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Combat and Army mechanics

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5 years ago
Jun 19, 2020, 6:40:36 PM

Now that we know a bit more about how combat works in Humankind, I wanted to share some thoughts. 


Tactical combat in this game is something I am worried about. Tactical battle was one feature of Endless Legend I probably liked the least. This type of combat is at home in games like HOMM series, where everything revolves around army management, but I always though it's a but clunky in a 4X game, where there are so many other things to take care of. The big issue with these kinds of battles is that they interrupt the regular game flow and tend to break this "smooth" gameplay that Civ series is famous for (in HOMM its kind of the other way around — the strategy layer is just there so that you can get to the next battle, which works fine).


Having said that, I do believe that Amplitude is onto some interesting stuff. First of all, there seems to be  no separate tactical layer — battles play out on the world map. Which helps with the "interruption" part. Of course, you still get a mini-game within a game, but the 3 turn limit could keep it to a manageable level. What I didn't get is whether these three turns are a separate mini-game or whether they are the same as the global game turns (the second option could open up some interesting possibilities like reinforcements, while also helping with the flow of the game).


What I think is really interesting however is the army mechanics in a 4X. Having limited number of armies/generals might just solve the annoying necessity of having to move multiple dozens of individual units around. I also assume that settlements could be garrisoned (without needing a general), which would help with the defense part. To take this further, it would make sense if army composition would affect it's mobility. E.g. you could have light skirmisher armies that specialize in out-maneuvering the opponent, while your slow-moving heavy hitter army occupies the choke point etc.


However, this would only work properly if the number of armies is truly limited. Say, max 5 armies per player in the endgame (but the amount of units in an army is gradually increasing). Or maybe some mechanic by which you can have more armies with smaller amounts of lighter units but only few large units. The later part would also add to the realism and the depth of the strategy layer — games like Civ notably omit army logistics, which is one of the most significant factors in real-world warfare. A limitation on the number of active armies would be a good start to model the logistical challenges. 

Updated 5 years ago.
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5 years ago
Jun 19, 2020, 6:55:36 PM

Regarding the combat layer, from all the gameplay walkthrough reviews, everyone said it is "embeded" in the current turn, units fighting having 3 moves each (if i'm correct). If the battle doesn't end on the current turn, it'll continue on the next one.


You should check those reviews for more insights on the mechanics, though the combat mechanics/layers are still a work in progress.


For your other subject, I can't say, since it's still under developpement, and also keeping in mind that they've only revealed gameplay from the first Era so far.


So I'd say, stay tuned for more !

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5 years ago
Jun 19, 2020, 7:30:23 PM

This video also mention that Humankind will have some sort of capture the flag mechanic that can end the battle early without necessarily killing all enemy units.

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5 years ago
Jun 19, 2020, 8:18:10 PM
Waykot wrote:

Regarding the combat layer, from all the gameplay walkthrough reviews, everyone said it is "embeded" in the current turn, units fighting having 3 moves each (if i'm correct). If the battle doesn't end on the current turn, it'll continue on the next one.


You should check those reviews for more insights on the mechanics, though the combat mechanics/layers are still a work in progress.

Yes, I've read a bunch of articles, but the details are still a bit unclear. For example, what does "embedded" mean exactly? Is it that the 3 combat turns happen during one strategic turn, or is there one combat turn per game turn? (You seem to suggest it's the later). 

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5 years ago
Jun 19, 2020, 8:23:06 PM

(You seem to suggest it's the later) Absolutely not :)


The combat turns are embedded within one game turn.


Once again, rewatch the footages, it's very clear, though there's no real combat mechanic footage yet.

Updated 5 years ago.
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5 years ago
Jun 20, 2020, 12:26:28 AM

Or play Amplitude's earlier title, Endless Legend. Combat will probably be very similar in both games.


1. Each cities has a garrison of militia units based on pop size.


2. "Gobal" mobility is not strictly tied to "battle" mobility. A cavalry unit might be as slow as an infantry unit on the global map, but have a +2 speed bonus in battle.


3. There is no limit on the number of armies, but units per army are limited by administrative techs.

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5 years ago
Jun 20, 2020, 3:31:57 AM

I believe that reenforcements have been confirmed as a feature for long battles, and I believe you can have more than one army per battle, they said late game a battle could be an entire front of a nation with many units. I got the impression there is no hard cap on the number of armies you can have but if you have more armies than generals you suffer a significant upkeep penalty. Also there are a maximum of four units per army. So you might have a practical cap of 20 units per player.

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5 years ago
Jun 20, 2020, 10:15:42 AM
Aye_Avast wrote:

Or play Amplitude's earlier title, Endless Legend. Combat will probably be very similar in both games.


1. Each cities has a garrison of militia units based on pop size.


2. "Gobal" mobility is not strictly tied to "battle" mobility. A cavalry unit might be as slow as an infantry unit on the global map, but have a +2 speed bonus in battle.


3. There is no limit on the number of armies, but units per army are limited by administrative techs.

Yes, I have played EL and I don't like how combat works there. As I wrote, I don't think this is the model that works well for a 4X game. With Humankind, Amplitude has the chance to mix things up. 




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5 years ago
Jun 20, 2020, 10:17:40 AM
Eulogos wrote:


I got the impression there is no hard cap on the number of armies you can have but if you have more armies than generals you suffer a significant upkeep penalty. Also there are a maximum of four units per army. So you might have a practical cap of 20 units per player.

Upkeep penalty would work too, as long as economy is balanced. I woudl imagine that the army size will increase through the game though (just as it did in EL). 

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5 years ago
Jun 20, 2020, 11:07:08 AM

I think having mini games like HoMM battle mechanic would be nice. But It would definitely reduce the gameplay experience.


Had a thought on this and came up with a pretty strong plan. However this is going to be tricky while considering the terrain height and narrow passages. 


  1. Forming an army - Instead of having limited armies etc attaching units of same or different type together to form an army .
  2. Zone Control - Depending on the army type & units, having a zone around the army that will block other players / barbs to raid your improvements.
  3. Experience - A great general to upgrade this zone add bonuses for flanking and defensive multipliers as well as reinforcements.
  4. Tactics - Each turn players might have an option to re-position their troops in this zone would mostlikely fix a lot of issues of depth & strategy for battle mechanics. 
  5. Battle - When 2 armies crash into each other the ovelapped grids can be the actual battlezone so with small placement changes the battles fate can provide various resolutions through tactics.


The placement of the army over districts / city borders / tiles etc would provide defensive bonuses / loyalty / upkeep costs multipliers would bring huge difference to 4x military gameplay. 


Practically this might solve the unit spam problems as well as adding a depth for veteran non-militaristic 4x players to be more agressive / defensive.


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5 years ago
Jun 20, 2020, 12:44:24 PM
If you haven't seen it this video explains combat fairly well. It already has features similar to how you described, except units travel in a pack and unpack when the engage.
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5 years ago
Jun 20, 2020, 1:13:13 PM
Eulogos wrote:
If you haven't seen it this video explains combat fairly well. It already has features similar to how you described, except units travel in a pack and unpack when the engage.

Thank you Eulogos, I'm kind of new and there are many things that I need to recap. The features are kind of a bit scattered in pieces for me. I'm glad to be on the same page with Humankind playstyle. 

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5 years ago
Jun 20, 2020, 4:54:55 PM

Well this information is new to me too, that video for example is only 2 days old. Much of the information in it was not announced until that video was made.

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5 years ago
Jun 20, 2020, 5:18:55 PM
Eulogos wrote:

Well this information is new to me too, that video for example is only 2 days old. Much of the information in it was not announced until that video was made.

Strictly speaking, nothing specific was announced, at least not officially. All the reviewers were very clear that they were not allowed to show off combat. GamerZakh's sketches are still very helpful. 

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5 years ago
Jun 20, 2020, 7:30:13 PM

The combat sounds quiet interesting from what we've heard so far. Looking forward to hearing more from Amplitude once they are further along in development.

I've not played Endless Legend yet, so I'm not familiar with it's simlar combat system (outside of youtube lets plays). However, I've got far too many hours in Civ V and VI. While I like Civ, I do think the new combat system in Humankind could address the issues we see in Civ VI - such as maps getting bogged down with so many units (aka. carpets of doom) so you having little room to manoeuvre.

I'm interested in how Amplitude will handle city defence too. In Civ VI city walls and encampment districts are strong and cities defend themselves without a garrison, so it's rare to be punished for poor troop positioning or even for leaving your cities undefended while you're off conquering another empire. It seems like troop positioning will be quite important in humankind, so that's something I'm looking forward too.

Updated 5 years ago.
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