HUMANKIND™

HUMANKIND™

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The Stars Shine Economic System
By 华1
   
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Population growth formula changes
Population growth formula changes

1. now encourage the construction of agricultural areas to gain more population each turn (an additional population growth of about 40F under fast)
2. When the city has negative food output for various reasons, the population will be reduced according to the degree of food shortage, and extremely high food shortage famine may lead to large population loss
The value of the population buyout increases significantly, the value of the population buyout is linked to the workers, and when the workers' capacity exceeds 7, each point over will bring an additional value of the population buyout.
district Costs
district Costs
Standard cost of luxury resources Uniform 60I
Strategic resources Horse 40I Copper 40I Iron 80I
Sanctuary cost is 140I * era
Standard cost of wonders is now 600/1200/2400/4800/8000/16000
Redesigned all the basic urban area and the characteristic area of the cost, expansion formula Now urban area price inflation and already built areas, the number of unlocked technology, the number of jobs (the basic FIMS urban area calculate this point the other does not calculate) related, compared to the original version of the expansion curve is now a significant decline slowed down, largely reducing the late urban area cost inflation
Luxury System
Luxury System
(+2st)
City class: Uniformly +8 for each city
City class +1 for each city
Center +2 for city center +4 for city center
Job category is unified to +1 for the corresponding job
Hundred categories changed to population category 1 population provides one point of corresponding capacity
Wonderful effect adjusted to one percent each
Stability bonus moved from Empire bonus to City bonus
Modification of commercial routes
The base price of resources purchased by diplomacy has been reduced
Encourage players to trade with each other to have higher profit in a peaceful environment
trade
1st per trade route
Design idea: balance against the proliferation of too many trade routes
Stability system
Stability system
Currently there are six new levels, namely
Powerful (90-100) Description: The state treasury is abundant and the armaments are plentiful Effect: 2i2M per population, +20% FIMS
Prosperous (80-90) Description: The music and dance of the people is very happy.
Solid (60-80) Description: A peaceful land, a fortified city Effect: 1i per population
Unrest (40-60) Unrest Description: The mountains are full of rain, the black clouds are about to destroy the city Effect: All posts -2 capacity
Depression (20-40) Description: There is no shelter in the hut, all the roads are gone.
Depression (0-20) Ruin Description: No rooster in the wilderness, no one alive. Effect: -4 capacity for all posts, -40% FIMS, possible rebellion.
Infrastructure technology system
Infrastructure technology system
Each era in the technology book has multiple capacity development directions Players will choose different infrastructure and technology suitable for their situation in agriculture, industry, commerce, technology, and influence to develop their empire, while each capacity development path also has different development methods, infrastructure has roughly three means of strengthening: strengthening development, providing jobs/strengthening jobs, and strengthening the region, while such as agriculture can be developed in peasant, Agricultural land development and fishing and hunting, seaport trade, village economy and other development ideas to make a choice, culture can be in the city center or population output or cultural capacity or the deliberative area gathered to obtain high influence, business money is a variety of ways to play ...... Army plunder, diplomatic game, independent people feed, city trade gathering place, merchant trade, luxury goods collection, creed acquisition, business skills investment ............................... It can be expected that there are countless ways to develop the production capacity of Starburst.
City cap penalty
City cap penalty
The initial city cap is 1. Cities exceeding the cap will incur an excess quantity * 10% FIMS city capacity penalty.