> For the complete documentation index, see [llms.txt](https://gainhive.gitbook.io/gainhive-whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://gainhive.gitbook.io/gainhive-whitepaper/gameplay/combat-system.md).

# Combat System

<figure><img src="/files/8WydnRHoK9GgcSxrGK8m" alt=""><figcaption></figcaption></figure>

**Inspirations**

The combat system of the GainHive is inspired by the Civilization VI series combat system.

The key inspirations are:

●      The attacker and the defender are not on the same tile. An attack always happens from a tile to a different tile.

●      Combats do not immediately result in defeat. To an enemy combatant to be defeated it might require more than one attack.

### Overview <a href="#kd5oniffygye" id="kd5oniffygye"></a>

●      An attacker avatar is an avatar that tries to move into an “enemy” occupied tile. If this is the case the combat starts.

●      In combat there is randomness but most of the outcome will be determined by the avatar statistics.

●      Attacking consumes energy. Each attack consumes 1 energy.

●      Attacking has no cooldown.
