HUMANKIND ™ Battles + bonuses + line of sight + damage

The main part of the guide is an attempt to understand the “line of sight”, which is not explained in the game, but causes a lot of problems in battles for most rifle units.

I will also give a list of all the bonuses in battles, and explanations on the actual course of the battle.

The course of the battle

HUMANKIND ™ Battles + bonuses + line of sight + damage

On the screen, the “troop deployment area” (for each side), as well as the entire battlefield (outlined with a white line) are highlighted in color. The sizes of both the first and the second depend on the size of the armies. In the early eras, the deployment zone is quite small, but it grows as the game progresses, as does the entire battlefield. It is important that all this is visible before the start of the battle.

The course of the battle:

1. the arrangement of armies (secretly and simultaneously, without reinforcements)

2. the attacker’s move (you can withdraw reinforcements)

3. the defender’s move (you can withdraw reinforcements)

4. repeat moves up to 3 rounds for 1 game turn

5. the battle can be extended to the next turn of the game The

maximum duration of the battle also depends on the size of the armies. It can be 1 turn of the game for small battles, and 6 turns for large ones.

The attacker wins if before the end of the allotted time he has time to either destroy all enemy units (reinforcements that have not entered the battle are not counted), or he will hold the defender’s flag at the end of the 3rd round.

The defender wins if he destroys all the forces of the attacker himself, or keeps the flag at the end of the battle (in time).

However, it is not always obvious who will be the attacker. Since the moves are simultaneous, it may so happen that when he approaches the enemy army with his army, he will attack you, and he will be the attacker.

The general answer – is it better to attack or defend – no. Depends on the situation.

It is useful to know that the enemy can be prevented from withdrawing reinforcements by taking their exit position. This is especially easier to do for an attacker, preferably with cavalry. Also, you can introduce new armies into the battle zone from outside it, but this can only be done during your own battle turn (somewhat strange). But it is impossible to enter the battle zone of other players, even an ally.

You can only retreat before the start of the battle. Then it can no longer be done. The army also cannot retreat the next turn, after which it already retreated earlier.

The outcome of the battle can also be different – the battle does not always end with the destruction of the enemy. Killing squads can bring you glory points even without winning. But victory, even without killing, helps in supporting the war.

Line of sight

The most initial shooting units – archers – have the ability to fire even without line of sight, so at this stage you might not notice how difficult it is to play with this line of sight. Although they also receive a -4 penalty to the power of the shot if there is no line.

But already crossbowmen with a firing distance of 3 are experiencing real problems, tk. they need a line of sight to the enemy, unless they shoot at point blank range, so that it is dangerous for them.

The worst situation is for howitzers, with a range of 8 units. In the game, it is very difficult to apply them from such a distance, and at a smaller one too.

I have not seen anywhere an exact description of how this line of sight is determined, but a few examples can be considered. The game only sparingly says “there is no line of sight”, and does not explain anything.

In battle, pay attention to the red frames on the enemy units – they suggest who you can attack. For example: choose your crossbowman, move the mouse over a hex and the game will show who can be attacked if the crossbowmen go there. In this example, the howitzer is in a very high position. 2 (!) Steps higher than many enemy units. Therefore, on the first screen, she can shoot through one enemy squad. Or through all the other units on the second screen. All possible targets are highlighted with a red frame. And here the howitzer cannot shoot, apparently the closest enemy detachment, which is only 1 step lower, interferes. The howitzer behind the first is in an unfortunate position. The first one closes the second view. But if you remove it, it will look like this:

HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage

Likewise, for the line infantry, if you remove a unit from the first line, you can shoot, and before that, your unit in front of the view was closed. And you can see from the red frame that there is only 1 available target: Here’s another example, how your own squad, standing only 1 step lower, closes the view for the howitzer, but the squad that is 2 steps lower – does not close: And another example for two guns set in different positions: Summing up: Line of sight can be closed by: – detachments (including their own) – forests (and they are not very clearly shown on the map during the battle) – hills – (presumably) buildings

HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage
HUMANKIND ™ Battles + bonuses + line of sight + damage

There were no forests in any of the examples above, but with them as well. And how exactly the hills can block the view – I completely missed above.

To break the obstacle in front, you need to shoot from 2 steps above the obstacle. And this, by the way, is not always possible at all.

There is a simple way for the attacking side to increase the likelihood of using rifle units in the first turn of the battle:

– install them on the second line

– but do not put anyone on the first

– in this case, they can fire a volley first

– after which other units can cover them before, how the enemy can attack them


Fortification : +6 (given to a squad in defense on an unbroken wall against a squad behind the wall)

Height : +4 (compared to the one below)

Strike to the rear : +4 (to the attacking squad, if there is already a squad on the opposite side)

Crossing the river : -3 (for a unit on the river)

Defense : +2 (for a unit that did not attack on its turn, it is also given to all units of the defender on the first turn of the battle)

Vulnerability in melee : -8 (for some rifle units)

Severe injury : -2 ( health below 33%)

Minor injury : -1 (health below 66%)

Friendly unit : +1 (for each unit nearby)

Shelter: +4 (usually to a unit in the forest during shelling, or among buildings)

No visibility zone : -4 (some riflemen can shoot, but receive a penalty)

Below is a list of bonuses for unique units.

Anti-Cavalry: +5 Strength Combat Strength (only against mounted Units)

Trample: +4 Strength Combat Strength (only against weaker Units)

Unstoppable: +4 Strength Combat Strength (only against stronger Units)

Charge: +3 Strength Combat Strength (only against not adjacent Units)

Guardian: +3 Strength Combat Strength

Inner Sea Mastodonte: +11 Strength Combat Strength

Ramming: +4 Strength Combat Strength

Piercing: +5 Strength Combat Strength

Phalanx: +1 Strength Combat Strength

Tactical Superiority: +3 Strength Combat Strength

Bastion: +3 Strength Combat Strength

Mandate of Heaven: +3 Strength Combat Strength

Anti-Colonialism: +3 Strength Combat Strength

Poison: -2 Movement Land Movement and -1 Range Range

Vulnerable in close-combat (Ranged): -5 Strength Combat Strength

Siege battle (Siege Mastery): +3 Strength Combat Strength

First round (Champion): +4 Strength Combat Strength

Enemy District (Ransacker): +4 Strength Combat Strength

Different religion (Proselyte): + 6 Strength Combat Strength

Damage calculation

The damage depends on the difference in the final strength of the units (with all bonuses).

Units with strength 50 versus 60 will have the same outcome as units with strength 10 and 20. In both cases, the difference in strength is 10 points.

If the forces are equal, the damage / loss of both units is the same: 12..28 (average 20).

An advantage in strength by 4 units gives you damage 25..35 (average 30), and losses 5..25 (average 15). Moreover, 5..25 is the smallest damage that a squad can take. That is, 6 of the weakest units can kill 1 tank, although all will die in this case (if not rifle ones).

The advantage in strength by 16+ units is the killing of an enemy with one hit / shot.

In an abstract situation, when there are 2 identical units, but one on a hill (bonus +4) – this is 99% for a win, 1% for a draw, 0% for a defeat.

This is it guys!! I am sure that you will love HUMANKIND ™ Battles + bonuses + line of sight + damage that we have shared with you. We are always open to discussion and suggestions from you. Just let us what you thought about the guide in the comment section.

Also, we would like to thank VDmitry. He is the one behind this wonderful guide.