HUMANKIND™

HUMANKIND™

VIP Modpack
Showing 21-30 of 63 entries
< 1  2  3  4  5  6  7 >
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

Update: 23 Apr, 2024 @ 11:04am

VIP 5.28 patch notes

BUFFS

- Ghanaians LT added -25% Market Quarter Industry Cost

- Hawaiians Koa Warriors: Population Cost reduced from 4 to 3

- Reduced Aesthete star goals. The reduction is about 20% for eras 1-3, 5% for era 4 and 0% for eras 5 and 6.

- Reduced Merchant star goals. The reduction is about 25% for eras 1-3, 5% for era 4 and a 5-10% increase for eras 5 and 6.

- Base Market Quarters now gain +1 money per adjacent Coastal Water


BUGFIXES

- Fixed the "A Harsh and Distant Front II" event to give +1 Combat Strenght instead of -1 CS

- Fixed the "The Shape of Seas" event from Oceania DLC not firing

Update: 13 Apr, 2024 @ 9:55am

VIP 5.27 Hotfix
BUGFIXES
Fixed Hunnic and Mongol hordes receiving -8 melee penalty instead of -4

Update: 13 Apr, 2024 @ 8:56am

VIP 5.26 patch notes

BUGFIXES
- Fixed a tooltip bug with Be Virtuous as Water

ADJUSTMENTS

- Reduced slightly Aesthete and Merchant star goals, especially in the lategame
- Bonus percentage Money gain on Civil Engineering and Naval Air Strategy changed from "all Money income" to "Money from Trade Routes"

Update: 14 Mar, 2024 @ 10:40am

VIP 5.25 patch notes

BUFFS

Monumental Contractors: Helping another player build a wonder now adds 2% extra influence for 10 turns (on normal speed), non-stacking.

Trade Resources civic increased from -20% deposits needed to -40% deposits needed.

Public Ceremonies Buffs (these all stack):
Feast now also grants the city a permanent +1 Food per Farmers
Festival now also grants the city a permanent +1 Influence on Common's Quarters
Parade now also grants the city a permanent +1 Stability on Garrison
Trade Fair now also grants the city a permanent +1 Money per Traders
Games now also grant the city a permanent +3 Stability
Symposium now also grant the city a permanent +1 Science per Researchers

Harappan Canal Network's Food increased from +3 to +4

Garamantes LT influence gain on main plaza reduced from +5 to +3. Added +2 influence gain while growing to Admin Centers.

NERFS

Pama-Nyungen Fish Traps's Food reduced from +4 to +3

Khmer's Legacy Trait Food yield reduced from 7 to 6 per territory

Nuclear and Termonuclear Tests industry cost increased by 25%

Space race projects industry cost increased by 50%

Endgame Technologies fame gain reduced from 300 to 100


ADJUSTMENTS

Fixed the Monumental Contractors bug that was making it give money and influence much bigger than it should be. This should reduce the amount of instant money and influence given by Monumental Contractors to up to a sixth of what it was before this patch.

Rushing: Swapped the Gold and Bronze era star requirements. This will make the gold star as hard to get as it was before, but the bronze star harder. (for example, if before you had to get to do 6 kills for bronze, 8 for silver and 10 for gold, for a total of 24 kills for the 3 military stars, then now you need 10 for bronze, 8 for silver and 6 for gold, for a total of 24 kills for the 3 military stars.)

Update: 9 Mar, 2024 @ 2:08pm

VIP 5.24 hotfix patch notes

BUFFS

Land Raiser Mode reverted to vanilla

Knowledge Curiosities in Neolithic buffed to 1 science and 5 influence or 2 science and 3 influence or 3 science and 1 influence (from 1/3, 2/2, 3/1)

NERFS

St Lady of Zion: Faith bonus reduced to 2 per civic enacted. Influence gain now is per Holy site and not per Religious District

Saint Basils: Removed the Health gain bonus

ADJUSTMENTS

Collective Minds: Removed City Cap adjustment. Science gains capped at 100% of science before Collective Minds.

Update: 9 Mar, 2024 @ 7:35am

VIP 5.23 patch notes

BUFFS

Huns: Removed the tech requirement for the hordes as it was having a unintended result

Mongols: Removed the tech requirement for the hordes as it was having a unintended result

Expansionist Star: Reduced slightly the requirement for Silver and Gold stars for Classical era and later

NERFS

Babylon: Science per tech reduced from 3 to 2

Spain: Faith from Catedral Gótica reduced from 1 per Population to 1 per Trader

Monumental Contractors: Money gained from it reduced to be equal to the industry invested in the wonder. Influence gained from it reduced to be equal to half of the industry invested in the wonder.

Rushing: Researching techs from earlier eras will cost 50% extra science per era difference (so a Medieval empire researching an Ancient tech will have that tech cost double)

Update: 8 Mar, 2024 @ 9:38am

VIP 5.22 patch notes

BUFFS

Papeete Palace science per Osmosis doubled from 5 to 10

Merchant Power Investor buffed:
25% extra money for the other empire when used on a foreign extractor
50% extra money for the Merchant when used on its own extractor
100% extra money for the Merchant when used on a foreign extractor

Caralan Fishermen: CS increased from 16 to 17

Sumerians: Eduba gained +6 science per adjacent Embassy

Assyrians: Dunnu Stability increased from 5 to 10
Assyrian Raider's Ransack bonus reduced from 20% to 10%
Assyrian LT gained +10% Ransack Gains

Bantu LT: Added +15% Growth Gain

Mauryan LT: Added a +5 War Support gain on Grievance triggered

Nazca Headhunters: Shared Ardor now also adds (non stacking) 10% damage Resistance

Mississippian Cahokia Raiders: Ardor now also adds 10% damage resistance

NERFS

Zhou: Confucian School lost the Religious Quarter marker

Egypt: Pyramids' Industry produced reduced from 3 to 2

Olmec: Olmec heads Influence produced reduced from 3 to 2

Be Virtuous Like Water: Stability per district on river reduced from +5 to +4

Added 10% efficiency penalty for every unused city cap on Collective Minds and Land Raiser (For example, if your city count is 2 and your city cap is 5, Collective Minds will only turn 70% of your money + industry into science).

ADJUSTMENTS

Swapped descriptions of Influence and Money Neolithic Legacy Trait's event choices so they make more sense with the flavor text (this is just cosmetic)

Pama-Nyungen Fish Traps: Base food increased from +2 to +4 and Food per adjacent river reduced from +2 to +1

Fixed bug that was outputting lower values for the Gold Scientist Era Star than intended

Global Pollution Thresholds increased by 20% for all gamespeeds

FAME STAR GOALS REWORK

Halved the fame impact on era star goals (so your era star goal would be the same now with 3000 fame as it was with 1500 fame before)

Added extra impact on era star goals based on the total amount of Era Stars accrued, with roughly 20 stars equating to 1 era for Bronze, 16 stars equating to 1 era for Silver, and 12 stars equating to 1 era for Gold.

The effect of this rework will mean that players that gather fame from wonders, deeds and other non-star sources will gain stars easier than players that only get fame from era stars.

Some sample formulas:

Builder Star (Vanilla: NbEra * 4 + 6)

Bronze: From FameScore / 412 + 6 to FameScore / 824 + SumOfEraStars / 5 + 6

Silver: From FameScore / 343 + 6 to FameScore / 686 + SumOfEraStars / 4 + 6

Gold: From FameScore / 275 + 6 to FameScore / 550 + SumOfEraStars / 3 + 6

Aesthete Star (Vanilla: 600 * (NbEra +1)^2.5 * GameSpeed)

Bronze: From 500 max (120 * EraLevel) * (FameScore / 2750 + 1) ^ 2.6 * GameSpeed to 500 max (120 * EraLevel) * (FameScore / 5500 + SumOfEraStars / 20 + 1) ^ 2.6 * GameSpeed

Silver: From 500 max (120 * EraLevel) * (FameScore / 2150 + 1) ^ 2.6 * GameSpeed to 500 max (120 * EraLevel) * (FameScore / 4300 + SumOfEraStars / 16 + 1) ^ 2.6 * GameSpeed

Gold: From 500 max (120 * EraLevel) * (FameScore / 1550 + 1) ^ 2.6 * GameSpeed to 500 max (120 * EraLevel) * (FameScore / 3100 + SumOfEraStars / 12 + 1) ^ 2.6 * GameSpeed