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How to play guide for Midnight Ghost Hunt

*This article is a stub. You can help Midnight Ghost Hunt Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Midnight Ghost Hunt***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

In **Midnight Ghost Hunt**, players are divided into two teams: **Ghost Hunters** and **Ghosts**. This allocation happens randomly at the beginning of each round. As a **Ghost Hunter**, your primary objective is to either eliminate all the ghosts or devise a strategy to survive the supernatural onslaught and escape. To accomplish this, you have access to an array of **weapons**, **gadgets**, and **abilities** that can be combined to create diverse playstyles, influencing the outcome of each hunt.

On the other hand, if you find yourself on the **Ghost** team, your mission is to take down all of the Ghost Hunters and ensure your own survival. You possess the unique ability to inhabit various objects in the environment, allowing for strategic positioning and surprise attacks. However, it's important to note that before midnight arrives, it's generally advisable for the Ghosts to focus on hiding rather than launching aggressive assaults, unless they have a particularly effective loadout that allows for a more assertive playstyle. This is because Ghosts can be vulnerable to attack before gaining the enhanced powers of midnight.

As time progresses, midnight eventually arrives, signifying a critical shift in the game dynamics. During this period, the Ghosts undergo a transformation, turning red and gaining enhanced power. This marks the onset of player-versus-player combat, intensifying the stakes for both sides.

It's worth noting that certain possessed objects have offensive capabilities, making them advantageous in player-versus-player encounters before midnight strikes. Both Ghost Hunters and Ghosts have the capacity to alter their **abilities**, select different **haunts**, and adopt various **perks**, providing opportunities for game-changing combinations that can significantly influence the outcome of each round.

Furthermore, Midnight Ghost Hunt offers a diverse selection of maps, each presenting its own unique challenges and opportunities for strategic gameplay. This variety ensures that no two hunts are exactly alike, adding an element of unpredictability and excitement to the overall experience.

## See also

* Release date
* System requirements
Ghost Ship

Ghost Ship is a Map in Midnight Ghost Hunt. It is a rather sparse map in terms of prop density, and is completely devoid of small prop, but has strong verticality instead.

## Ghost Strategy

The map favors Ghost playstyles that abuse verticality - mostly centered around Spirit ability and using charge-up to move between floors.

## Hunter Strategy

Sledgehammer is extremely useful on this map. Ghost Hunters are in general ill-equipped in dealing with verticality in non-coordinated play, but thanks to relatively low number of props on the map one can severely impair Ghosts by indiscriminately smashing everything smaller than a barrel - especially on ship's deck.
Graveyard

Graveyard is a Map in Midnight Ghost Hunt and stands out among the rest for being mostly open air. While not exactly sparse in terms of prop density, all props here are medium to large in size.

## Ghost Strategy

The map doesn't have much places to hide, therefore it is ill suited for the vanilla hide-and-seek playstyle. Most common playstyle involves abusing verticality of the map's central part with Spirit and charge-up.

## Hunter Strategy

Since most props here have relatively large hitbox the Frostbite and the Harpoon Bazooka are good here. Sledgehammer is also good, as the map doesn't quite have that many medium sized prop - a single hunter equipped with it can significantly cull the number of available prop for ghosts.
Radar

Radar is a tracking gadget of Ghost Hunters.

## Usage

Radar is a proximity Ghost detection device and is the most versatile one among the tracking alternatives due to being unconditional and lack of notable hard counters.

The signal strength is displayed with a pointer and goes from 0 to 10 on a colored scale. Signal strength below 1 is the background noise and could be ignored, while above 1 means there's some paranormal activity.

The actual readings are strongly impacted by ghost's Ectoplasm level:

* Zero Ectoplasm - Radar shows between 3 and 4 at point blank range and gradually falls off to zero with distance. Effective range is 3-4 meters.
* Full Ectoplasm - Radar shows close to 10 at point blank range and gradually falls off to zero with distance. Effective range is 10 meters.

Radar will receive false readings from Cold Spot as well as active Poltergeist and Death Grip.

## Counter Play

The weak point of Radar is being unable to tell apart the low ectoplasm ghost hiding close from high ectoplasm ghost hiding far away. This is far from trivial matter because Radar's detection is unobstructed by walls, floors or ceilings. What seems like a low ectoplasm ghosts in the room could easily turn out to be high ectoplasm ghost in the adjacent room, or in some cases even the next one. This ambiguity causes the loss of valueable time, but a more experienced player might make a good guess on what's going on, effectively making Radar the high skill cap tool.

Another way to deal with that ambiguity is to have another hunter use Spectrophone to accurately pinpoint the location of a ghost that was initially found with **Radar**. **Radar** and Spectrophone are designed to cover each other's weaknesses.
Asylum

Asylum is a Map in Midnight Ghost Hunt. While being a smaller map in terms of sheer size, it has a lot of small rooms and corners to hide and is densely packed with prop, notably the small ones.

## Ghost Strategy

The typical Ghost playstyle on this map is built upon hiding oneself in small prop.

## Hunter Strategy

Use Spectral Cannon as it is probably the best weapon against small prop, use Lightweight for chasing. Naturally prioritize smaller props when checking.

The major benefit for Ghost Hunters on this map is that most rooms are easily accessible from the Generator, which makes Grenade and C4 easy to restock. This could be used to methodically check the rooms most dense with prop like reception room, kitchenette and basement, even if you won't find anyone immediately you'll knock props down - a possessed prop will always have the default upright position.
Perks

There are 240 **perks** in **Stellar Tactics** that can be used to customize **characters** to create specialized crewmembers. Perks are unlocked by levelling the respective **skills**. Perks are grouped in tiers with three perks per tier. Each fifth level, a new perk or tier is unlocked. Reaching a new tier (Levels 5, 25, 45, 65 and 85) gives an extra tier bonus which always applies to the skill. However, only the highest tier bonus applies, i.e. they do not stack. Generally, only one perk per tier can be activated, but in contrast to tier bonuses, perks do stack.

Perks can be selected and changed at any time, even during combat.

Combat perks are active, as long as the weapon is equipped and active. That means you could equip a pistol as a side arm, a rifle as the primary weapon, select defensive perks in the pistol perk line and offensive perks in the rifle perk line. During your turn you use the rifle with the offensive bonuses, but at the end of your turn you swap to the pistol with the defensive perks and end your turn. During the enemies' turns, those defensive bonuses apply.
Ghost Hunter

In *Midnight Ghost Hunt*, **Ghost Hunters** use specialized scanners and weapons to try to find and eliminate all ghosts before midnight. Should they fail, the dead ghosts return at midnight as vengeful spirits, leaving the ghost hunters no option but to try to survive.

Get to know your options when hunting ghosts:
Coking Works

A vast crucible of heat and fire and smoke, many industries benefit in turn from the availability of high-quality coking coal.

## Placement prerequisites

Can be built once per Territory

The **Coking Works** is the Emblematic District specific to the Germans. It is a constructable District that generates  most effective in Cities with a large amount of  and multiple adjacent Makers Quarters.

## Effects

* +1Industry per Population
* +3Industry per adjacent Makers Quarter
* +10Pollution
* +1Workers Slot on City or Outpost
* -10Stability

## Special Effects

* Acts as a Makers Quarter for bonuses
* Exploits Industry from below and adjacent tiles

## Trivia

* The concept behind the Coking Works is that Germany was the once the industrial center of the world during the Second Industrial Revolution.
* The in-game appearance of the Coking Works is based on the Zollverein Coal Mine Industrial Complex in Essen, Germany. The complex - especially the winding tower of Shaft 12 - is considered an architectural and technical masterpiece, as well as the symbol of the whole Ruhr Valley.
Based on a True Story I

Back to the list of narrative events

## Description

Your achievements are many, and your lands beautiful. Since times of antiquity, your people have marveled at a place of great natural grandeur -- `[empire name]`! -- within your lands. But few have heard the true and thrilling story behind its discovery: until now. A popular playwright in `[empire name]` has adapted the event for the stage: a saga of exploration and high adventure, replete with dramatic embellishments and laviscious romance. The people are thrilled -- and you hear it is not half bad. Perhaps you should grace this theater with your own presence, and see for yourself.

## Options

ProgressAttend"Drawing attention to works like these may inspire a greater appetite for science and exploration. Also... you could use a break."
* Learning on all Cities for 10turns
* Chance of triggering another Narrative Event

AuthorityPass"Cheap entertainment does not interest you. Besides, your continued presence in the capital will keep your citizens' focus on more important matters."
* Patriotic on capital for 10turns

## Follow-up event

"Attend" option will trigger a follow-up event: Based on a True Story II
Coal Mine

A dirty, black rock that burns like logs, coal is the engine of industry.

## Placement prerequisites

Can only be placed on Coal Deposit.

The **Coal Mine** is a Strategic resource extractor, which is available in Cities and Outposts after the player reached the Industrial Era and researched the Steam Engine technology. Can only be placed on Coal Deposit.

## Effects

* +3Science per adjacent Research Quarter

## Special Effects

* Extracts Coal from the Deposit it is built on.
Cruise Missile

Using advanced guidance systems, these missiles carry heavy payloads in lower trajectories to avoid detection.

## Cost

### Upkeep

 7,400
 1
 60

## Unit Stats

### Range

 69
 0
 28

### Strike Radius

 4
1

## Resource requirements

 6
 9
 2

## Class and Ability

### Specialty

None

 Back to the list of units

**Cruise Missile** is a generic Air Unit available in the Contemporary Era after researching the Rocket Science technology.

## Class and Specialty

Missile
Consumed to perform a single strike action on a distant target.
## Unique Action

**Missile Strike**
`unknown`
A Floral Frenzy III

Back to the list of narrative events

## Description

The frenzied speculation on flower bulbs created unsustainably high prices – the bubble has now burst, leaving the bulbs near-worthless and countless investors, farmers and traders destitute. In short order, reeling from the chaos, the stock markets crash. With funds in such short supply, ruin descends upon your lands.

## Options

NonePenury"There is nothing to do but batten down the hatches and endure this bleak period of recession and deprivation."
* Destitute (??) on all Cities for 10turns.
Angel Wings

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## Description

For the longest time, `[city name]` has faithfully served as the breadbasket of the empire, its rich farmland a source of envy in other territories. The people of the region, however, have often been called idle, and accused of neglect or worse. Now, though, a zoologist has identified a parasite thought to be responsible for what many thought a character defect: ancylostoma duodenale aka the common hookworm. The region's reputation for lethargic, exhausted workers with distended bellies and emaciated shoulder blades – angel wings – is clear. What will you do though?

## Options

CollectivismEducate"A focused public-health campaign around `[city name]` will make the citizens feel valued."
* -100Money
* Celebrating on `[city name]` for 10turns.

ProgressTreat"It will cost, but a full empire-wide public-health programme could eradicate this terrible affliction."
* -200Money
* Bountiful on all Cities for 10turns.

IndividualismDiscredit"`[city name]`'s feckless citizens are to blame. They shame the hard work of the rest! Let's hope the hookworm doesn't travel."
* Overproductive on all Cities for 10turns.
* Chances of triggering another Narrative Event

## Follow-up event

"**Discredit**" option will trigger a follow-up event: Angel Wings II

## Trivia

* Judging from the symptoms of the infected - "distended bellies and emaciated shoulder blades" - this event is likely based on a case of mass hookworm infection.
A Vile & Ancient Tradition

Back to the list of narrative events

## Description

The golden age of piracy may be over, but the practice is far from ended – and now as then, any element of romance to it is purely the stuff of lurid fantasies. Violent maritime theft continues to blight the more remote waterways of the world, costing lives as well as profits. Most recently, pirates have captured a vast crude oil tanker bound for `[city name]`, and demand an eyewatering ransom if we are to have our precious resources returned. We could take action against the pirates rather than meet their demands, or we could decree that this is the oil industry's mess to sort out.

## Options

CollectivismPay"The cost of the ransom is as nothing to the crisis even a brief petroleum shortage would incite. The people will be thankful."
* Celebrating (+) on a City with a naval trade route for 10turns
* -20,000Money

IndividualismDelegate"Leave the shipping firm's insurers to deal with the cost of this loss, and divert fishing and supply vessels to guard our shipping lanes."
* Sacrificing (-, -) on a City with a naval trade route for 10turns

HomelandAssault"Send our most elite naval forces to hunt these dogs and reclaim our black gold. The people will cheer our heroes on – though the risk is great…"
* Patriotic (-) on a City with a naval trade route for 10turns
* Chances of triggering another Narrative Event

## Follow-up event

The "Assault" option will trigger a follow-up event: A Vile & Ancient Tradition II
Map

*This article is a stub. You can help Midnight Ghost Hunt Wiki by expanding it.*

The following is a list of maps available in the game *Midnight Ghost Hunt.*

## List of maps

### Mansion

The classic haunted mansion.
Watch out for the suits of armor...

### Asylum

A haunted mental asylum.
Don't get lost in the basement!

### Ghost Ship

A ghost ship in a lost cove.
The treasure inside is cursed!

### Theatre

A haunted old play theatre.
Be sure to put on a good show!

### Museum

The museum comes alive at night!
The exhibits may not be friendly.

### Graveyard

The Graveyard has Ghosts.
The Catacombs below probably do, too.

### School

Haunted Hills High School.
Rumors say prom night went bad...

### Doll Factory

Dream Dolls Factory...
Watch out for the murder dolls.

### Carnival

Mr. Giggles Happyland!
Come play with us...

### Mall

Haunted Hills Mall!
Have you been naughty or nice?
Bastions

Back to the list of infrastructures

## Description

Projecting parts of a fortification, bastions are an evolution of the city wall, allowing defensive fire in several directions.

## Effects

* +20Fortification
	+ This value stacks with existing Wall infrastructures. The City now has **70 Fortification** on Districts.

## Family: Walls

**Fences****level 0**
**Palisades****level 1**
**Stone Walls****level 2**
****Bastions******level 3**
**Bomb Shelters****level 4**
A Common Curriculum

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## Description

There is increasing debate as to whether girls should share the same classes as boys. Some say their educational needs are too different and the risk of distraction too high, while others argue that segregation of the sexes means no level playing field for women. Then there are the rich and powerful men who bristle at the idea that women might one day become their equals, and would pay handsomely to prevent this. Who to listen to?

## Options

### Segregate (Tradition)

*"Teach boys and girls separately. They must learn propriety and to respect tradition, else there shall be sin unbound."*

* **Effects:**
	+ Fanatical on all Cities for 10turns
	+ Chance of triggering another narrative event

### Integrate (Progress)

*"Mix the classes, for separation breeds only social and intellectual ignorance and unbalanced opportunity"*

* **Effect:** Learning on all Cities for 10turns

### Stagnate (Individualism)

*"Accept donations from traditionalist groups seeking a status quo where men prosper and women serve. This may prove unpopular."*

* **Effect:** Prosperous on all Cities for 10turns

## Follow-up event

**Segregate** option will trigger a follow-up event: A Common Curriculum II
Bulgarians

"The truly strong may fight with many arms, but speak with one voice."

 Back to the list of cultures

“*Diplomats who also happen to have a very convincing cavalry—now that's innovation.*„~ **When entering new Era with this culture**
“*It is said that your Bulgarian neighbors once sipped wine from the skulls of defeated enemies. Probably nothing to worry about.*„~ **When meeting this culture**
The **Bulgarians** are a culture available in the Medieval Era, with the Diplomatic culture focus.

*"Known to all as uncommonly fierce warriors, the Bulgarians also rely on their merciless negotiation tactics to achieve their aims."*

## Culture orientation

These cultures gain extra Fame from Diplomatic Era Stars for collecting Leverage during each era.

###  Affinity action: Demilitarization

Can force a ceasefire into one Territory for 10turns, making it known to the international community: all unauthorized military Units present in the Territory are trespassing.

* If the targeted Territory has already been claimed by an Empire, only the owner and any Empires they have authorized to cross their borders will be able to move freely within it.
* If the targeted Territory was unclaimed, the Empire establishing the *demilitarization* will be considered its temporary owner.
* Automatically applies the trespassing status to the unauthorized Units already standing in the Territory at the next turn.
* Unauthorized military Units present in this Territory are trespassing and generate +1Leverage per Unit for your Empire against their owner each turn.

###  Affinity Bonus: Big Brother

* Unlock the ability to collect Leverage Intel on Map with all types of Units.
* Increases the Agents Cap by 1.

## Trait: Victors' Honor

* +5Leverage against the defeated Empire in Battle won without losing Units

## Emblematic quarter: Knyaz Library

“Behind its walls, this library holds countless volumes of learning waiting to be studied by scholars and clerics.”

* +3Science
* +6Influence when a Leverage Intel is collected
* +1Stability per Territory following your State Religion
* +2Turns before being converted by other's Religion on Territories

## Emblematic unit: Bagaturi

“An ancestral knowledge of horseriding gives these mounted fighters remarkable ease with bow and arrow.”

Ranged-combat Unit. Less effective when it can't see its target. Receives a penalty (-8) when defending against close-combat attacks.
**Ransacker Boost**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Prěslavlĭ, Plĭskovŭ, Ohridŭ, Srědĭtsĭ, Bělŭgradŭ, Mesemvriya, Skopĭe, Drŭstŭrŭ, Nikopolĭ, Bŭdinŭ**
A Fitting Restage I

Back to the list of narrative events

## Description

Years have passed since the magnificent Maracanã, an iconic landmark in the great city of `[city name]`, enjoyed its last major renovation. Today, the stadium is looking tired, its paintwork peeling, its color schemes dated. This, however, is not a crisis, but an opportunity! Tastes change, after all. And so, the venue will be refreshed, bringing it into line with modern sensibilities. What events, though, should be gracing the refurbished Maracanã for the foreseeable future?

## Options

IndividualismPhilharmonic"Let's make this the permanent stage for a world-renowned orchestra. Wealthy patrons will follow."
* Prosperous on City with Maracanã Stadium for 10turn.

WorldWorld Cup"We will bid for—and win—the right to host the greatest show on Earth. All eyes will be on our great nation."
* Cheerleading on City with Maracanã Stadium for 10turn.

HomelandArt Gallery"We will assemble the finest works of art, especially showcasing our own empire's brilliant heritage."
* Celebrating on City with Maracanã Stadium for 10turn.

## Follow-up event

After a few turns (?) a follow-up event the A Fitting Restage II will be available.
Yautja Vest

*Research required: Yautja Basic Tech*

This is basic Yautja clothing. It provides very little physical protection and moderate thermal protection.

* Female Yautja Vest
* Male Yautja Vest

## Notes

* Yautja Equipment
* This is only usable by Yautja
* The Yautja Vest is currently using the same texture as the Survival Mesh.
Accursed Words

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## Description

The scripters working in the `[city name]`'s manuscript atelier are a hard-working, diligent band, but in their enthusiasm they have comitted a grievous error: one of the most holy texts of `[religion name]` was commissioned to be replicated dozens of times -- and every copy ended up containing the same sceptic's obscenity that humans came from beasts. Worse, the offending words were not noticed until the texts were in religious hands across the empire. The senior religious figures are apoplectic. What to do?

## Options

TraditionCover Up"The texts will be burnt as discreetly as possible -- and the senior figures appeased."
* Fanatical on `[city name]` for 10turns

AuthorityPunish"This cannot occur again! An example will be made. The whole city must atone."
* Overproductive on `[city name]` for 10turns
Caribbean Pirates

"Yo ho ho... and a bottle of rum!"

 Back to the list of cultures

The **Caribbean Pirates** are one of the cultures available in the Early Modern Era, with the Militarist culture focus.

*"Governed by their own code and customs, the Caribbean Pirates flourish while sowing terror on the high seas."*

## Culture orientation

These cultures earn extra Fame from Militarist Era Stars for defeating enemy Military Units.

###  Affinity Action: Iron Reserves

Can periodically call upon able bodied patriots to take up arms in defense of the mother land.

* Instantly raise Militia Armies in your Cities, these militia behave like regular armies, cost no maintenance and upgrade automatically when a better version is unlocked in the tech tree.
* The Militias only cost Population to raise, limited to your maximum army size. In the Industrial Era and Contemporary Era militia costs 2Population each.
* Militia Units can be upgraded into professional Units in the Anti-Cavalry branch starting from Spearmen up to Rifles.
* The ability can be used once per turn and may be used to rapidly resettle population if needed.

###  Affinity Bonus: Vigilance

+30War Support equilibrium value on Relations.

* That is, Militarist Empires can declare Formal War without Grievances or Demands, and forcing a Militarist culture to surrender in a war is significantly harder than most of other cultures.

## Trait: Sparkling Plunder

* +2%Food on all Cities per Army Poaching Resources
* +2%Industry on all Cities per Army Poaching Resources
* +2%Money on all Cities per Army Poaching Resources
* +2%Science on all Cities per Army Poaching Resources
* +2Combat Strength on Outlaw
* +10 Health Regeneration on Unit if Army Poaching Resources

## Emblematic unit: Buccaneers

“Adventurers, soldiers, seadogs, and outcasts, this motley crew are first-class cannoneers.”

Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Spotter**

## Emblematic unit: Sloop

“Fast, nimble ships, the Sloop makes springing a surprise attack simple—for skillful mariners.”

Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
**Grapeshot**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Nassau, Port Royal, Tortuga, Île-à-Vache, Petit Goâve, Cartagena, Puerto Rico, Maracaibo, Panamá, Le Vera Cruz**

* The first new city found by this culture will use the first name on the city list.
Caravel

The first ship model that is viable for relatively secure transoceanic trade and travel.

## Cost

### Upkeep

 0
 0

## Unit Stats

### Range

 35
 5
 1

## Class and Ability

### Specialty

High Sea

 Back to the list of units

**Caravel** is a generic Naval Unit available in the Early Modern Era after researching the Three-Masted Ship technology. Replaces Land Units which embark to travel across Ocean tiles.

## Class and Specialty

Naval Transport
Naval Unit that replaces Land Units which embark to travel across Ocean tiles. Movement Points are reduced to 2 when in Battle.
**High Sea**
Ignores any penalties from deep water.
## Upgrades and Replacements

### Unique replacements

This Unit will replace the **Caravel** if the corresponding culture is chosen.

* Fluyt (Dutch)
* Waka Taua (Māori)

### Upgrades from

Upgrade cost 0.

* Transport Galley (generic)
* Langskip (Norsemen)
* Mtepe (Swahili)
Airport

Permitting the rapid deployment of military resources, the airport can be built far outside urban areas, but can also serve nearby commercial interests too.

## Placement prerequisites

Cannot be placed on River

The **Airport** is a generic District, which is available in Cities after the player reached the Contemporary Era and researched the Aerial Warfare technology.

## Effects

### Basic Effects

* +15Pollution
* -10Stability
* +5Money per adjacent Market Quarter

### Special Effects

* Provides Air Trade Routes
* Doesn't exploit nearby tiles

### Infrastructure Effects

Hydroelectric Dam **(River Exploitation Family level 2)**

* -2Pollution on **Airport**

Solar Farm **(Solar Energy Family level 1)**

* -2Pollution on **Airport**

Wind Farm **(Wind Energy Family level 1)**

* -2Pollution on **Airport**

Nuclear Plant **(Nuclear Energy Family level 1)**

* -2Pollution on **Airport**

## Unique Action

Air Travel
By building at least two **Airports**, it unlocks a new Unit action the Air Travel. This action allows Armies to travel between two **Airports** for the cost of 1Movement Point.
* This action only appears on the Army that standing on top of an **Airport**.
* The Army can move after the action is used if they have left of Movement Points.
* The **Airports** doesn't have to be in neighbouring Territories.
* This action has unlimited range and can be used multiple times in a turn.
Amphibious Warfare

Capabilities of moving military assets between the domains of land and sea is essential for maintaining the edge in war.

## Unlocks

### Infrastructures:

Bunker

 Back to the list of technologies

**Amphibious Warfare** is an Contemporary Era technology in Humankind.

## Place in the tech tree

Prerequired
Trench Warfare
Leads to
Insurrection Theory
## Unlocks

**Bunker****infrastructure**
**Landing Craft****unit**
**Rifles****unit**
**Diesel Submarine****unit**
Midnight Ghost Hunt Wiki

Welcome to the *Midnight Ghost Hunt* Wiki
the *Midnight Ghost Hunt* compendium by the players, for the players.
We are currently maintaining 338 pages (29 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Basics

* Ghost Hunters
* Ghosts
* Maps
* How to play
* System requirements
* Game support

Wiki

* Community portal
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* Recent changes
* General disclaimer
* Gamepedia Help Wiki
* Create an account
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Participate
Have a page you'd like to add to the Midnight Ghost Hunt Wiki? Get started by giving your article a name and hitting "Create Page." Edits and improvements to existing pages are also appreciated.

* Adding content
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	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

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About

Play as either Ghosts or Ghost Hunters against other players.
The Ghosts hide inside inconspicuous furniture and hurl themselves at invading Hunters.
The Hunters must find and destroy all of the Ghosts before the clock strikes **midnight**.
At **midnight**, all dead Ghosts return as vengeful spirits!
The tables turn, the Hunters become the Hunted!
They must try to survive the Ghost onslaught until they can escape.

**Developer:** Vaulted Sky Games**Publisher:** Coffee Stain Publishing**Engine:** Unreal Engine 4**Genre:** Action, Indie**Mode:** MultiplayerPlatforms and Release dates
TBA

News
Early Access Patch 0.5.3 - - 2024/01/12 16:26
Early Access Patch 0.5.2 - - 2023/12/23 15:33
Early Access Patch 0.5.1 - - 2023/12/22 16:45
UPDATE 11: 2ND HUNTER GADGET SLOT, MAIN MENU UI OVERHAUL, AND MORE! - - 2023/12/21 17:50
Early Access Patch 0.4.1 - - 2023/11/03 17:09
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Conquest

Controlling newly conquered lands requires more effort than one might think. Logistical concerns like supply trains and administration are key to make conquests successful.

## Technologies

### Leads to:

Imperial Power, Foreign Outposts, Siege Tactics

 Back to the list of technologies

**Conquest** is an Classical Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Standing Army
Leads to
Imperial Power Foreign Outposts Siege Tactics
## Unlocks

Outpost Assimilation
Modify Attach Outpost cost by -10%
**Games****repetable**
Conveyor Belt

## Resource requirements

 14
 14
 2

 Back to the list of infrastructures

## Description

Miles of moving parts mechanize the laborious work of bringing mined materials to the surface, increasing productivity.

## Effects

* +2Industry on Stone Field
* +2Industry on Rocky Field
* +2Pollution on Coal Deposit
* +2 Access on Coal Deposit

## Family: Quarrying

**Stoneworks****level 1**
****Conveyor Belt******level 2**
**Quarrying Machinery****level 3**
**In-Situ Mine****level 4**
Classical Era

**Classical Era** is one of the Eras in *Humankind*. When entering this era, the player can choose between ten cultures. After the culture is chosen, the era transition will accrue in between this and the next **turn**. In this era, a new Strategic Resource () is available after researching the corresponding technologies. To progress to the next era the player has to collect 7 of the 21 **era stars**. The previous era is the Ancient Era. The next era is the Medieval Era.

**In-game description:** "*Marked by the large-scale smelting of iron, as well as the rapid growth of trade along with advances in mathematics and science."*

## Intro

As urban centers grows, both ideas and sewage are generated at a record pace.
Arts and sciences flourish, as military tactics and mathematical equations become as coveted as physical goods.
Empires struggle to control these intangibles, however,
as some might trouble their stability...

## Classical Era cultures

**Achaemenid Persians** Expansionist
**Aksumites** Merchant
**Carthaginians** Merchant
**Celts** Agrarian
**Garamantes** AgrarianDLC
**Goths** Militarist
**Greeks** Scientist
**Han** DiplomaticDLC
**Huns** Militarist
**Mauryans** Aesthete
**Maya** Builder
**Nazca** AestheteDLC
**Polynesians** ExpansionistDLC
**Romans** Expansionist
## Classical Era technologies

**Philosophy**Prerequired TechnologiesWriting**Hydrology**Prerequired TechnologiesIrrigation, Wheel**Trade Expeditions**Prerequired TechnologiesSailing, Wheel**Fortifications**Prerequired TechnologiesOrganized Warfare**Standing Army**Prerequired TechnologiesBronze-working**Rhetoric**Prerequired TechnologiesPhilosophy**Conquest**Prerequired TechnologiesStanding Army**Craftsmanship**Prerequired TechnologiesTrade Expeditions**Mounted Warfare**Prerequired TechnologiesStanding Army**Foreign Outposts**Prerequired TechnologiesTrade Expeditions, Conquest**Imperial Power**Prerequired TechnologiesConquest**Siege Tactics**Prerequired TechnologiesConquest

## Classical Era wonders

**Church of Our Lady Mary of Zion****Classical Era**DLC
**Colosseum****Classical Era**DLC
**Colossus of Rhodes****Classical Era**
**Lighthouse of Alexandria****Classical Era**
**Mausoleum at Halicarnassus****Classical Era**
**Pyramid of the Sun****Classical Era**DLC
**Statue of Zeus****Classical Era**
An Outstretched Hand

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## Description

The tribe has built a fine outpost, and its proud structures, blazing campfires, and buzz of activity have drawn the notice of others who roam these lands. Though such wanderers pass by the settlement, none had approached you directly – until today, when a small group of strangers arrived at sunup. They came bearing an unexpected request to create bonds of peace with the tribe, becoming as brothers and sisters to your people. What answer do you give to their offer?

## Options

NoneEmbrace"Our family is growing and has room for many more. We welcome new blood to the tribe."
* +1Population on Outpost

NoneTalk"Who knows what paths these strangers have walked? There is much we can learn from each other."
* +3Science

NoneReject"The tribe is already strong and thriving. We have no need of outsiders to take care of our own."
* Cheerleading (+/) on Outpost for 10Turns
Armored Personnel Carrier

These rugged vehicles are capable of transporting up to ten personnel over extreme terrain, and even across rivers.

## Cost

### Upkeep

 7400
 2
 70

## Unit Stats

### Range

 62
 8
 6

### Detection

 4
 5

## Resource requirements

 14
 16

## Class and Ability

### Specialty

Suppression

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**Armored Personnel Carrier** are generic Units available in the Contemporary Era, after researching the Composite Armor technology.

## Class and Specialty

Armoured Vehicle
Immune to "Suppression".
**Suppression**
The targeted Unit cannot move next turn.
## Upgrades and Replacements

### Unique replacements

This Unit will replace the **Armored Personnel Carrier** if the corresponding culture is chosen.

* All Terrain PMV (Australians)
* Mrap Vehicle (Nigerians)

### Upgrades from

Upgrade cost 7,400 and needs 2Iron, 3Oil access on Empire.

* Dragoons (generic)
* Heavy Machine Gun (generic)
* Gatling Elephant (Siamese)
Centralized Power

To better manage the evolution of complex empires -- including wily lords with grand ambitions -- a centralized system to collect and disburse taxes is necessary.

## Unlocks

### Infrastructures:

Taxation Office

 Back to the list of technologies

**Centralized Power** is an Early Modern Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Guilds Furnace Steel Chivalry
Leads to
Humanism Supply Lines
## Unlocks

**Draftees****unit**
**Halberdiers****unit**
**Taxation Office****infrastructure**
## Unique Unlocks

**Naginata Samurai****Emblematic Unit**
**Sapa Inca Guards****Emblematic Unit**DLC
**Reisläufer****Emblematic Unit**DLC
**Winged Hussars****Emblematic Unit**
Buyout

Most of the Constructibles can be instantly finished with a one-time cost of Money or Population, an action known as **Buyout**. The cost of an **buyout** is primarly based on the industry cost of the item to be bought out. The **Buyout** action must always complete the item, it is not possible to use them to speed up without finish an item.

Researching the Masonry Technology will unlock the ability to buyout with Population; researching Encyclopedia will then lock out this ability.

## Money Buyout

The amount of Money for buyout is **always subjected to inflation**; the more turns have passed, the more costly the buyout cost will be.

This inflation is a constant value, making it particular expensive to buyout cheap or nearly finished items as the game turn number progress.

Item Buyout Cost = IndP + Turn\*(Turn/50)R

Ind = Remaining Industry of the item

Turn = Turn number

P = 1.18

R =1.55

## Population Buyout

Unlike Money, when using Population for rush buyout Constructibles, every Population always equal to the same amount of Industry, based on the output of **individual Worker in this city**.

Any industry leftover from population buyout will overflow to the next item in queue.

Industry per killed Population = Worker Output\*5

 per  always start as +6 per .

This value can be further increased via **Workplace** Family Infrastructures and Emblematic Quarters in the city, as well as Legacy Traits.
A Fitting Restage IV

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## Description

Years have passed since the magnificent Maracanã, an iconic landmark in the great city of `[city name]`, enjoyed its last major renovation. Today, the stadium is looking tired, its paintwork peeling, its color schemes dated. This, however, is not a crisis, but an opportunity! Tastes change, after all. And so, the venue will be refreshed, bringing it into line with modern sensibilities. What events, though, should be gracing the refurbished Maracanã for the foreseeable future?

## Options

IndividualismMosh Pit"Adapting the stadium into the world's biggest mosh pit will attract millions of metal-heads. Refreshment sales alone will be huge."
* Prosperous on City with Maracanã Stadium for 10turn.

WorldE-Sports Championships"We will make the Maracanã a state-of-the-art venue for digital sports. Online audiences will dwarf those in the stadium."
* Cheerleading on City with Maracanã Stadium for 10turn.

HomelandTabletop Games"Although often disdained, tabletop miniature hobbies encourage creativity, dexterity, problem solving, and even numeracy. Locals will be happy."
* Celebrating on City with Maracanã Stadium for 10turn.
Aksumites

"The one who controls the market controls the world."

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“*And now, the Aksumites! Good with tangibles and intangibles; as skilled at barter as they are at battle.*„~ **When entering new Era with this culture**
“*The Aksumites — farmers with faith! But be careful — those swords look wicked.*„~ **When meeting this culture**
The **Aksumites** are a culture available in the Classical Era, with the Merchant culture focus.

*"A culture enjoying great natural wealth -- living, mineral, and elemental -- with territory from rainy, fertile plateaus to dry, hot seaports, the Aksumites are a trading powerhouse."*

## Culture orientation

These cultures gain extra Fame from Merchant Era Stars for earning Money.

###  Affinity Action: Power Investor

Can use Influence to marshal venture capital towards a Resource Deposit, either creating an Extractor or generating Money.

* If no Extractor exists, then one will be created instantly on the deposit.
* Otherwise, you will share a sum of Money with the owner. You'll both earn more Money the more Empires are buying the resource; and if the owner is an Independent People, their cut will count as a Bribe, improving relations.

###  Affinity Bonus: Mediation

Any resource you buy via trade can be re-purchased by other Empires, only if these Empires are not already buying the resource from the same third-party you are buying it to.

## Emblematic quarter: Great Obelisk

“Used as graves for kings, the Great Obelisks were among some of the tallest and heaviest monoliths humanity had ever erected.”

* +3Faith
* +3Money
* -10Stability
* +3Money per adjacent Market Quarter
* +1Traders Slot on City or Outpost

## Emblematic unit: Shotelai

“The shotelai use curved swords, or shotel, in battle to help them reach behind enemy shields and other types of protection.”

Close-combat Unit.
**Grappler**

## City names

The names listed are default names, players can change their cities' names if they choose.

**Aksum, Adulis, Däqqi Mäḥari, Ḥawǝlti, Käskäsé, Mäṭära, Qoḥayto, Toḵonda, Wakarida, Yǝḥa**

* The first new city found by this culture will use the first name on the city list.

## Trivia

* The in-game appearance of the Aksumite City Center is based on a reconstruction of Ta'akha Maryam Palace, a now-ruined palace built by the Kingdom of Axum in the early 6th century.
A Map of the Heavens

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## Description

The empire's achievements in the sciences are already a matter of great pride. Now, a bright, industrious woman hailing from the empire's most renowned center of learning, `[city name]`, has presented you with an atlas of the heavens, dividing the stars into constellations. Their wheeling nature, once the domain of the gods alone, now approaches human comprehension. How should it be used?

## Options

HomelandMilitarize"Sharing this with our empire's armies should give us an edge in exploration."
* Eagle-Eyed on all Units for 10turns

CollectivismEducate"With adequate funding, a work like this could inspire a generation of artists and thinkers."
* Science Investing on all Cities for 10turns
Alpini

Specialized in mountain warfare, the alpini are local recruits who know the difficult terrain and are most adaptable to its freezing conditions.

## Cost

### Upkeep

 1290
 3
 55

## Unit Stats

### Range

 50
 5
 4

## Class and Ability

### Specialty

Cliffs Crosser

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The **Alpini** Unit is special to the Italians. Unlocked by the Line Formation technology in the Industrial Era. They have the Speciality Cliffs Crosser.

## Class and Specialty

Gunner
Ranged-combat Unit, must have line of sight to attack. Fights at full Combat Strength even when defending against close-combat attacks. With Entrenching Tool, gains "Dug-In" status if they do not move during their Battle round.
**Cliffs Crosser**
Can cross cliffs.
## Upgrades from

Upgrade cost 1,290.

* Musketeers (generic)
* Halberdiers (generic)
* Conquistadores (Spanish)
* Janissaries (Ottomans)

## Footnotes

1. ↑ Armies consisting solely of units with the Cliffs Crosser ability can traverse cliffs in the world map as well.
Carbine

Power is often wielded at the end of a gun barrel; one hopes that improved barrels might lead to increased power.

## Unlocks

### Units:

Dragoons

 Back to the list of technologies

**Carbine** is an Industrial Era technology in Humankind. Cannot be boosted.

## Place in the tech tree

Prerequired
Flintlock
Leads to
Line Formation
## Unique Unlocks

**Cossacks****Emblematic Unit**
**Gauchos****Emblematic Unit**DLC
**Oromo Cavalry****Emblematic Unit**DLC
College

This beacon of learning trains bright young minds, and opens the door to even more advancements.

## Placement prerequisites

Can be built once per Territory.

The **College** is the Emblematic District specific to the Scots.

## Effects

* -10Stability
* +3Science
* +2Science on Research Quarter
* +2Influence on religious District

## Special Effects

* Acts as a Research Quarter for bonuses
* Does not exploit any resources from below or adjacent tiles.
Boomerang Throwers

In the hands of these practiced fighters, the boomerang is a weapon of remarkable precision.

## Cost

### Upkeep

 90
 1
 1

## Unit Stats

### Range

 18
 4
 2

## Class and Ability

### Specialty

Pathfinder, Expedition

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The **Boomerang Throwers** Units are special to the Pama-Nyungan. Unlocked by the Carpentry technology in the Ancient Era.

## Class and Specialty

Ranged
Ranged-combat Unit. Less effective when it can't see its target. Receives a penalty (-8) when defending against close-combat attacks.
**Pathfinder**
Ignores Movement penalties from Forests.
**Expedition**
Regenerates Health (+20 Health per ) when outside of your Territory.
Based on a True Story II

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This Narrative Event is depending on a previous one (Based on a True Story I), so its content changes accordingly.

## "Attend" outcome

### Description

Mediums of communications change, but the stories we tell remain the same. One exciting new television programme sweeping your empire is a reimagining of a previous era's play about the ancient discovery of `[empire name]`. The epic re-told tale of romance and heroism is capturing imaginations nationwide, and children everywhere are begging their parents for the latest `[empire name]` toys. However, some say that the craze is deeply unhealthy, and that certain scenes are inappropriate for young minds. They urge you to place limits on the show's reach. What do you say?

### Options

AuthorityCurb"They have a point. Vapid entertainment like this has a way of making the people weak. Put them back to work."
* Overproductive on all Cities for 20turn.

IndividualismCapitalise"Ridiculous. This television programme is making you plenty of money, and may even have overseas appeal someday."
* Prosperous on all Cities for 20turn.
* Chances of triggering another Narrative Event

HomelandCensor"Children should not be exposed to such moral depravity. Replace the series with a good old-fashioned military programme that glorifies the art of war."
* Patriotic on all Cities for 20turn.

### Follow-up event

"Capitalise" option will trigger a follow-up event: Based on a True Story III
Cog

Designed to be spacious and stable these reliable craft can carry either merchandise or troops.

## Cost

### Upkeep

 400
 1
 12

## Unit Stats

### Range

 43
 5
 1

### Detection

 4
 1

## Class and Ability

### Specialty

Skilled Navigator

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**Cog** is a generic Naval Unit available in the Medieval Era after researching the Seafaring Mastery technology.

## Class and Specialty

Boarding Vessel
Cannot target Land Units. The targeted Units also take damage when they next move. (Applies Boarded status to targets)
**Skilled Navigator**
Receives less damage (-20 Health per ) from consecutive turns spent in deep water.
## Upgrades and Replacements

### Upgrades from

Upgrade cost 400.

* Quadrireme (generic)