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Unit Traits
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[[Units]] have different classes and traits. These are the unique passive abilities witch variate unit to unit. == Unit classes == {| class="wikitable" !Name !Description |- |Aircraft Carrier |Can transport aircraft. |- |Animal |Close-combat [[Units|unit]] that behaves erratically in battle. Can be hunted for {{Icon|Food}} by certain [[units]]. |- |Armoured Vehicle |Strong against close-ranged attacks. |- |Armoured Vessel |Strong against close-ranged attacks. |- |Boarding Vessel |No special rules. |- |Bomber |Specialized air-strike [[Units|unit]] able to damage enemy land [[units]] and structures, but unable to patrol or fight aircraft. |- |Cavalry |Close-combat [[Units|unit]] that ignores enemy zones of control. Particularly good for running down '''ranged''' [[units]]. |- |Fighter |Patrol aircraft [[Units|unit]] able to provide vision and counter enemy aircraft. |- |Gun Platform |No special rules. |- |Gunship |Ignores all constraints and bonuses from terrain, and cannot be attacked by '''melee''' [[units]]. |- |Gunner |Ranged-combat [[Units|unit]], must have line of sight to attack. Fights at full combat strength even when defending against close-combat attacks. |- |Heavy Weapon |Ranged-combat [[Units|unit]], must have line of sight to attack. Can destroy fortified tiles but cannot retaliate when attacked by a close-combat [[Units|unit]]. |- |Melee |Close-combat [[Units|unit]]. Useful for protecting '''ranged''' [[units]] from '''cavalry'''. |- |Missile |Consumed to perform a single strike action on a distant target. |- |Multi Role Aircraft |Versatile aircraft [[Units|unit]] which can perform both patrols and air-strikes effectively. |- |Naval Transport |Ranged-combat naval [[Units|unit]], must have line of sight to attack. Replaces land [[units]] which embark to travel across ocean tiles. |- |Nomad |Special [[Units|unit]] that gathers {{Icon|Food|3=food}} through fighting and ransacking in order to multiply. |- |Ranged |Ranged-combat [[Units|unit]]. Less effective when it can't see its target. Receives a penalty to ist combat strength when defending against close-combat attacks. |- |Siege Artillery |Ranged-combat [[Units|unit]], must have line of sight to attack. Can destroy fortified tiles but cannot retaliate when attacked by a close-combat [[Units|unit]]. |- |Siege Weapon |Can only be constructed during a siege using accumulated siege works. Cannot enter [[city]] tile or retaliate when attacked by a close-combat [[Units|unit]]. |- |Spy |Cannot fight, but can enter enemy [[City|cities]] to steal [[Resource|resources]]. |- |Torpedo Vessel |Strong against '''ranged''' attacks. |} == Unit traits == {| class="wikitable" !Name !Description |- |Advanced Colony |Create a [[city]] with some {{Icon|Industry|3=industry}} and 3 population, as well as a set of [[Infrastructure|infrastructures]] from the [[Medieval Era]] and earlier. |- |Ambusher |Stronger on difficult terrain tiles. |- |Anti-aircraft |Provides anti-air power equal to the [[Units|unit's]] combat strength. |- |Anti-Cavalry |Bonus combat strength when fighting '''cavalry''' [[units]]. |- |Anti-Colonialism |Allied [[units]] gain a combat strength bonus when attacking stronger [[units]] |- |Bastion |Stronger when fighting from high ground and fortified position. |- |Battering ram |Can only attack walls. |- |Bombard |Can bombard [[Extension|districts]] and battlefields from out of battle. |- |Champion |Stronger when attacking during the first round. |- |Charge |Receives bonus combat strength when attacking if not adjacent to an enemy at the beginning of the round. |- |Charge Master |When '''charging''' the target cannot retaliate. |- |Cliffs Crosser |Can cross cliffs. |- |Coastal ship |Destroyed by consecutive {{Icon|Turn}} turns spent in deep water. |- |Conveyor |Increased {{Icon|Movement|3=movement speed}} when starting its {{Icon|Turn|3=turn}} in an allied [[territory]]. |- |Demolish |Has a close-combat attack that can be used to destroy [[City|cities]]' fortified tiles. |- |Discoverer |Generate {{Icon|Money|3=money}} when collecting curiosities |- |El Dorado |Double all ransack profits. |- |Elephant Platform |Ignores penalties from fighting in '''melee'''. |- |Enforcers |Drains additional {{Icon|Stability|3=stability}} during sieges. |- |Expedition |Regenerates health when outside of your [[territory]]. |- |Exceptional Accuracy |Can shoot above obstacles without penalties. |- |Fervor |No combat strength penalty from damage. |- |Free Riders |Can act a second time after attacking. |- |Grappler |Has a larger zone of control which cannot be ignored. |- |Guardian |Stronger when standingon friendly [[extension]]. |- |Guerilla Fighters |Stealth [[unit]] that remains hidden even when attacking. |- |Heavy Charge |Receives double the strength bonus when '''charging'''. |- |Heavier Charge |Receives triple the Combat Strength bonus when '''charging'''. |- |High Sea |Ignores any penalties from deep water. |- |Home guard |Appears automatically to defend your [[City|cities]] from attack. |- |Honor Code |Prevents its army from retreating. |- |Immobile |Cannot move once deployed. |- |Inner Sea Mastodonte |Much higher combat strength when in coastal waters. |- |Mandate of Heaven |Bonus combat strength when {{Icon|Stability|3=stability}} is high. |- |Move and Fire |Can keep moving after making an attack. |- |Multi-rocket Bombard |Can use the bombard action twice per {{Icon|Turn|3=turn}}. |- |Navigator |Damaged by consecutive {{Icon|Turn}} turns spent in deep water. |- |Pathfinder |Ignores movement penalties from forests. |- |Phalanx |Grants additional combat strength for each [[Units|unit]] with the '''Phalanx''' ability adjacent. |- |Pillager |Generates additional {{Icon|Money|3=gold}} when destroying an outpost. |- |Poison |Applies a poisoned [[status]] to the target, which reduces its {{Icon|Movement|3=movement speed}} and {{Icon|Range|3=attack range}} |- |Proselyte |Bonus combat strength against enemies with different state [[religion]]. |- |Ramming |Increased {{Icon|Movement|3=movement speed}} in battle and has bonus combat strength against adjacent targets. |- |Ransacker |Bonus combat strength when ransacking and fighting on enemy districts. |- |Repulse |Receives bonus combat strength when defending if not adjacent to an enemy at the beginning of the round. |- |Siege Mastery |Bonus combat strength when participating in an assault or sortie. |- |Sly |Ignore hostile zones of control. |- |Stealth |Cannot be seen except by adjacent [[units]]. |- |Suppression |The targeted [[Units|unit]] can either move or attack next {{Icon|Turn}} turn, but not both. |- |Tactical Superiority |[[Status|Rear attack]] applies whenever an ally is adjacent to the target, no matter their position. |- |Trample |Stronger when attacking weaker [[units]]. |} [[Category:Humankind]]<noinclude> <small>This page was moved from [[gamepedia:humankind:Unit Traits]]. Its edit history can be viewed at [[Unit Traits/edithistory]]</small></noinclude>
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