Combat

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

Creating units
Units are created in cities, either by producing them in the main production queue, or by purchasing them with. 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)
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

 * 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 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.

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

Combat modifiers

 * Crossing river:
 * High ground:
 * Defending:
 * Fortification:
 * Rear attack:
 * Wounded: (under 50% helth)
 * Seriously wounded: (under ?% helth)
 * Friendly unit: (each adjacent unit)
 * Building cover:
 * Tree cover:
 * No line of sight:

Unit class modifiers
See also: Unit Traits


 * Anti-Cavalry: (only against mounted units)
 * Trample: (only against weaker units)
 * Unstoppable: (only against stronger units)
 * Charge: (only against not adjacent units)
 * Guardian:
 * Inner Sea Mastodonte:
 * Ramming:
 * Piercing:
 * Phalanx:
 * Tactical Superiority:
 * Bastion:
 * Mandate of Heaven:
 * Anti-Colonialism:
 * Poison: and
 * Vulnerable in close-combat (Ranged):
 * Siege battle (Siege Mastery):
 * First round (Champion):
 * Enemy District (Ransacker):
 * Different religion (Proselyte):

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 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 world map will be marked out as the battlefield - called Tactical Map by the developers - 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 ).

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 FIMS. Finally, a 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 while being besieged. However, subject to technologies, traits, and the attacker's units you'll lose approx. one militia unit every, 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 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 to move onto a fortified tile. Additionally, being behind city walls gives a significant 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