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{{#ev:youtube|O9zVjQ9rk3c|600|right|||autoplay=false}} This article will describe the intricacies of combat and combat-related activities in [[Humankind]]. ==Creating units== [[Units]] are created in [[city|cities]], either by producing them in the main production queue, or by purchasing them with {{icon|Money||money}}. The [[City Center]] acts as a land [[unit]] spawn point, and with [[extension|quarters]], this can be moved to a different location. The [[garrison]] and its replacement [[extension|quarters]] can act as a land [[unit]] spawn point. The player can choose these [[extension|districts]] as the main spawn point of their land [[units]]. For naval [[units]], the city needs a [[harbor]] or a [[harbor]] replacement emblematic [[extension|quarter]] to build them. Air [[unit]] production separated into two sections, air-based combat [[units]] require an [[Aerodrome]], while missile-based ones need a [[Missile Silo]] to be constructed in a [[city]] to create them. ===Combining units (Army)=== In [[humankind]], [[units]] grouped as '''armies''' while travelling on the [[map]]. To combine [[units]] or '''armies''', they only have to go to the same hex tile on the [[map]]. On [[unit]] creation, if an '''army''' or [[unit]] stands on the spawn point tile, the newly trained [[unit]] will join the '''army'''. Each '''army''' has a [[unit]] capacity, which can be increased by [[Tech Tree|technologies]] or culture-specific [[Culture|traits]]. In '''battles''', '''armies''' separate back to the [[unit]] level to fight. '''Armies''' not in combat can transfer [[units]] across them selfs or create multiple smaller ones. ===Army actions=== *'''Move''' The max distance is determined by the lowest movement speed [[unit]] in the '''army'''. *'''Attack''' *'''Ransack''' *'''Clear Forest''' *'''Sleep''' *'''Skip One Turn''' *'''Auto-Explore''' *'''Sleep Until Healed''' *'''Claim Territory''' ===Veterancy levels=== There are three levels of '''veterancy''', and each level adds a {{icon|Strength||combat strength}} bonus to the [[unit]]. The '''veterancy''' level of a [[unit]] is increased by defeating other [[units]]. When upgrading a [[unit]], the '''veterancy''' level is retained. Note that veteran [[units]] can be renamed in the [[unit]] panel. Each level of '''veterancy''' gives the [[unit]] {{icon|Strength|+1|combat strength}}. ==Combat statistics== Each [[unit]] possesses stats which describe its strength in combat. These stats may be modified further by factors such as veterancy, terrain bonuses or other special bonuses. There are several stats important to combat: *'''Health''' − Each [[unit]] has 100 points of health. Each attack it suffers brings its health down, and when its health reaches 0, the [[unit]] dies. *{{icon|Strength||Combat Strength}} − This defines the general strength of the [[unit]] (for all types). *{{icon|Range||Range}} − It defines which tiles around the [[unit]]'s position they may attack. For example, a {{icon|Range||range}} of 3 means that the [[unit]] may attack all tiles up to three away from its position. *{{icon|Movement||Movement}} − Movement points are consumed when [[units]] are directed to move across terrains. The default consumption can be modified by roads, cliffs, rivers, enemy zone of control, etc. [[Units]] can attack even if they have no movement left. *{{icon|Vision||Vision Range}} *{{icon|Detection||Detection Range}} ===Combat modifiers=== *'''Crossing river:''' {{icon|Strength|-3|Combat Strength}} *'''High ground:''' {{icon|Strength|+4|Combat Strength}} *'''Defending:''' {{icon|Strength|+1|Combat Strength}} *'''Fortification:''' {{icon|Strength|+6|Combat Strength}} *'''Rear attack:''' {{icon|Strength|+4|Combat Strength}} *'''Wounded:''' {{icon|Strength|-1|Combat Strength}} (under 50% helth) *'''Seriously wounded:''' {{icon|Strength|-2|Combat Strength}} (under ?% helth) *'''Friendly unit:''' {{icon|Strength|+1|Combat Strength}} (each adjacent unit) *'''Building cover:''' {{icon|Strength|+4|Combat Strength}} *'''Tree cover:''' {{icon|Strength|+4|Combat Strength}} *'''No line of sight:''' {{icon|Strength|-4|Combat Strength}} ====Unit class modifiers==== *'''Anti-Cavalry:''' {{icon|Strength|+5|Combat Strength}} (only against mounted units) *'''Trample:''' {{icon|Strength|+4|Combat Strength}} (only against weaker units) *'''Unstoppable:''' {{icon|Strength|+4|Combat Strength}} (only against stronger units) *'''Charge:''' {{icon|Strength|+3|Combat Strength}} (only against not adjacent units) *'''Guardian:''' {{icon|Strength|+3|Combat Strength}} *'''Inner Sea Mastodonte''': {{icon|Strength|+11|Combat Strength}} *'''Ramming:''' {{icon|Strength|+4|Combat Strength}} *'''Piercing:''' {{icon|Strength|+5|Combat Strength}} *'''Phalanx:''' {{icon|Strength|+1|Combat Strength}} *'''Tactical Superiority:''' {{icon|Strength|+3|Combat Strength}} *'''Bastion:''' {{icon|Strength|+3|Combat Strength}} *'''Anti-Colonialism:''' {{icon|Strength|+3|Combat Strength}} *'''Poison:''' {{icon|Movement|-2|Land Movement}} and {{icon|Range|-1|Range}} *'''Vulnerable in close-combat (Ranged):''' {{icon|Strength|-5|Combat Strength}} *'''Siege battle (Siege Mastery):''' {{icon|Strength|+3|Combat Strength}} *'''First round (Champion):''' {{icon|Strength|+4|Combat Strength}} *'''Enemy District (Ransacker):''' {{icon|Strength|+4|Combat Strength}} *'''Different religion (Proselyte):''' {{icon|Strength|+6|Combat Strength}} ==Engaging in combat== ===Declaration of war=== ===War desire=== '''War desire''' illustrates how strongly your [[empire]] supports open war with a given a opponent. As a result, a different war desire meter exists for each of your opponents. '''War desire''' is a diplomatic resource. If you are not at war, '''war desire''' does not directly impact your [[empire]] but you should try to keep it as high as you can, because when at war, having low '''war desire''' can lead to surrender and submission to enemy demands. To increase your '''war desire''', make demands, answer demands, and provoke other empires into making grievances against you. During war '''war desire''' gained by winning a '''battles''', capturing a [[city|cities]] and so on. To win a war you have to force the opponent to surrender by reducing their '''war desire''' to zero. You can then choose which demands to enforce, and even ask for additional reparations depending on your remaining '''war desire'''. Losing a '''battle''', a [[city]], or being at war for too long reduces '''war desire'''. Any party can also ask for a '''white peace''' -- removing all demands on both sides -- but the other side can refuse. Conversely, you will lose the war if your own '''war desire''' falls to zero, forcing you to surrender. ===Battles=== Once an '''army''' encounter an enemy, a section of the [[map|world map]] will be marked out as the battlefield, and both sides will get to deploy their [[units]] within this area. Once the '''battle''' begins, all '''armies''' of both players inside the battlefield will join the fight. The battlefield may even expand as a result, as it scales with the number of [[units]] in the '''battle'''. Players can even move additional '''armies''' into the battlefield to reinforce their '''army'''. '''Battles''' can last over multiple turns. During a battle each [[unit]] in the fighting army can be controlled separately. Using the terrain of the [[map]] can influence the battle as high ground gives an advantage. To win a '''battle''', the player either kill all the enemy [[units]] on the battlefield or capture/save the defenders flag until the '''battle''' ends (maximum {{icon|Turn|5|turns}}). ===Sieges=== To besiege a [[city]] move your '''army''' to any tile directly linked to the [[City Center]] and attack the [[city]]. During a '''siege''', no defender's '''army''' can move in or out of the [[city]]. Additionally, trade routes are broken, positive statuses are removed, and exploited tiles no longer produce any [[resource|FIMS]]. Finally, a {{icon|Stability||stability}} malus is applied. As the defender, you can choose between surrendering the [[city]], enduring the '''siege''', or launching a sortie. Enduring a '''siege''' is the default choice if you pass the {{icon|Turn||turn}} while being besieged. However, subject to [[Tech Tree|technologies]], [[Unit Traits|traits]], and the attacker's [[units]] you'll lose approx. one militia [[unit]] every {{icon|Turn||turn}}, and the attacker will progressively construct their siege weapons. As the attacker, you can choose between maintaining the '''siege''', launching an attack, or retreating -- the latter leading to the destruction of any of your siege weapons. Maintaining a '''siege''' can be very useful. Every {{icon|Turn||turn}} that the '''siege''' continues, the defender's militia -- the army automatically generated to defend the [[city]] -- becomes weaker and loses [[units]]. While undertaking a '''siege''', you can also construct siege weapons. These weapons are unlocked through the [[Organized Warfare]] [[Tech Tree|technology]] and can be improved by other later [[Tech Tree|technologies]]. Siege weapon [[units]] will either be added directly to the besieging '''army''' or to the reserves if it's full. Siege weapons can target and destroy [[city]] walls. [[City]] walls make it harder for an attacker's '''armies''' to get inside the [[city]], since they need to use all their {{icon|Movement||movement points}} to move onto a fortified tile. Additionally, being behind [[city]] walls gives a significant {{icon|Strength||combat strength}} bonus to any affected [[unit]]. To win, destroy all the opponent's [[units]] or protect the flag until all '''battle''' rounds have been completed. ===Damage and Healing=== The damage calculation is linear and only based on the [[units]] combat strength. The modifiers not impacting the battle itself directly only modifies the combat strength of the participating [[units]]. *Base damage at equal combat strength is '''20-25''' *Each point of difference increases the damage dealt by '''5''' *Each points of difference also reduces the damage taken by '''5''' *Minimum damage is '''5-10''' ==Ransacking == {{stub}} [[Category:Humankind]]<noinclude> <small>This page was moved from [[gamepedia:humankind:Combat]]. Its edit history can be viewed at [[Combat/edithistory]]</small></noinclude>
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