This article will describe the intricacies of combat and combat-related activities in Humankind.

Creating units[编辑 | 编辑源代码]

Units are created in cities, either by producing them in the main production queue, or by purchasing them with Money money. The City Center acts as a land unit spawn point, and with quarters, this can be moved to a different location. The garrison and its replacement quarters can act as a land unit spawn point. The player can choose these districts as the main spawn point of their land units. For naval units, the city needs a harbor or a harbor replacement emblematic 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)[编辑 | 编辑源代码]

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 technologies or culture-specific 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[编辑 | 编辑源代码]

  • 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[编辑 | 编辑源代码]

There are three levels of veterancy, and each level adds a 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 +1 Strength combat strength.

Combat statistics[编辑 | 编辑源代码]

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.
  • Strength Combat Strength − This defines the general strength of the unit (for all types).
  • Range Range − It defines which tiles around the unit's position they may attack. For example, a Range range of 3 means that the unit may attack all tiles up to three away from its position.
  • 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.
  • Vision Range Vision Range
  • Detection Range Detection Range

Combat modifiers[编辑 | 编辑源代码]

  • Crossing river: -3 Strength Combat Strength
  • High ground: +4 Strength Combat Strength
  • Defending: +1 Strength Combat Strength
  • Fortification: +6 Strength Combat Strength
  • Rear attack: +4 Strength Combat Strength
  • Wounded: -1 Strength Combat Strength (under 50% helth)
  • Seriously wounded: -2 Strength Combat Strength (under ?% helth)
  • Friendly unit: +1 Strength Combat Strength (each adjacent unit)
  • Building cover: +4 Strength Combat Strength
  • Tree cover: +4 Strength Combat Strength
  • No line of sight: -4 Strength Combat Strength

Unit class modifiers[编辑 | 编辑源代码]

  • Anti-Cavalry: +5 Strength Combat Strength (only against mounted units)
  • Trample: +4 Strength Combat Strength (only against weaker units)
  • Unstoppable: +4 Strength Combat Strength (only against stronger units)
  • Charge: +3 Strength Combat Strength (only against not adjacent units)
  • Guardian: +3 Strength Combat Strength
  • Inner Sea Mastodonte: +11 Strength Combat Strength
  • Ramming: +4 Strength Combat Strength
  • Piercing: +5 Strength Combat Strength
  • Phalanx: +1 Strength Combat Strength
  • Tactical Superiority: +3 Strength Combat Strength
  • Bastion: +3 Strength Combat Strength
  • Anti-Colonialism: +3 Strength Combat Strength
  • Poison: -2 Movement Land Movement and -1 Range Range
  • Vulnerable in close-combat (Ranged): -5 Strength Combat Strength
  • Siege battle (Siege Mastery): +3 Strength Combat Strength
  • First round (Champion): +4 Strength Combat Strength
  • Enemy District (Ransacker): +4 Strength Combat Strength
  • Different religion (Proselyte): +6 Strength Combat Strength

Engaging in combat[编辑 | 编辑源代码]

Declaration of war[编辑 | 编辑源代码]

War desire[编辑 | 编辑源代码]

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 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[编辑 | 编辑源代码]

Once an army encounter an enemy, a section of the 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 5 Turn turns).

Sieges[编辑 | 编辑源代码]

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 FIMS. Finally, a 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 Turn turn while being besieged. However, subject to technologies, traits, and the attacker's units you'll lose approx. one militia unit every 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 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 technology and can be improved by other later 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 Movement movement points to move onto a fortified tile. Additionally, being behind city walls gives a significant 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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]


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This page was moved from gamepedia:humankind:Combat. Its edit history can be viewed at Combat/edithistory