Human
From Chaoswiki
Humans are the friendliest race, always venturing out to make alliances and trade deals. They have the best merchants in the land, and their love of movement makes it easy for their cunning thieves to hide their activities, although the guilds don't approve. While their magical abilities are limited, their universities are shining beacons of scholarship and their teachers are the best.
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Worker Bonuses
Strong bonus - Teachers
Bonus - Merchants, Thieves, Scholars
Penalty - Wizards, Runists
Unique bonuses
Can build both the Merchant's Guild and Thieve's Guilds (other races can only build one or the other).
Elementals
Knowledge Elemental - (flying, unique) 3/3/10
Unity Elemental - (ground, unique) 0/4/10 — sends double shields when defending an ally.
Race Buildings
Embassy
Requires - Assassin's Shelter
+2% Stealth per turn
+5% Morale
Bazaar
Requires - Merchant's guild, Engineering School
+15% Merchants
+5% Morale
Additional Building Bonuses
Library - +50% Scholars
Engineering School - +25% Scholars, 8 Architecture Research points
Magic Library - +100% Scholars
Unique Units
Beastmaster - (ground) 75/45/100 — Logical counter to other Magic Stables units 0.25 - Magic Stables
Dreadnought - (naval) 250/100/325 — Magic Shipyard
Tips from the Fishman
The greatest strength of Humans are their Guilds. Because of the bonuses to Merchants and Teachers, Humans can make incredible amounts of gold even early in the game. Because of this, building the Merchant's Guild relatively early can be an important task. Unlike other races, this does not prevent you from building the Thieve's Guild. Though it is not fruitful early in the game, Thieves can provide a massive boost of nearly any resource in the mid and late game. Mixed with the Assassin's Guild and the Embassy, you can use Drug Soldiers to reduce a target's shields before attacking.
Scholars are also a point of focus for Human players. Because of the bonuses gained from other buildings, Human scholars are capable of producing vast amounts of research. Alchemy is mostly pointless, while Housing, Magic, and Preservation are tremendously useful at higher levels. Architecture is also a handy thing to research, while a few levels of War certainly don't hurt.
For the most part, Humans are an adaptable race. They can be played offensively or defensively, depending on how you prefer to play. The downside is, they excel at neither for most of the game. Late game, Beastmasters provide a good military boost and Dreadnoughts can be part of an unstoppable navy. However, they will pale in comparison to the offensive militaries of early Orcs and Dwarves and the defensive capabilities of Keldis. Humans are also weak magically, which can become crippling when one tangles with a Mef.
