as their preferred era, and we could create a situation in which you’d get to use all three types of units together, land, naval, and air. This scenario pushes some aspects further than we did with previous scenarios, like custom personas, custom narrative events, and a unique end game condition.
Additionally, in the course of working on this scenario we made several more general improvements to the game:AIBetter AI management of Embarked Units : they deploy in the rear, will avoid engaging naval forces, try to disembark on ground, and avoid seeking naval forces in a naval engagement.
Better AI Air Strike management :
AI will account better for anti-air before striking, avoiding too high casualties.
AI will spread out strikes (note : While this is slightly less optimal in theory than focusing a single tile, but avoids "overstriking" which it was prone to do, i.e. sending more than the required amount of squadrons to hit a tile)
AI will include more infantry in their later era armies to avoid having to rely entirely on tanks.
Land tiles are properly included in a battle if embarked units are present in a naval engagement
Reduced Terrain / POI destruction chance from 25% per air / arty strike to 5%
Added possibility to buyout some specific Extensions with Influence in Occupied Cities (Extractors, Train Stations, etc), like Outposts.
Fixed an error with air strikes.
Now we’re ready for you to try it yourselves and share your thoughts to guide any final tweaks we might want to make before we release it fully.
Just go to the properties of the game on Steam, and in the Game Versions and Betas tab select the update_preview branch. Once it’s updated, you’ll be able to access the scenario directly from the menu.
While you’re giving feedback, there are a few topics Noah is particularly interested in:
Did you finish the scenario?
How many turns did you play?
Which side did you play?
Thoughts on the difficulty of the scenario?
Thoughts on the AI's behavior?
Thoughts on the military aspect?
Thoughts on the economy?
Any other / free feedback
If you see any weird behavior from the AI, please let us know about it and include a save if you can.
We look forward to reading what you think about this scenario.
Today we want to give you a little early look at the new Humankind scenario we are working on.
Last summer, we asked you all to vote on which era you would like to see for the new scenario, and the overwhelming response was the Contemporary Era. And we get it: It’s rare to face an opponent on equal footing after going through five other ages before.
After some brainstorming and consideration, we decided to focus on the pacific theatre of WW2 for this scenario, placing you in a conflict where land, naval, and air forces come to bear.
The mockup below should give you an idea what kinds of battle to expect, but this is not a real screenshot as we are still working on the scenario.
AMPLIFIERS 2026
January is the month we celebrate the Studio anniversary. This year we reach the 15th year milestone!
“Celebrating the studio’s 15th anniversary means celebrating fifteen years of imagination, perseverance, and above all, the trust we’ve built with our community. Our players have always been at the heart of our journey: their feedback, passion, and engagement drive us to push our limits every day” - Romain De Waubert, Studio Co-founder and CEO.
Check the OFFICIAL BLOG to learn more about what we're doing for Amplified, including the stretch goals that will unlock rewards to everyone!
Added "exclusive Tenets" option in the new game screen
Improved tooltip distinction of State-Religion Effects versus Territory Effects
Rephrased Raise Monuments, Sustain the Faithful, and Donate Generously effects to clarify the different between Religious Leader and Follower effects
Slightly adjusted dimensions of the tenet screen for better readability
New Faith Bonus parameter, which boosts your State Religion's influence in a Territory, but not beyond
Civics Balancing
Open-Minded (Religious Tolerance) applies a -10 Faith Defense reduction
Religious Hostility (Religious Tolerance) Faith Defense bonus reduce to 20% (from 30% before)
Inquisition (Unbelievers) grants Faith on Main Plaza based on population sacrificed and Faith Defense on Territories not following the State Religion
Banish Unbelievers (Unbelievers) yields more Money but gives less Faith Defense than before
District Rebalancing:
Religious Districts
Reduced Flat Faith yields of most religious Emblematic districts and religious Cultural Wonders
Added a small Faith Bonus to most religious Emblematic Districts
Added +25% Faith Bonus to Holy Sites
Cultural Wonders that are Holy Sites grant less flat Faith than Obelisk of the gods/Stone Circle (+7 instead of +10)
Reduced Faith bonus for Tradition Ideology Axis to +1/+2 (was +2/+4 before)
The following districts now apply a Faith Defense penalty as they rely on exchanges with others
Embassies
Harbors
Haven – Phoenicia
Amphiteatron – Greece
Cothon – Carthaginian
Bandari – Swahili
Luxuries Market – Ghanaians
V.O.C Warehouse – Dutch
Caravanserai – Persian
College – Scots
Exhibition Hall – French
Floating Market – Siamese
Tenets Rebalancing
Religion effects on territories are no longer uniform. Generally, Food Tenets yield more and Science and Influence Tenets less. All territory effects scale with Tenet Tier.
FIMSI related State-religion effects are no longer uniform. Generally, Food Tenets yield more and Science and Influence Tenets less.
Yield to None now grants +2 CS on Militia (instead of experience when building a unit)
Raise Monuments (Tier 4) no longer grants Industry
Donate Often (Tier 4) no longer grants Food
Meditate Often (Tier 4) now grants +2 CS to the Religious leader and +1 CS to Followers (instead of +3/+2)
Natural Wonders Balancing
Reduced flat Faith bonus of Natural Wonders to +5 (was +10 before)
Added missing localization
Fixed issue where picked tenets were not displayed after loading a game
Fixed issue where the wrong Faith was displayed in the the All Cities panel
The mod tools are not up to date yet
Tenets are no longer exclusive: multiple religions can share the same tenets
ADDED -2 Stability per non-State Religion Follower
CHANGED Religion Follower thresholds
Tier 3: 5+Min(#Players,8)*20 (Used to be *15)
Tier 4: 5+Min(#Players,8)*35 (Used to be *20)
Shamanism
CHANGED +2 Faith on Administrative Plaza TO +3 Faith on Administrative Plaza
Respect the Seas' Bounties
REMOVED All but +1 Holy Site
ADDED +5 Food on Territories under influence of your State Religion if they contain a Coastal Water Tile
ADDED +3 Food on Territories under influence of the Religion
Abstain from Intoxicants
REMOVED All but +1 Holy Site
ADDED +5 Industry on Territories under influence of your State Religion if they contain a Forest
ADDED +3 Industry on Territories under influence of the Religion
Seek Wisdom
REMOVED All but +1 Holy Site
ADDED +5 Science on Territories under influence of your State Religion if they contain a Strategic Deposit
ADDED +3 Science on Territories under influence of the Religion
Hunt the Infidels
ADDED -10% Production cost
ADDED +5% Health Regen on Territories under influence of the Religion
Reject Luxury
REMOVED All but +1 Holy Site
ADDED +5 Money on Territories under influence of your State Religion if they contain a Luxury Deposit
ADDED +3 Money on Territories under influence of the Religion
Be Virtuous as Water
REMOVED All but +1 Holy Site
ADDED +10 Stability on Territories under influence of your State Religion if they contain a River
ADDED +5 Stability on Territories under influence of the Religion
Shelter the True Oracles
REMOVED All but +1 Holy Site
ADDED +5 Influence on Territories under influence of your State Religion if they contain a Mountain
ADDED +3 Influence on Territories under influence of the Religion
Smite Unbelievers
CHANGED -1 Unit Upkeep to -10% Unit Upkeep
ADDED +5% Health Regen on Territories under influence of the Religion
Bear not False Witness
CHANGED +5 Science on Research Quarters TO +3 Science on Research Quarters
REMOVED +2 Science on Religious District
ADDED +3 Science on Territories under influence of the Religion
Give Alms
CHANGED +5 Money on Market Quarters TO +3 Science on Market Quarters
REMOVED +2 Money on Religious District
ADDED +3 Money on Territories under influence of the Religion
Protect the Weak
REMOVED +2 Stability on Religious District
ADDED +5 Stability on Territories under influence of the Religion
Observe Fasts
CHANGED +5 Food on Harbour TO +3 Food on Farmer's Quarters
REMOVED +2 Food on Religious District
ADDED +3 Food on Territories under influence of the Religion
Undertake Pilgrimage
ADDED +3 Influence on Commons Quarter
REMOVED +2 Influence on Religious District
REMOVED -25% Civics costs
ADDED +3 Influence on Territories under influence of the Religion
Yield to None
REMOVED -20% Industry Cost on Religious District
ADDED +5XP on Unit Creation per Territory under influence of your State Religion
ADDED +5% Health Regen on Territories under influence of the Religion
Purge Idleness
ADDED +1 Industry per State Religion Faith produced in the Settlement
REMOVED +2 Industry on Religious District
ADDED +3 Industry on Territories under influence of the Religion
Show Not Mercy
ADDED +10 XP on Unit Creation per Military Quarter in Territories under influence of your State Religion
ADDED +5% Health Regen on Territories under influence of the Religion
Mandate Patronage
ADDED +1 Money per State Religion Faith produced in the Settlement
REMOVED +2 Money per Trade Road
REMOVED +2 Money on Religious Quarter
ADDED +3 Money on Territories under influence of the Religion
Proselytize Daily
ADDED +1 Influence per State Religion Faith produced in the Empire
ADDED -25% Civics costs
REMOVED +2 Influence on Commons Quarter
REMOVED +2 Influence on Religious District
ADDED +3 Influence on Territories under influence of the Religion
Develop the Intellect
ADDED +1 Science per State Religion Faith produced in the Empire
REMOVED +2 Science on Religious District
REMOVED +20 Science per Alliance
ADDED +3 Science on Territories under influence of the Religion
Eschew Gluttony
ADDED -10% Industry cost on Units
ADDED +5% Health Regen on Territories under influence of the Religion
Raise Monuments
REMOVED +50 Science on Artificial Wonders
REMOVED +2 Science on Religious Districts
ADDED +1 Science per Religion Followers globally if Religious Leader
ADDED +1 Science per Religion Followers in Empire if not Religious Leader
ADDED +1 Industry per Religion Followers in Settlement on Settlements
ADDED +3 Science on Territories under influence of the Religion
Sustain the Faithful
REMOVED +20 Stability on Territories not following your religion
REMOVED +2 Stability on Religious District
ADDED +1 Influence per Religion Followers globally if Religious Leader
ADDED +1 Influence per Religion Followers in Empire if not Religious Leader
ADDED +1 Stability per Religion Followers in Settlement on Settlements
ADDED +5 Stability on Territories under the influence of the Religion
Donate Generously
REMOVED +25 Money per Alliance
REMOVED +2 Money on Religious District
CHANGED +3 Holy Sites to +1 Holy Site
ADDED +1 Money per Religion Followers globally if Religious Leader
ADDED +1 Money per Religion Followers in Empire if not Religious Leader
ADDED +1 Food per Religion Followers in Settlement on Settlements
ADDED +3 Money on Territories under influence of the Religion
Meditate Often
ADDED +3 Combat Strength if Religious Leader
CHANGED +2 Combat Strength to +2 Combat Strength if not Religious Leader
ADDED +5% Health Regen on Territories under influence of the Religion
Religious Rights - Communal Rights (Procession action)
CHANGED Procession cost from 5 * Population Money cost TO 10 * Population Money cost
ADDED +1 Faith per State Religion Follower on Administrative Districts
Religious Tolerance - Unlock Conditions
CHANGED from 2 Tenets to Have at least 1 non-State Religion Follower in your Empire OR at least 1 Follower of your Religion in another Empire
Religious Tolerance - Open-minded
CHANGED to +1 Stability per non-State Religion Follower
Religious Tolerance - Hostility
REMOVED +10 Faith on Influenced Territories
ADDED +30% Faith Defence on Territories
CHANGED to -1 Stability per non-State Religion Follower
Religious Minorities - Taxed Minorities
CHANGED to -1 Stability per non-State Religion Follower
Religious Minorities - Untaxed Minorities
CHANGED to +1 Stability per non-State Religion Follower
Unbelievers - Eliminate Unbelievers (Inquisition Action)
CHANGED Inquisition cost from 1 Population TO (1 + non-Influenced Territories Count) Population
REMOVED +10 Stability
ADDED +5 Faith per Sacrificed Population on non-Influenced Territories' Administrative Districts
ADDED +10% Faith Defence
Unbelievers - Banish Unbelievers (Banish Action)
ADDED +30% Faith Defence
CHANGED 5T Duration TO 10T Duration
Irreligion - Secularism
REMOVED +10% Fame gains
REMOVED +5 Money on Religious District
ADDED +5% FIMSI
ADDED +2 Stability per non-State Religion Follower
Irreligion - State Atheism
CHANGED +20% Fame gains TO +10% Fame gains
ADDED +10% Faith Defence
ADDED +3 Faith per Commons Quarter
ADDED +3 Faith per Research Quarter
ADDED +1 Faith per State Religion Follower
Kaiserdom
REMOVED +1 Faith per District in Settlement
ADDED +1 Faith per District in Territory
Jama Masjid
REMOVED +1 Faith per Pop
ADDED +3 Faith
Catedral Gótica
REMOVED +1 Faith per Pop
ADDED +3 Faith
Sultan Camii
REMOVED +1 Faith per District
ADDED +1 Faith per District in Territory
Tera
CHANGED +3 Faith TO +2 Faith
ADDED +5% Faith Defence in Territory
Mount Roraima
ADDED +10 Faith
Whakaari Volcano
ADDED +10 Faith
Fixed various cases of missing localized text
Effects are unclear for Tenets in Tier 4 between Religious Leader/Non-Religious Leader
Religious Leader gets the effect for all followers worldwide (even the ones from other Empires).
Non Religious leaders get the bonus only for their followers.
The "Abstain from Intoxicants" Tenet applies unreliably
The "Be Virtuous as Water" Tenet is also applied on Cities that don't have Rivers in their Territory
The Mod Tools have not been updated yet
Hey everyone,
If you’ve played Humankind since last Friday, you may have noticed a few things are different than they were just after the Dante update, particularly concerning the faith of your people, and many of you were wondering about these changes. Well, funny story: At the end of last week, we were made aware of a security vulnerability that had been found in the Unity engine. Obviously, we want our games to not pose a risk to our players, so we moved quickly to patch all our affected games. Humankind was one of them. The patch went out, and we were ready to breathe a sigh of relief when we realized that the unfinished update we had been testing with our VIPs was now publicly accessible! That wasn’t supposed to happen, because there’s still text missing. Well, the cat’s out of the bag now, so what exactly is it that found its way into your hands sooner than intended? As you might guess from the update being named after a goddess, Freyja, we’ve focused on religion:Religion Tier Requirements have been rebalanced and should scale better with map size and number of players now
Non-State Religion followers in your territories now give a mild stability penalty per pop (there are ways to offset this)
Territories now have a “Faith Defense” value that reduces incoming faith pressure from non-state Religions
Multiple religions can share the same tenet now
All Tenets have been rebalanced with effects that reward spreading your state religion. The Tier 4 Tenets give the Religious Leader additional benefits.
Religious Civics were adapted to the new Religion balancing
New Persona: William Wallace
About
This page aggregates Steam news feeds, patch notes, and developer announcements for HUMANKIND™, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main HUMANKIND™ statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
FAQ
Browse related Steam game intelligence pages and categories.