Unit (using as in-game symbol) are moveable entities on the map that can perform certain functions. These units can combine to create armies. Most units are primarily military units that are used to win battles against other units and to defend and capture settlements. Emblematic units can only be built by a single culture.
Overview[]
Units are created in Cities, either by producing them in the main production queue, or by purchasing them with Money. The City Center acts as a Land Unit Spawn Point, and with Districts, this can be moved to a different location. The Garrison and its replacement Emblematic Districts can also 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 District to build them. Air Unit production is 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.
Veterancy level[]
There are three levels of veterancy, and each level adds a Combat Strength bonus to the Unit. The veterancy level of a Unit is increased by defeating other Units and earning experience (also known as XP in the game and among players). 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 +1Combat Strength.
XP Cost of a Veterancy Level=2*Combat Strength of unit*(Level to Gain(1, 2, or 3 ))0.5
Unit Movement[]
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 themselves or create multiple smaller ones.
Army Upkeep[]
The formula for army upkeep is as such:
Army Upkeep = (Base Upkeep)
Base Upkeep = The sum of all the upkeep of units in this Army
If Romans Legacy Trait applies, the Army Upkeep will be reduced by 30%.
Army Actions[]
- Move: The max distance is determined by the lowest Movement Speed Unit in the army.
- Attack
- Claim Territory
- Ransack
- Clear Forest
- Sleep Until Healed
- Skip One Turn
- Sleep
- Auto-Explore
- When auto-explore, Army will usually head towards nearest curiosities.
Unit Actions[]
Select one or several units in the Army pane to access Unit Actions
- Heal: costs gold
- Upgrade
- Transfer
- Disband Unit: Disbanding a Unit within the limits of one of your Cities or Outposts will grant 1 Population to it.
Stealth Actions[]
- Syphon a District (Unique to Stealth Agents)
- Syphon a District allows you to collect some of its yields.
Unique Actions[]
In addition to generic Army actions, several Unit classes are capable of using Unique Actions specific to the class.
- Air Patrol (Unique to Fighters and Multi Role Aircraft)
- Toggle patrol mode for the Air Unit. While patrolling the Air Unit provides vision over their Territory and adjacent Territories, and will also intercept enemy Air Units that attempt to perform air strikes in these Territories.
- When in Air Patrol, the Air Unit cannot perform any Air Strikes.
- Air Strike (Unique to Bombers, Fighters, and Multi Role Aircraft)
- Select an opposing Army or District to target with an aerial bombardment. Enemy Air Units, Infrastructures and Armies may deal damage to your Air Unit. Both Fighters and Bombers can do air strike; Fighters can be included in a strike to escort Bombers.
- Using this action, the Unit can bombard Districts and Units on the world map with reduced damage, or bombard Districts and Units in the Tactical Map with full damage from outside.
- The air strike will cause area damage to Districts and Units around the targeting tile.
- The air strike can cause friendly fire and damage your own Units.
- Air Travel (Unique to the Airport district)
- By building at least two Airports, it unlocks a new Unit action the Air Travel. This action allows Armies to travel between two Airports for the cost of 1Movement Point.
- This action only appears on the Army that standing on top of an Airport.
- The Army can move after the action is used if they have left of Movement Points.
- The Airports doesn't have to be in neighbouring Territories.
- This action has unlimited range and can be used multiple times in a turn.
- Artillery Strike (Unique to Siege Artillery and Guardians)
- Choose an enemy Army or District within range to bombard with artillery fire, damaging and perhaps destroy it. This will consume the Unit's Movement Points.
- Using this action, the Unit can bombard Districts and Units on the world map with reduced damage, or bombard Districts and Units in the Tactical Map with full damage from outside.
- The artillery hit will cause area damage to Districts and Units around the targeting tile.
- The artillery hit can cause friendly fire and damage your own Units.
- Found City (Unique to Settler and Construction Team)
- The Unit can create a new City from scratch in an unclaimed Territory, by standing in the Territory.
- Using this action will consume the Unit
- If the Territory is claimed, the existing Outpost will turn into a Hamlet
- The newly created City will start with some Infrastructures, Industry and Population
- Missile Strike (Unique to Missiles)
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- Nuclear Strike (Unique to Nuclear Missiles)
- Select a target for a Nuclear Strike. The Missiles will launch at the beginning of next turn. Silos can target only one objective each turn.
- Using this action will consume the Missile Unit.
- This action can only target Main Plazas and Administrative Centers.
- The Nuclear Strike will cause area damage to Districts and Units around the targeting tile.
- All the damaged tiles become Wasteland and devoid of yields. Even Luxury and Strategic Resource deposits will be destroyed.
- The Nuclear Strike can cause friendly fire and damage your own Units.
List of Generic Units[]
Land Units[]
[]
Air Units[]
Air Units | |||||
---|---|---|---|---|---|
Era | Name | Class & Specialty | Strength | Movement | Range |
Industrial Era | Biplane | Fighter | 51 | 0 | 14 |
Contemporary Era | Cruise Missile | Missile | 69 | 0 | 28 |
Monoplane Fighter | Fighter | 67 | 0 | 16 | |
Multirole Fighter | Multi Role Aircraft | 74 | 0 | 20 | |
Nuclear Missile | Missile, Nuclear Device | 87 | 0 | 28 | |
Strategic Bomber | Bomber | 69 | 0 | 16 | |
Thermonuclear Missile | Missile, Nuclear Device | 107 | 0 | 28 | |
Non-trainable/Special Units[]
Non-trainable/Special Units | |||||
---|---|---|---|---|---|
Era | Name | Class & Specialty | Strength | Movement | Range |
Neolithic Era | Bear | Animal | 11 | 3 | 1 |
Deer | Animal | 8 | 3 | 1 | |
Mammoth | Animal | 13 | 3 | 1 | |
Ancient Era | Battering Ram | Siege Weapon, Battering ram | 14 | 2 | 1 |
Levies | Melee, Home guard | 13 | 4 | 1 | |
Classical Era | Ballista | Siege Weapon | 21 | 2 | 4 |
Citizens | Melee, Home guard | 20 | 4 | 1 | |
Medieval Era | Peasants | Melee, Home guard | 27 | 4 | 1 |
Trebuchet | Siege Weapon, Immobile | 26 | 2 | 6 | |
Early Modern Era | Draftees | Melee, Home guard | 34 | 4 | 1 |
Industrial Era | Conscripts | Gunner, Home guard | 43 | 4 | 4 |
Contemporary Era | Irregulars | Gunner, Home Guard | 50 | 4 | 4 |