HUMANKIND™

HUMANKIND™

VIP Modpack
Showing 11-20 of 60 entries
< 1  2  3  4  5  6 >
Update: 14 Feb @ 3:05pm

VIP 5.38 patch notes

BASE GAME ADJUSTMENTS
- Vassalization War Score cost reverted to vanilla
- Money Buyout cost reverted to vanilla (thanks devs for removing inflation and adopting the VIP formula)
- Symposium Public Ceremony tooltip fixed to reflect its actual effects
- Money gained from Independent People treaties rebalanced to depend less on the mercenaries hired and more on the city state population and districts
- Capital Punishment:Lifetime Sentence (from physical punishment) reverted to vanilla as the bug was fixed on vanilla and it only applies to districts, not districts and exploitations. Capital Punishment:Lifetime Sentence (from forfeiture) remains as is in VIP, applying only to districts (on vanilla it applies to districts AND exploitations)
- FIMS districts (Farmer's Quarter, Maker's Quarter, Market Quarters and Researcher's Quarters) had their industry cost slightly reduced (the scaling exponent on number of districts and jobs reduced from 2.025 to 2)


TOGETHER WE RULE ADJUSTMENTS
- Placate costs reverted to vanilla
- Congress of Humankind Moderate World doctrine effect: Declare Surprise War threshold increased from 20 to 40 War Support
- Influence cost to reject Congress civic osmosis reverted to vanilla

Update: 4 Dec, 2024 @ 1:07pm

VIP 5.37 Patch Notes

- Fixed yet another bug (introduced by mod) with stationed units. It should work fine now.

- Changed the Influence Cost to refuse a civic from the Congress to " ((20 + (NumberOfEnactedCivic - 1 ) ^ 3 + NumberOfEnactedCivic * 5 / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 60) * GameSpeedMultiplier " in order to account for gamespeed which it was ignoring before.

Update: 30 Nov, 2024 @ 12:26pm

VIP 5.36 Patch Note - Fixed a few extra incompatibilities with Enheduanna patch with stationed units and cities on foreign continents

Update: 30 Nov, 2024 @ 11:18am

VIP 5.35 Patch notes

- Fixed bug introduced by the mod that wasn't applying the +stability per garrisoned units on Army Wages (thanks xuzhequi for the report)

- Fixed bug introduced by the mod that wasn't applying the +industry worker on Capital Punishment (thanks xuzhequi for the report)

- Fixed bug introduced by the mod that wasn't correctly applying the effects of Religious civics that deal with non-believers.

Update: 29 Nov, 2024 @ 1:52am

VIP 5.34 Patch Notes

CHANGES
- Aesthete action cost reverted to vanilla
- Aesthete action gain reverted to vanilla
- Merchant action gain reverted to vanilla, then increased from scaling with NumberOfResourceDepositInvestmentDone ^ 0.125 + 1 to NumberOfResourceDepositInvestmentDone ^ 0.5 + 1
- Persian LT reverted to vanilla
- Merchant Star requirements lowered slightly in the early game
- Aesthete Star requirements lowered slightly in the early game
- Army Wages: Paid Wages reverted to vanilla
- Artistic Expression: Censored Arts and Free Arts reverted to vanilla
- Press Freedom: Freedom of Speech now gains -20% Cost for enacting and cancelling civics in addition to unlocking the Symposium. Propaganda reverted to vanilla.
- Knowledge Authorities: Foreign Innovations +1 science from bought resources now applies to all cities instead of only the capital (the stability penalty still applies only to the capital)
- International Trading: Unlock Condition now requires 7 Merchant Stars and the Free Trade Technology. Isolationism Reverted to vanilla, then readded +1 City Cap
- Republic Evolution and Aristocracy Evolution: Democratic Republic reverted to vanilla
- Punishment: Physical Punishment loses +1 Stability per population and gains +3 Stability per garrison (in addition to +5 stability per Unemployed)
- Religious Rites: Communal Rites' action (Procession) stability reverted from +10 to +1 per follower to match vanilla. It still gives +15% pop growth.
- Religious Minorities: Both choices reverted to vanilla
- Foreign Customs: Unlock condition is now "Unlock the Centralized Power Technology, have a Territory under another Empire's influence and have 7 or more Aesthete stars"
- (TWR) Influence cost to refuse a civic change from World Congress changed from 20 + NumberOfEnactedCivic ^ 2.8 * EraLevel to ((20 + NumberOfEnactedCivic ^ 3 + NumberOfEnactedCivic * 5) / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 55
- Legitimacy: Added +2 Influence on Capital to Natural Right
- Leadership: Removed +20% to all FIMS and -10 Stab on capital per city and added -10% to Shared Projects industry cost to Autarch; Removed +1% to all FIMS per city on all cities and added +20% money gain on grievances and war surrenders to Small Council.
- Tier 3 governments (Republic Evolution/Aristocracy Evolution/Monarchy Evolution) now unlock at Nationhood to match vanilla.

BUGFIXES
- Capital Punishment (both versions) : Fixed a base game bug where the +1 stability on district was applying to exploitations
- Fixed bug introduced by mod that wasn't applying the Natural Right effect on emblematic outposts
- Fixed incompatibility between mod and patch that was causing the wrong effects to happen in tier 2 and tier 3 governments, as reported by Momosundeass
- Fixed a bug introduced by the mod that was caused by the Han Paper Mill

Update: 6 Aug, 2024 @ 10:53am

VIP 5.33 patch notes

- Reduced Brazilian's Agronomy Lab science per farmer from 3 to 2

- Fixed bug introduced by the mod that was not allowing Mexican Soldaderas, Brazilian Jungle Brigades or Cuban Guerrileros to have stealth. Thanks FurryProfilePic for noticing and reporting it

Update: 28 Jul, 2024 @ 1:00pm

VIP 5.32 patch notes

- Fixed bug with Notre Dame that was causing turn pending in specific circustances

- Reduced scaling for Independent People Profit Sharing with population and increased scaling for it when mercenaries are hired

- Pacifying conquered Independent cities's cost increased from 15% to 25% of founding a new city, but duration fixed at 5 turns for all game speeds. This will reduce the total cost from about 150% to 125% spread in five turns.

- Naval units (not transports) that start the turn on a harbour (regular harbour, not special ones) will gain 3 extra movement speed for this turn

Update: 21 Jun, 2024 @ 3:44pm

VIP 5.31 Patch Notes

- Fixed bug introduced by mod that was having Bronze Working as a requirement to Standing Army instead of Organized Warfare

- Added +1% population loss per 10 negative food when the city is starving.

Update: 1 Jun, 2024 @ 8:56pm

VIP 5.30 patch notes

BUFFS

- Granary line (Granary/Grain Silos/Industrial Silos) gained +1% growth gain per Farmer
- Domestication tech gained a new effect that adds +10% growth gain on Admin Centers
- Admin Centers gained +1 Influence output
- Outpost's base industry increased from +2 to +3 while unattached
- Nubian Pyramid's Industry and Money yields increased from +2 to +3 each
- Neolithic tribes now add one extra population to their nearest outpost when sucessfully ransack a tile


NERFS

- Base Bonus pop growth from Admin Centers was removed (from +5% to +0)


ADJUSTMENTS

- Government Civic unlock conditions tooltip updated to match the mod's effects
- Agrarian Star tooltip updated to match the mod's effects
- Added special options for Religious Woes when you have Taxed or Untaxed minorities civics, giving players more options to deal with it.
- Fixed vanilla bug that wasn't applying the Cheerleading status correctly in the "An Outstreched Hand" event
- Lowered the threshold for Aesthete, Merchant and Science stars. Slightly lowered the threshold for Agrarian stars.


ATTACHMENT COST REWORK
- Territory Attachment cost reworked from to 30+30*AttachedTerritories*TotalAttachedTerritories to 30+10*AttachedTerritories*TotalAttachedTerritories+5*TotalAttachedTerritories^2, where AttachedTerritories is the amount of territories attached to the city and TotalAttachedTerritories is the amount of territories attached to all cities.

In practice, this means that attaching territories is cheaper for bigger cities and more expensive for small cities, with the breakeven point (where it costs the same as vanilla) starting at 1 territory when you have 1 city, 2 territory when you have 2 cities, 3 territories when you have 4 cities, and between 3 and 4 territories at 5+ cities.

Update: 28 Apr, 2024 @ 12:45pm

5.29 BUGFIX - Fixed a tooltip bug introduced by the mod when attacking Horde units