Humankind
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Unit upgrade tree and replacements

Unit (using Unit 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[]

Unit 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 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 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 Strength 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 +1 Strength Combat Strength.

XP Cost of a Veterancy Level=2*Combat Strength of unit*(Level to Gain(1, 2, or 3 ))0.5

Unit Movement[]

Main article: 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 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 Population to it.

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 Fighter Fighters and Multi Role Aircraft Multi Role Aircraft)
Toggle patrol mode for the Air Unit. While patrolling the Air Unit provides vision Vision Range 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 Bomber Bombers, Fighter Fighters, and Multi Role Aircraft 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 Fighter Fighters and Bomber Bombers can do air strike; Fighter Fighters can be included in a strike to escort Bomber 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 1 Movement Movement Point.
  • This action only appears on the Army that stanging on top of an Airport.
  • The Army can move after the action is used if they have left of Movement 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 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 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.
Missile Strike (Unique to Missile Missiles)
unknown
Nuclear Strike (Unique to Missile Nuclear Missiles)
Select a target for a Nuclear Strike. The Missile Missiles will launch at the beginning of next Turn turn. Silos can target only one objective each Turn turn.


List of Generic Units[]

Land Units[]

Land Units
Era Name Class & Specialty Strength Movement Range
Neolithic Era Tribe Nomad Strength 10 Movement 4 Range 1
Ancient Era Archer Ranged, Indirect Fire Strength 17 Movement 4 Range 3
Chariot Heavy Cavalry Strength 22 Movement 6 Range 1
Scout Riders Cavalry Strength 16 Movement 6 Range 1
Scouts Melee, Pathfinder Strength 13 Movement 4 Range 1
Spearmen Anti-Cavalry Strength 18 Movement 4 Range 1
Warriors Melee Strength 19 Movement 4 Range 1
Classical Era Horsemen Cavalry Strength 26 Movement 6 Range 1
Swordsmen Melee Strength 26 Movement 4 Range 1
Medieval Era Crossbowmen Ranged Strength 31 Movement 4 Range 3
Great Swordsmen Melee Strength 35 Movement 4 Range 1
Knights Heavy Cavalry Strength 36 Movement 6 Range 1
Pikemen Anti-Cavalry Strength 31 Movement 4 Range 1
Saboteur Melee, Stealth Strength 31 Movement 4 Range 1
Early Modern Era Arquebusiers Gunner, Move or Attack Strength 39 Movement 4 Range 4
Halberdiers Anti-Cavalry Strength 41 Movement 4 Range 1
Mortar Heavy Weapon, Indirect Shatter Strength 40 Movement 4 Range 8
Musketeers Gunner, Move or Attack Strength 46 Movement 4 Range 4
Settler Melee, Advanced Colony Strength 32 Movement 4 Range 1
Industrial Era Dragoons Gunner, Move and Fire Strength 45 Movement 6 Range 4
Heavy Machine Gun Heavy Weapon, Suppression Strength 50 Movement 4 Range 8
Howitzer Heavy Weapon, Shatter Strength 50 Movement 4 Range 8
Line Infantry Gunner Strength 47 Movement 4 Range 4
Partisans Gunner, Stealth Strength 45 Movement 4 Range 4
Siege Artillery Heavy Weapon, Bombard Strength 51 Movement 4 Range 8
Contemporary Era Anti-Aircraft Gun Armoured Vehicle, Anti-Aircraft Strength 55 Movement 8 Range 6
Anti-Tank Gun Heavy Weapon, Armor-Piercing Strength 53 Movement 4 Range 8
Armored Personnel Carrier Armoured Vehicle, Suppression Strength 62 Movement 8 Range 6
Commandos Gunner, Stealth Strength 54 Movement 4 Range 4
Construction Team Melee, Modern City Strength 48 Movement 4 Range 1
Helicopter Gunship Gunship, Shatter Strength 58 Movement 10 Range 3
Main Battle Tank Armoured Vehicle, Armor-Piercing Strength 69 Movement 8 Range 6
Medium Tank Armoured Vehicle Strength 61 Movement 8 Range 6
Rifles Gunner Strength 52 Movement 4 Range 4

Naval Units[]

Naval Units
Era Name Class & Specialty Strength Movement Range
Ancient Era Pentekonter Boarding Vessel, Coastal ship Strength 22 Movement 4 Range 1
Classical Era Quadrireme Boarding Vessel, Navigator Strength 28 Movement 4 Range 1
Transport Galley Naval Transport, Coastal ship Strength 8 Movement 2 Range 1
Medieval Era Cog Boarding Vessel, Skilled Navigator Strength 33 Movement 4 Range 1
Early Modern Era Caravel Naval Transport, High Sea Strength 27 Movement 3 Range 1
Carrack Gun Platform Strength 39 Movement 6 Range 4
Man O' War Gun Platform Strength 47 Movement 6 Range 4
Privateers Boarding Vessel, Privateer Strength 40 Movement 4 Range 1
Industrial Era Ironclad Armoured Vessel, Inner Sea Mastodonte Strength 54 Movement 6 Range 5
Steam Frigate Gun Platform Strength 51 Movement 6 Range 4
Torpedo Boat Torpedo Vessel Strength 50 Movement 8 Range 3
Contemporary Era Aircraft Carrier Aircraft Carrier Strength 57 Movement 6 Range 3
Battleship Armoured Vessel, Bombard Strength 59 Movement 6 Range 5
Landing Craft Naval Transport, Quick Embark Strength 45 Movement 4 Range 1
Missile Cruiser Armoured Vessel, Anti-Aircraft Strength 62 Movement 6 Range 5
Nuclear Submarine Torpedo Vessel, Stealth Strength 55 Movement 8 Range 3

Air Units[]

Air Units
Era Name Class & Specialty Strength Movement Range
Industrial Era Biplane Fighter Strength 51 Movement 0 Range 14
Contemporary Era Cruise Missile Missile Strength 62 Movement 0 Range 14
Monoplane Fighter Fighter Strength 55 Movement 0 Range 16
Multirole Fighter Multi Role Aircraft Strength 63 Movement 0 Range 20
Nuclear Missile Missile, Nuclear Device Strength 80 Movement 0 Range 14
Strategic Bomber Bomber Strength 57 Movement 0 Range 16
Thermonuclear Missile Missile, Nuclear Device Strength 100 Movement 0 Range 14

Non-trainable/Special Units[]

Non-trainable/Special Units
Era Name Class & Specialty Strength Movement Range
Neolithic Era Bear Animal Strength 11 Movement 3 Range 1
Deer Animal Strength 8 Movement 3 Range 1
Mammoth Animal Strength 13 Movement 3 Range 1
Ancient Era Battering Ram Siege Weapon, Battering ram Strength 14 Movement 2 Range 1
Levies Melee, Home guard Strength 13 Movement 4 Range 1
Classical Era Ballista Siege Weapon Strength 21 Movement 2 Range 4
Citizens Melee, Home guard Strength 20 Movement 4 Range 1
Medieval Era Peasants Melee, Home guard Strength 27 Movement 4 Range 1
Trebuchet Siege Weapon, Immobile Strength 26 Movement 2 Range 6
Early Modern Era Draftees Melee, Home guard Strength 34 Movement 4 Range 1
Industrial Era Conscripts Gunner, Home guard Strength 43 Movement 4 Range 4
Contemporary Era Irregulars Gunner, Home Guard Strength 50 Movement 4 Range 4

List of Emblematic Units[]

Unit Culture Details Strength Movement Range
Ancient Era
Assyrian Raiders Assyrians Cavalry, Pillager Strength 21 Movement 6 Range 1
Bagèndí Pioneers Bantu Nomad, Pioneer Strength 13 Movement 4 Range 1
Bireme Phoenicians Boarding Vessel, Navigator Strength 23 Movement 4 Range 1
Gigir Hittites Heavy Cavalry, Suppression Strength 23 Movement 6 Range 1
Javelin Throwers Olmecs Ranged, Ambusher Strength 19 Movement 4 Range 3
Markabata Egyptians Ranged, Move and Fire Strength 24 Movement 6 Range 3
Promachoi Mycenaeans Melee, Champion Strength 21 Movement 4 Range 1
Runner Harappans Melee, Pathfinder Strength 14 Movement 5 Range 1
Ṣäbu Ša Qašti Babylonians Anti-Cavalry, Guardian Strength 22 Movement 4 Range 1
Ta-Seti Archers Nubians Ranged, Exceptional Accuracy Strength 19 Movement 4 Range 3
Zhànche Zhou Heavy Cavalry, Mandate of Heaven Strength 23 Movement 6 Range 1
Classical Era
Gaesati Celts Melee, Fervor Strength 26 Movement 6 Range 1
Gothic Cavalry Goths Heavy Cavalry, Ransacker Strength 29 Movement 6 Range 1
Hoplites Greeks Anti-Cavalry, Phalanx Strength 27 Movement 4 Range 1
Hunnic Horde Huns Nomad, Multi-Move Strength 22 Movement 6 Range 1
Immortals Achaemenid Persians Anti-Cavalry, Bastion Strength 28 Movement 4 Range 1
Javelin Riders Garamantes Ranged, Move One After Attack Strength 27 Movement 6 Range 3
Noble Javelineers Maya Ranged, Poison Strength 25 Movement 4 Range 3
Praetorian Guards Romans Melee, Tactical Superiority Strength 30 Movement 4 Range 1
Saṃnāhya Mauryans Ranged, Elephant Platform Strength 30 Movement 6 Range 3
Shotelai Aksumites Melee, Grappler Strength 27 Movement 4 Range 1
War Elephant Carthaginians Heavy Cavalry, Trample Strength 30 Movement 6 Range 1
Medieval Era
Dhanvī-gaja Khmer Ranged, Move and Fire Strength 42 Movement 6 Range 3
Franci Milites Franks Heavy Cavalry, Heavy Charge Strength 39 Movement 6 Range 1
Haras Umayyads Cavalry, Enforcers Strength 36 Movement 6 Range 1
Jaguar Warriors Aztecs Melee, Fervor Strength 33 Movement 4 Range 1
Langskip Norsemen Naval Transport, High Sea Strength 23 Movement 3 Range 1
Longbowmen English Ranged, Indirect Fire Strength 32 Movement 4 Range 4
Meharists Ghanaians Cavalry, Anti-Cavalry Strength 35 Movement 6 Range 1
Mongol Horde Mongols Nomad, Multi-Move Strength 29 Movement 6 Range 1
Mtepe Swahili Naval Transport, Nimble Craft Strength 20 Movement 4 Range 1
Teutonic Knights Teutons Heavy Cavalry, Proselyte Strength 39 Movement 6 Range 1
Varangian Guards Byzantines Melee, Honor Code Strength 38 Movement 4 Range 1
Early Modern Era
Conquistadores Spanish Gunner, El Dorado Strength 43 Movement 5 Range 4
Fluyt Dutch Naval Transport, Conveyor Strength 31 Movement 4 Range 1
Gajnal Mughals Gunner, Move and Fire Strength 44 Movement 6 Range 4
Galleass Venetians Gun Platform, Inner Sea Mastodonte Strength 39 Movement 6 Range 4
Geobukseon Joseon Gun Platform, Ramming Strength 45 Movement 6 Range 4
Janissaries Ottomans Gunner, Siege Mastery Strength 44 Movement 4 Range 4
Maasai Morans Maasai Ranged, Implacable Strength 43 Movement 4 Range 2
Naginata Samurai Edo Japanese Anti-Cavalry, Honor Code Strength 46 Movement 5 Range 1
Rocket Cart Ming Heavy Weapon, Suppression Strength 45 Movement 4 Range 8
Rotiskenrakehte Haudenosaunee Gunner, Stealth Strength 41 Movement 6 Range 4
Winged Hussars Poles Heavy Cavalry, Charge Master Strength 46 Movement 6 Range 1
Industrial Era
Alpini Italians Gunner, Cliffs Crosser Strength 50 Movement 5 Range 4
Cossacks Russians Gunner, Multi-Move Strength 46 Movement 6 Range 4
Cuirassiers French Heavy Cavalry, Heavier Charge Strength 54 Movement 6 Range 1
Evidenzbureau Agents Austro-Hungarians Gunner, Sly Strength 52 Movement 4 Range 4
Gatling Elephant Siamese Gunner, Suppression Strength 55 Movement 6 Range 4
Impi Zulu Melee, Unstoppable Strength 47 Movement 4 Range 1
Jazayerchis Persians Gunner, Piercing Strength 46 Movement 4 Range 5
Oromo Cavalry Ethiopians Gunner, Experienced Strength 49 Movement 6 Range 4
Redcoats British Gunner, Expedition Strength 51 Movement 4 Range 4
Soldaderas Mexicans Gunner, Guerilla Fighters Strength 49 Movement 4 Range 4
Uboat Germans Torpedo Vessel, Stealth Strength 52 Movement 8 Range 3
Contemporary Era
All Terrain PMV Australians Armoured Vehicle, All-Terrain Strength 64 Movement 8 Range 4
Free Officers Egyptians Gunner, Anti-Colonialism Strength 58 Movement 4 Range 4
Guardians Chinese Heavy Weapon, Multi-rocket Bombard Strength 60 Movement 4 Range 8
Jungle Brigades Brazilians Gunner, Master Ambusher Strength 57 Movement 4 Range 4
Lightning Americans Multi Role Aircraft, Aerial Stealth Strength 66 Movement 0 Range 20
Mrap Vehicle Nigerians Armoured Vehicle, Suppression Strength 65 Movement 8 Range 6
Peacekeepers Indians Gunner, Peace Protector Strength 57 Movement 4 Range 4
Red Army Tank Soviets Armoured Vehicle, Field Repairs Strength 60 Movement 8 Range 4
Reisen Japanese Fighter, Light Strength 60 Movement 0 Range 18
Stealth Corvette Swedes Armoured Vessel, Stealth Strength 56 Movement 6 Range 5
Stealthy Operative Missile Turks Missile, Aerial Stealth Strength 70 Movement 0 Range 30
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