HUMANKIND™

HUMANKIND™

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The stars shine war system
By 华1
   
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Battle Rounds
Battle Rounds
The total number of units less than or equal to 28 units is set to one big turn, and more than one big turn is set to three big turns.

Design idea: After many online battles, the producer realized that battles with more than one big turn would produce many problems such as city locks, third-party unit locks, impediments to movement of both sides, and strategic pulling space, etc. Therefore, the design of the group can be used in normal scale or small-scale encounters where the main armies of both sides will have space to pull encounters to test each other's contact or fire and not be too large or too long to affect the movement of other imperial units. or disrupt all strategic deployments with just one battle. When both sides have concentrated their forces in an area for a large group battle, this change will allow the large group battle to produce a decisive result as quickly as possible and then allow the map to return to an even distribution of forces in the encounter phase. This change will also have a profound impact on the siege system, if the attacker's troops are not large enough at this time through the siege to accumulate siege equipment / the defender's troops collapse / the defender's city capacity collapse is very meaningful, of course, step by step, gradually eat is also a strategy by plundering the opponent's administrative center slowly dismember the opponent's provinces to wear down the opponent's support is also a way to win.
War aversion
War aversion
(War aversion affects three elements: the number of turns after the opponent's stability reaches 0, the number of white peace offers, and the number of surrender offers), which decreases the stability penalty.
New economic penalties The penalties for war aversion are now converted to money and food penalties as well
War support
Adjusted the support effect of traitors to -2>-1 per unit killed per level
Each unit blocked at a support point will deal 20 points of damage to the blocking unit
Administrative center destroyed -8 support
3 support per turn for being declared war by injustice*
The effect of winning or losing a battle on war support becomes 8
Diplomatic relations distrust +5 to war support, tolerance -2, kinship -4
War settlement - diplomacy
Base price of points required for war attachments reduced to 80 Additional points for each city owned by the opponent reduced to 30
Reduced the amount of money required for claiming, making it an optional option for players to pay for claiming (not war)
Looting
Looting
Looting is one turn faster than before
Looting money gain increased (units with looting buffs also received a boost)
Retreat
Retreat
Retreat with caution! Retreat status now brings -50% movement speed and -2 to combat power
Retreating is definitely the natural choice when the situation is clearly unfavorable, but .... Be careful not to get caught up. There will be more tactical considerations and games around retreating. The deployment of marching routes, strategies, and distribution of troops will all add more details to the game.
Support
Support
Each unit blocked at the support point will deal 20 points of damage to the blocking unit
Design idea: This still gives the tactical use of units blocking the entry, allowing units to resist and delay the entry of a full enemy force, but the fifth legion slot unlocked after classical means that if a legion of more than five units is formed, it will kill the unit blocking the support after one turn, but it is still clearly worth it for the war situation, and players will again play around this mechanism.
Siege system
Siege system
When the enemy army is overwhelming and surrounds your city you will have to break out as soon as possible.
When the city is besieged, -200 st, -100% FI -50% MS, not only that the famine caused by the siege will result in an additional consumption of 5 food per population generated in the city.
Also as stability decreases, the defending militia will fall apart faster and faster. (25/40/50/60/80/100)
Each level of city defense will provide one additional combat power
Siege breakout The defenders will lose the protection of the wall The level of the wall provides combat power
Proficiency
Proficiency
Proficiency cap opened to five levels!!! Raised the cap for elite veterans
Air Combat
Air Combat
Small airfields can be built at outposts with influence, at the same cost as forts
The range of vision provided by aircraft type units is unified from +4>+6