Humankind Quick Questions and Answers

I have couple of questions related to air units, not sure if these are bugs or maybe I am missing something.

1. How to split a squadron? Right now, let's say I have an aerodrome with 5 planes, and the other one with 2. I can move only entire squandron. I want to move just 3 out the 5 into the other aerodrome. There is no "move" option for a single plane.

2. My fighters go into "patrol" mode and there is no button to change it. Can't stop it, can't give any other order. Which looks like a bug, because 2 weels ago I was able to do that. Now this option is gone.

I feel like a noob, well I am really, this is what I am confused about.
I lure a mongol horde with a sacrificial chariot onto a nice killing ground, I move in with one stack keeping not adjacent, then with the second stack I charge straight in…. So why do the Mongols get to go first and shoot the crap out of me?
Can post the game if needed.
From my observations i'd say that the attacker always goes first. From your description, I honestly am not sure who attacked first.
 
Definitely attacker always first, but the AI has an itchy trigger finger and often attacks immediately before you so. I have this problem less when I right click to attack as part of the the move. But they love attacking right as your units come into proximity. Likewise for sieges sometimes I get two seconds to click assault before they sortie, other times it seems instant.

The Huns did this to me in my current game (you’ll be pleased to know I had 8 hoplites standing by) and killed off my Nubian archers in the first round. The Huns really break the “who goes first balance”, which maybe is the point
 
Sadly the AI has faster micro :( I've had the same experience of trying to move units into position before attacking altogether, and the AI engages before I can.
 
Thank you! I thought I was going mad. It is particularly annoying in a big bsattle with a big horde.
I have had them attack me before I stack next to them so now I stack before attack and I took care to move the non-adjacent stack first because it is a common feature I have not heard anyone mention.
@Infixo attacker definitely does not always go first unless this is a bug. Can someone check with devs?
 
Attacker always go first. Defender gets the 2 CS bonus on all units in exchange.
To be clear, does this mean the defender gets +2 CS for the rest of the battle? Or is this about how the defender's units start with the Defending buff (which falls off once the defender's units attack)?
 
The AI’s lightning micro is even worse when you load an autosave, you might have had time to move at the beginning of a turn normally, but all AI movement will be over between when the time the map appears on loading and you move from your capital to where the action is. I think auto saves should put you back at the end of the previous turn, since pressing End Turn is such a dynamic event.
 
I have 70 war support. Cannot declare war though, because "cannot be done without 0 support' (that sentence is nonsense btw, should be written WITH). What's wrong?
 
What's wrong?
You need 80 , hover your the declare war button.

I have a question... What is the point of things like Levy Administration? +3 gold on the main plaza for 500+ production (well you would not build it earler)
And what is this level-1 level2 business about, is it just a dependency? or is there something clever there?
Seems like the have a pretty big rebalancing job to do.
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You need 80 , hover your the declare war button.

I have a question... What is the point of things like Levy Administration? +3 gold on the main plaza for 500+ production (well you would not build it earler)
And what is this level-1 level2 business about, is it just a dependency? or is there something clever there?
Seems like the have a pretty big rebalancing job to do.
View attachment 607371

With the Harbor buildings, the first one (Fishmonger) gives +3 gold but the upgrade (Great Fishmarket) gives +5 per trade route. So I think the idea is that the first one is underwhelming but you can get a good return from building both.

With taxation the second one (Taxation Office) is +3 on Luxury Resource deposits (assuming that's just in the city??) which isn't that great.

In general the Tier 2 and 3 buildings only seem to make sense in huge cities.

I think the "Levels" is a holdover from EL games which had defined 1/2/3 tiers??

Obviously if you want to build the later buildings the best strategy is to wait until they're available before building the useless first ones.
 
Yeah, taxation lv1 should be 1 money/pop or something, or +3 on administrative center as well.!Also how much do you want to bet it increases the cost of merging cities by 1k+ influence? Fishmonger at least gives decent gold if you took some harbor EQ, more than a market quarters which is the low bar I usually use.

Or it’s just about the principle of spending a bunch of administrators’ time to eek out negligible gold from your poorest citizens.
 
Yeah, taxation lv1 should be 1 money/pop or something, or +3 on administrative center as well.!Also how much do you want to bet it increases the cost of merging cities by 1k+ influence? Fishmonger at least gives decent gold if you took some harbor EQ, more than a market quarters which is the low bar I usually use.

Or it’s just about the principle of spending a bunch of administrators’ time to eek out negligible gold from your poorest citizens.

I try to avoid building too many city centre buildings in cities I know I'm going to merge later.. just stick to quarters and units. I assume the buildings just get lost when they merge?

Market Quarters have a similar mechanic, the first few are not very good return until you have a cluster and a food market.
 
Does anyone know which religion a Holy Site generates faith for? Is it the state religion, or the state religion when it was built, or the majority religion in that territory, or the majority religion in that territory when it was built?

I'm trying to work out whether to join the dominant religion, because it's causing a lot of grievances against me for oppressing the faithful. But I built 2 holy sites already. Will they then be working against the spread of my new state religion?
 
Can you save a game and try it? In the faith layer when you click a city it tells you how much faith that city is generating for which religion. I’ve only seen cities generate for their state religion, but I’ve never gone through with switching state religions, and that should make it clear if you are getting 20 faith for the original religion.
 
Spartan achievement - how exactly does it work? Do you need one city at the end, or the entire game? If latter - can you have second city mid-turn and then raze it, so you start each turn with a single city?
 
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Can you save a game and try it? In the faith layer when you click a city it tells you how much faith that city is generating for which religion. I’ve only seen cities generate for their state religion, but I’ve never gone through with switching state religions, and that should make it clear if you are getting 20 faith for the original religion.

I think I figured it out - Holy Site generates faith for state religion no matter what the dominant religion is. (This makes sense).

After switching the Holy Site doesn't seem to generate faith for any religion at all (zero faith generated for minority, non-state religion in territory with holy site).


I guess I'm getting too old, I have no idea what that means :lol:

Is there a reason that I can't reject an AI's demands? The button is greyed out.

I don't have any grievances or demands against them, and have 50 war support (we've been at peace for a while).

I can't sign any treaties because of their demands, and I want open borders because they have me surrounded on 3 sides. I'm generally happy to fight but I'm not getting any grievances so I'd need to surprise war, and with them surrounding me on 3 sides I have no idea where I'd need to put my forces, and they're comparable strength so it could be a long and costly war.
 
I should know this, but what is the actual purpose of the Soviets' Weapons resource?

Another culture bought them for 0g. It says they hurt loyalty or whatever but improve combat strength. It's not making me rich and it makes purchasers better at earning combat stars. I'm not really seeing an upside to having these as a tradable resource.
 
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