Ancestors: The Humankind Odyssey Wiki

Communication is a neuronal branch located on the Neuronal menu.

Overview[]

The Communication Icon

The Communication neuronal branch deals with fear in combat, Intimidate ico 128.png intimidation, and mimicking behavior. Neurons in this branch reduce detriments or improve abilities related to communication with your clan. It is also possible to upgrade neurons to automate the bonding and giving birth mechanisms with this neuronal branch.

Mechanics[]

The Communication Neuronal Branch

The Communication neuronal branch is a primary branch. This branch is self-contained and has no sub-branches.

The Communication branch has twenty total neurons: fifteen regular neurons and five genetic mutations.

List of Neurons[]

Image Neuron Connects Back To / Revealed By Connects Forward To / Reveals Genetic
Mutation?
Description
Communication - Attachment Need - BB HB 01.png Attachment Need (BB HB 01)  •  Attachment Need (HB 01) Yes During a generation time lapse, each adult clan member will have automatically developed bonds with a mate so couples will be formed.
Communication - Attachment Need - HB 01.png Attachment Need (HB 01)  •  Attachment Need (BB HB 01)  •  Attachment Need (HB 02) No During a generation time lapse, adults will automatically form couples and one baby will be born from their unions.
Communication - Attachment Need - HB 02.png Attachment Need (HB 02)  •  Attachment Need (HB 01) No During a generation time lapse, adults will automatically form couples and two babies will be born from their unions.
Communication - Body Language - CM 03.png Body Language (CM 03)  •  Kinesics (CM 01)  •  Group Unity (CM 04)
 •  Mirror Neuron (CM 05)
No It is now possible to ask, from a distance, some clan members to come closer and follow.

PRESS (button) for senses, then through the Sense Of Hearing, HOLD (button) & RELEASE (button) to have the visible clan members follow you.
Communication - Danger Perception - IT 04.png Danger Perception (IT 04)  •  Induced Fear (IT 02) No Predators induce less fear.
Communication - Danger Perception - IT 05.png Danger Perception (IT 05)  •  Induced Fear (IT 03) No Irascible opponents induce less fear.
Communication - Deimatic Behavior - IT 01.png Deimatic Behavior (IT 01)  •  Self Empowerment (CM 02)
 •  Willpower (BB IT 01)
 •  Group Unity (CM 04)
 •  Induced Fear (IT 02)
 •  Induced Fear (IT 03)
No The chances of successfully intimidating a threat and scaring it away are increased.

HOLD (button) to intimidate a threat when close enough.
Communication - Dominant Species - IT 06.png Dominant Species (IT 06)  •  Induced Fear (IT 02)
 •  Induced Fear (IT 03)
 •  Willpower (BB IT 03)
 •  Group Unity (CM 07) No Intimidation effectiveness is maximized.

HOLD (button) to intimidate a threat when close enough.
Communication - Group Unity - CM 04.png Group Unity (CM 04)  •  Body Language (CM 03)
 •  Deimatic Behavior (IT 01)
 •  Group Unity (CM 07) No A group intimidation is more effective against any threat.

When in a group, HOLD (button) to intimidate a predator when close enough.
Communication - Group Unity - CM 07.png Group Unity (CM 07)  •  Dominant Species (IT 06)
 •  Group Unity (CM 04)
 •  Imitation (CM 06)
No A group intimidation is more effective against any threat.

When in a group, HOLD (button) to intimidate a predator when close enough.
Communication - Imitation - CM 06.png Imitation (CM 06)  •  Mirror Neuron (CM 05)  •  Group Unity (CM 07) No It is now possible to ask clan members to mimic switching hand and altering a particular item.

DOUBLE-TAP (button) for the clan members close to you to mimic your action—if they have the same item in their hand.
Communication - Induced Fear - IT 02.png Induced Fear (IT 02)  •  Deimatic Behavior (IT 01)  •  Danger Perception (IT 04)
 •  Dominant Species (IT 06)
No The chances of successfully intimidating a predator and scaring it away are increased.

HOLD (button) to intimidate a predator when close enough.
Communication - Induced Fear - IT 03.png Induced Fear (IT 03)  •  Deimatic Behavior (IT 01)  •  Danger Perception (IT 05)
 •  Dominant Species (IT 06)
No The chances of successfully intimidating an irascible opponent and scaring it away are increased.

HOLD (button) to intimidate an irascible opponent when close enough.
Communication - Kinesics - CM 01.png Kinesics (CM 01)  •  Body Language (CM 03)
 •  Self Empowerment (CM 02)
No The ability to gather all clan members is acquired.

HOLD (button) to gather all clan members and have them follow you.
Communication - Mirror Neuron - CM 05.png Mirror Neuron (CM 05)  •  Body Language (CM 03)  •  Imitation (CM 06) No It is now possible to ask clan members to mimic the grabbing of an item, then eating it if it is food.

After having grabbed an Item, DOUBLE-TAP (button) for the clan members close to you to mimic your grabbing. Then do the same for eating.
Communication - Self Empowerment - CM 02.png Self Empowerment (CM 02)  •  Kinesics (CM 01)  •  Deimatic Behavior (IT 01) No While following you, clan members are able to automatically mimic an intimidation or the action of conquering fear.
Communication - Social Confidence - BB CM 01.png Social Confidence (BB CM 01) Yes A call to gather all clan members now has a wider range.

HOLD (button) to gather all clan members and have them follow you.
Communication - Willpower - BB IT 01.png Willpower (BB IT 01)  •  Deimatic Behavior (IT 01) Yes All threats induce less fear.
Communication - Willpower - BB IT 02.png Willpower (BB IT 02) Yes All threats induce less fear.
Communication - Willpower - BB IT 03.png Willpower (BB IT 03)  •  Dominant Species (IT 06) Yes All threats induce less fear.