ENCReload

What HAF brings to ENCReload

Status: HAF integration is planned for ENCReload 2.0. Everything below is configured and running in development; the mod as shipped does not depend on it yet.

HAF is a visual-enhancement layer for Humankind. ENCReload adds the content — technologies, units, districts, wonders, mechanics; HAF changes what that content looks like on the map. Vanilla modding stops at reskinning the game’s existing (largely human) units. HAF replaces a unit’s actual 3D model, animates it, gives it sound, and makes it behave believably as it moves and fights.

This page is the inventory of what we have actually configured — not what HAF could do.


Effects that apply to whole unit types

These are global dials, so they change every unit of that class at once, including vanilla ones ENC never touches.

Effect Setting What you see
Gradual turning land 180°/s, turret 90°/s, hover 180°/s, ships 90°/s, humans off Units swing round to their heading instead of snapping. Ships turn ponderously; tanks briskly.
Pivot in place pivot=90 A ground or naval unit facing more than 90° away turns on the spot first, then drives off — no more tanks sliding sideways across the hex grid.
Banking hover , ships Helicopters lean into a turn; ships heel.
Terrain hugging drop −2, lookahead 1.5, ease 4 Units sit on the ground and follow slopes rather than floating flat over them. Skipped on Exploitations and Ruins.
Battle turning hold=1 In deployed battles, a unit finishes turning toward its target before the attack fires.

Formation overrides reshape how a unit’s pawns are laid out: Turtle-9, Close-9, Close-5 and Scatter-Spaced-5 are re-authored globally, plus per-unit layouts for Biplanes, Biremes (single pawn), the Dugout Canoe (a 3-pawn wedge) and the Anti-Tank IFV (which always fully turns before moving).


Units with a custom model

Twenty-two units currently carry HAF configuration. Grouped by what is most noticeable about them:

Artillery — the deepest work

Unit What you see
Towed Gun Howitzer (Era 6) · Siege Howitzer Car (Era 5) A full M114 firing cycle: rolls with turning wheels, folds its trails and lowers the gun before it moves, spreads them and raises the barrel on arrival. Aiming at a target it elevates further the further away that target is (10° up to 45° across a 1–8 tile band), waits until it is properly laid, then recoils — the tube kicking back through its cradle and riding home.
Organ Gun (Era 4) · Volley Gun (Era 5) Custom models with rolling wheels, ground-seated, with their own firing sound.

Vehicles

Unit What you see
Universal Tanks (Era 6) Custom tank, tracks and wheels driven from its own animation.
Tank Destroyers (Era 6) Custom model, aiming gun with distance-based barrel elevation.
Anti-Tank IFV (Era 6) Custom model with a traversing turret that tracks its target; always turns fully before moving.
Armoured Car (Era 5) Turret, wheels that spin while moving and stand still when parked, engine start/stop sounds.
Hovercraft (Era 6) Custom model with engine sounds.

Aircraft

Unit What you see
Attack Helicopter · Recon Helicopter (Era 6) Custom airframes with engine start/stop sound.
Stealth Helicopter (Era 6) Flies on its donor’s own flight animation — hover bob and pitch — banks into turns, hugs terrain, with its extra ghost sub-pawns and stray VFX suppressed.
Recon Drone (Era 6) Quadcopter with its own spinning propellers, plus flight sound.
Drone Squad FPV (Era 6) Squad model carrying a hand prop weapon.
Zeppelin (Era 5) · Recon Zeppelin (Era 6) Airships held rigid so they do not inherit the donor’s wobble.
Unit What you see
Dugout Canoe (Era 1) Paddling animation, a 3-pawn wedge formation, and per-pawn phase offset so the canoes do not paddle in lockstep like one raft.
Hand-Cranked Submarines (Era 5) Custom model that sits lower in the water in combat.
Stealth Cruiser · Stealth Corvettes (Era 6) Custom/retextured hulls with engine sound.

Creatures and infantry

Unit What you see
Abominations (Era 6) Custom creature with idle, movement and attack animations, an occasional idle growl and a distinct attack roar.
Light Assault Mech (Era 6) Custom mech, retextured and tinted, with its own movement sound.

Buildings on the map

Units are not the whole of it — HAF also replaces what a constructible looks like on its tile, and keeps that same model visible when you zoom out to the strategic map instead of substituting a generic decal.

Constructible What you see
The Oracle (Era 1 Artificial Wonder) A custom Greek temple standing on the wonder’s tile, on Mediterranean prairie ground with its own hex sculpt. It runs through the game’s native Artificial Wonder pipeline — its own row in the wonder visual database, native affinity, card portraits, and the vanilla bottom-to-roof level-build reveal when a save reloads. Zoomed out it shows the temple itself as its strategic footprint, flattened to a sheet and in black-and-white, with the generic decal suppressed.
Breeder Reactor (Base district) A custom reactor building on temperate ground, with the same strategic-map treatment — its own silhouette as the footprint rather than a decal.

Both are isolated, meaning the swap touches only their own tiles and leaves every other district in the city alone. The Oracle in particular is the deepest single piece of HAF work: getting a player-authored wonder onto the engine’s own wonder chain took a decompile of that chain (Wonder-Spike).


The kinds of effect in play

Drawn from the configuration above, these are the levers ENC actually uses:

For the full list of what HAF can do beyond what ENC uses, see HAF’s Capabilities page. For how to configure any of it, the Factory Manual; when something looks wrong, Animation-Pitfalls.