Humankind
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War, in Humankind, is a continuation of diplomacy by force. If the other Empire is unable to or refuse to satisfy your Empire's Demands, you can resolve the argument by declaring war on the pretext of a high War Support War Support, and crush the other Empire in combat until they abandon their own Demands and accept yours.

The War system heavily evolves around Grievance, Demand, War Support War Support, and Reputation Badge mechanics.

War Support[]

War Support War Support, also known as Population War Support, is the population's desire to voice dissatisfaction and wage war against a specific Empire. Your population's dissatisfaction will rise the War Support War Support up, justify a formal war; and your population will force you to surrender if their War Support War Support falls to 0 War Support .

When in the Diplomacy Screen with another Empire, yours and their War Support War Support will be shown at the top of the screen.

Similar to many other diplomatic mechanics, all the War Support War Supports are calculated on a bilateral basis; a high War Support War Support against Empire A will not affect relationships with Empire B.

In general, diplomatic conditions such as Grievances and Demands will increase the War Support War Support to be higher above the equilibrium, indicating that the population of your Empire is unsatisfied with what is happening, and you can use their desire as a justification for a war. On the other hand, conditions such as Cities being ransacked and being defeated in a battle will decrease the War Support War Support, bringing the Empire to the negotiation table or even surrender.

Every Empire's War Support War Support has a maximum value of 100 War Support , and will gradually lean towards a base peacetime equilibrium of 50 War Support ; War Support War Support higher than 50 War Support will naturally decrease each Turn turn in peacetime, and vice versa.

Militarist Militarist cultures will always have a +30 War Support War Support equilibrium toward every other Empire on top of the existing War Support War Support, as their affinity bonus.

War Support Buildup[]

When both Empires are in Peace, War Support War Support will naturally move towards its base equilibrium. It will increase every Turn turn when lower than the equilibrium, and decrease every Turn turn until reaching the equilibrium when it is higher than the equilibrium. If the equilibrium is 0 War Support , then War Support War Support won't increase naturally.

On the other hand, when there are on-going Grievances and Demands, or someone breaks a Treaty, the War Support War Support will increase; and most of these modifiers can stack. Since there are very few ways to decrease War Support War Support in large numbers (signing Treaties would only decrease War Support War Support equilibrium instead of War Support War Support value), there will be gradual buildup of War Support War Support over time, as long as Grievances and Demands are present.

List of War Support Modifiers When in Peace[]

Modifiers Value Note
Being a Militarist Militarist culture Always +30 War Support Will disappear when picking a different affinity
War Support below equilibrium value during Peace +2 War Support per Turn Will stop once War Support reaches equilibrium
Having active Demands (Religion has Reject Luxury tenet) +1 War Support per Turn per Demand
Having more on-going Demands than the other Empire +3 War Support per Turn
Grievance triggered +5 War Support per Grievance Renouncing a Grievance won't cancel out the increased War Support
Demanding a Demand (Religion has Reject Luxury tenet) +10 War Support per Demand
Demand withdrawn (when Ideological Proximity is at Distrust) +5 War Support per Demand
Demand withdrawn (when Ideological Proximity is at Toleranace) +10 War Support per Demand
Demand withdrawn (when Ideological Proximity is at Kinship) +15 War Support per Demand
Demand refused by the other Empire +10 War Support per Demand
Accepted Demand from other Empire +10 War Support per Demand
Treaty broken by the other Empire (when Ideological Proximity is at Distrust) +5 War Support per Treaty
Treaty broken by the other Empire (when Ideological Proximity is at Tolerance) +10 War Support per Treaty
Treaty broken by the other Empire (when Ideological Proximity is at Kinship) +15 War Support per Treaty
Opponent retreating +5 War Support per retreat Happens when the Military Accords Treaty of both Empires is at Tolerate Skirmishes
Recent victory in battle +8 War Support per victory
Opponent retreating (Religion has Hunt the Infidels tenet) extra +10 War Support per retreat
Recent victory in battle (Religion has Hunt the Infidels tenet) extra +10 War Support per victory
War Support above equilibrium value during Peace -1 War Support per Turn Will stop once War Support reaches equilibrium
Army retreating -5 War Support per retreat Happens when the Military Accords Treaty of both Empires is at Tolerate Skirmishes
Recent loss in battle -8 War Support per defeat

Declaring War[]

The gradual War Support War Support buildup in the peacetime implies that the population of your Empire become more and more dissatisfied with the other Empire, or vice versa. When War Support War Support reaches a certain "boiling" point, a war against the other Empire can be justified.

War can be declared in Relation Tab using Surprise War button or Declare War button.

Surprise War[]

If you absolutely must have war, so be it.

Surprise War, as its name implies, can be declared without any proper War Support War Support buildup - that is, without any Grievances or Demands in the first place. Surprise War can be declared via Surprise War button.

  • A Surprise War only needs 20 or higher War Support War Support.
  • This means, once the War Support War Support reaches its normal equilibrium, it would be possible to declare a Surprise War.

On the other hand, this "convenient" way to declare war is not without downside:

  • Whoever declared a Surprise War, will receive an additional -2 War Support War Support per Turn turn penalty - called Declaring Unjust War - during the war.
  • In addition, for every Surprise War declared, you will receive 1 level of Traitor Reputation Badge.
    • The Badge will be effective for at least 10 Turn turns, and in this period, your opponents can earn more War Support War Support when they win a battle against you.
    • The Badge will also deteriorate all the other Empires' Attitude towards you.

Basically, whoever declared Surprise War will be likely to lose War Support War Support quicker than their opponents.

Formal War[]

Resolve this argument by force; crush the other Empire's War Support until they abandon their Demands and accept yours.

The Declare War button indicates declaring a Formal War without a proper War Support War Support buildup - that is, with Grievances or unsatisfied Demands in the first place, the "formal" way to declare war.

Although Formal War requires much more War Support War Support buildup or a demand being refused, it won't affect your relationship with a other Empires like Surprise War does.

In the War[]

See also: Combat


When in war, all the Treaties between Empires are not applicable, so as Trade (unless Trade at war civic is enabled). Instead, a new set of war-time Treaties will be applied, indicating the breakdown of relationships in the war.

When both Empires are in war, War Support War Support will lose its equilibrium and will not naturally increase. All the Grievances and Demands won't apply on War Support War Support values anymore, the only way to impact War Support War Support at this stage is on the battlefield. The maximum value of War Support is still capped at 100.

The ultimate goal in War is to drain your opponent's War Support War Support - if an Empire's War Support War Support falls to 0 War Support in a war, this Empire is forced to surrender.

List of War Support Modifiers When in War[]

Modifiers Value Note
Being a Militarist Militarist culture +30 War Support Can (only) be reduced in a war
Picked Seize Resources choice for Materials Procurement Civic +30 War Support One-time effect. Triggers when going to war
Built Forbidden City wonder +25 War Support One-time effect. Triggers when going to war
As Anti-Imperialist, winning a battle against Imperialist Empire extra +20 War Support per victory Happens when one Empire chose Imperialist for Conquered Empires Civic, while the other Empires chose Anti-Imperialist Civic
As Imperialist, winning a battle extra +10 War Support per victory Happens when one Empire chose Imperialist for Conquered Empires Civic
Recent victory in battle, with State Religion having Hunt the Infidels tenet extra +10 War Support per victory
Opponent retreating, with State Religion having Hunt the Infidels tenet extra +10 War Support per retreat
Capturing a City with Russian Legacy Trait +10 War Support per City
Destruction of enemy Administrative Center +10 War Support per Administrative Center destroyed
Recent victory in battle +8 War Support per victory Irrelevant to Unit killed. Every victory will receive +8 War Support
Opponent retreating +5 War Support per retreat Irrelevant to Army size. Every retreating Army will receive -5 War Support
Damages to enemy Districts +5 War Support per District Can be done via Ransacking, Bombardment, or Nuclear Strike
Declaring war -1 War Support per Turn A generic penalty for whoever declared the war first (not Surprise War)
Territories influenced by opponent -1 War Support per Territory Can stack for each influenced Territory
Proximity state as attacker (when Ideological Proximity is at Distrust) +1 War Support per Turn Will increase War Support War Support instead of decreasing due to distrust
Proximity state as attacker (when Ideological Proximity is at Tolerance) -1 War Support per Turn The most common War Support penalty during a war
Proximity state as attacker (when Ideological Proximity is at Kingship) -2 War Support per Turn
Declaring Unjust War -2 War Support per Turn Penalty for declaring Surprise War
Cities occupied by opponent -4 War Support per Turn per City
White Peace treaty refused -5 War Support
Damages inflicted to friendly Districts -5 War Support per District Can be done via Ransacking, Bombardment, or even Nuclear Strike.
Army Retreating -5 War Support per retreat Irrelevant to Army size. Every retreating Army will cost -5 War Support
Recent loss in battle -8 War Support per defeated battle Irrelevant to Unit killed. Every defeat will cost -8 War Support
Loss of Administrative Center -10 War Support per Administrative Center destroyed
Having Warrior Badge while occupying cities -1 War Support per occupied enemy City per level of Warrior Badge
Waging war against a Pacifist Badge bearer -1 War Support per Turn at level 1 Badge

-2 War Support per Turn at level 2 Badge

-4 War Support per Turn at level 3 Badge

Pacifist Badge can be obtained by proposing White Peace while having more War Support War Support than the enemy

Settling War[]

The War status will only end if a White Peace is accepted or one of the warring Empires Surrendered. Both White Peace and Surrender negotiations can be done in the Crisis Tab of the Diplomacy Screen.

Surrender and Forcing Surrender[]

There are two situations for Surrender:

  • As long as two Empires are in a war and both of their War Support War Supports are not at 0 War Support , an Empire can actively propose Surrender Terms to the other empire, therefore withdraw from war and satisfying the War Support War Support of the other Empire in moderate terms.
    • In this case, only the surrendering empire can propose the Surrender Terms.
    • If the winning Empire chooses to refuse the proposed surrender terms, it loses 10 War Support War Support, and the surrendering empire gains 20 War Support War Support. Offering surrender has no cooldown or cost and can be repeated indefinitely in case of being refused.
  • However, if one of the empire in the war had their War Support War Supports reduced to 0, the wining empire can forcing it to surrender.
    • Unlike the "active" surrender, in a forced surrender it is the wining empire that demand the Surrender Terms to the losing empire. The losing empire must accept the demanded terms as well as abandon all the existing Grievances and Demands.
    • In this case, only the winning empire can propose the Surrender Terms.

Surrender Terms[]

The actual process of surrendering is done via the negotiation of Surrender Terms.

Whoever proposing the Terms - whether the surrendering empire in a "normal" Surrender, or the wining empire in a Force Surrender - will have a list of terms to select from. The terms will include pre-war Demands, Territories for annexation , forcing vassalization, as well as War Reparations paid in Money Money.

Each term in the list will cost/worth a certain amount of War Support War Support, named as War Score in the Diplomacy Screen. War Score has an upper limit, and the terms selected shall not exceed the total War Score of the winning empire. This total War Score is calculated as such:

Total War Score of the Winning Empire = WSstart + WSend + C1 + C2 + ... + Cn


WSstart = the War Support of the Winning Empire at the moment the war started

WSend = the War Support of the Winning Empire at the turn of the negotiation

C1~n = the War Score values of cities and territories currently occupied by the Wining Empire


Basically, the more cities the Winning Empire is occupying, the more terms they can demand. The less cities the Winning Empire is occupying, the less terms the Losing Empire will receive. Both situations of Surrender follow this rule.


Eventually, when the total War Score costs of surrender Terms equal to the total War Score of the Winning Empire, the Surrender Terms can be established.

  • Therefore, Surrender Terms can be understand as the process of Losing Empire trying to satisfy Winning Empire's War Support War Support.
  • This means an "active" surrender will be more favorable to the Losing Empire, as they can have the possibility to face less War Score to satisfy.
  • This also means a Force Surrender will be more favorable to the Winning Empire, as they can have a much larger stock of War Score to spend.

List of Surrender Terms[]

The surrender terms and their War Score worth are as following:

Surrender Terms War Score Costs Note
War Reparation 5 Money * Winner's Current Era per 1 War Support
  • The term for using Money Money to pay off the War Support War Support.
  • After the major terms have been selected, the remainder of the War Score will always be calculated into Money.
  • It is possible to pay off the entire stock of War Score with only Money.
  • If the losing side does not have enough Money Money to cover the War Reparations they will find themselves in the negative (debt) causing their stability to suffer until they remedy the situation.
Existing Demands before war 10 War Support per Demand
  • Cannot be unselected. Always cost 10 War Support no matter the exact demand but at the same time also provide 10 War Support , making them effectively free.
Give [Territory] 20+ War Support per Outpost (+1 for each district)

40+ War Support per Attached Territory (+1 for each district)

80 War Support per City


  • This is the "official" way of annexing cities and territories. Without proper annexation, the cities taken in war will only be "occupied", and the occupier cannot access these cities' production queues.
  • Every Territory has its own War Score value, and will be calculated separately.
  • Cities that were not conquered cannot be selected, but their attached territories can be.
  • Annexed territories must be connected (this is dynamically updated depending on what territories you select).
Become a Vassal of the winning empire 100 War Support per capital (base cost)

50 War Support per city

+/-25 War Support per era difference between the empires

  • It is more expensive to vassalize empires that are ahead in eras. Conversely it is cheaper to vassalize empires that are behind the Winning Empire's era.
  • In order to vassalize an empire with multiple cities the Winning Empire needs to occupy most if not all of the cities of the Losing Empire to make up for the cost (each occupation provides 30 War Support , whereas each city costs 50 War Support ). A large empire cannot be vassalized in a single war.
  • The Winning Empire will usually not be able to afford any additional territories in addition to vassalization.
  • If the Losing Empire has any vassals of their own this will not influence the cost.


White Peace[]

During the war, a White Peace can be proposed. It proposes that both Empires abandon their Demands, and put an end to the conflict without either being declared the victor of the war. Signing a White Peace will allow both Empires' Demands and war-time gains return to the pre-war situation.

White Peace can be only proposed when both Empires are having unsatisfied Demands, and both Empires' War Support War Supports are not at 0 War Support .

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