HUMANKIND™

HUMANKIND™

VIP Modpack
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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

Update: 1 Mar, 2024 @ 12:50pm

VIP 5.21 patch notes

BUFFS

Added +2% fame gain per Cultural Wonder to the Contemporary Egyptian LT

Hanging Gardens of Babylon: Reduces to 0 the trade upkeep cost of all territories in its city

Stonehenge: Food increased from 20 per correligionist state to 20 in the city plus 20 to each other city per correligionist state

NERFS

Added -4 Combat Strenght penalty on Hunnic and Mongolian Hordes when attacked by Melee units

Persian Immortals CS reduced from 28 to 27

Mongols: Increased Mongol Hordes Horse requirement from 8 to 10

Temple of Artemis: CS bonus now do not apply to naval units, gunners, helicopters, tanks nor to artillery anymore

Stables of Pi-Ramesses: Movespeed and CS bonus now only apply to mounted units.

ADJUSTMENTS

Fixed tooltip bug that wasn't showing the Statue of Liberty correct yields

Readded Turtle Ships and Galeass tech requirement (Naval Artillery)

Wonder Claming Cost adjusted from (150 * (WonderCulturalClaimedCount + 1) ^ 2 + 50 * WonderCulturalClaimedCount ^ 2 + 10) * GameSpeedMultiplier to (100 * (WonderCulturalClaimedCount + 1) ^ 2 + 50 * CityCount ^ 2 + 50 * WonderCulturalClaimedCount ^ 2 + 10) * GameSpeedMultiplier

Fixed math bug that was outputting the wrong value in the influence from being under city cap formula. The result was supposed to be (EraLevel²)*(2c²+2c) but the wrong formula was resulting into (EraLevel²)*((2c)²+2c))

Fighter's Fate Narrative Event will only fire if at least one of the winning armies in the battle has more than 5 units in it. However, the first option now grants 4 population instead of 1.

Update: 24 Feb, 2024 @ 8:12am

5.20 HOTFIX

Fixed Phoenician Birreme tooltip bug introduced by 5.19

Update: 24 Feb, 2024 @ 7:09am

VIP 5.19 patch notes

BUFFS

Roman Praetorian Guards: CS increased from 29 to 30

Pop Buyout industry yield increased by 12.5% (pop buyout will be cheaper)

Lake Natron: Food gain per Farmer increased from 2 to 3

Vinicuca: Added +3 bonus money on all tiles producing money in its territories

Merchant Affinity Money gain when investing trade route factor increased from (1+ Trade Routes) to (1+Trade Routes) ^1.5

Celts and Aztecs Unique Units: Added 5% damage reduction on Fervor, ensuring they can't be 1 shot

Increased Experience gain on Zulu's Warrior Izlindu from 10 to 25 to match vanilla

ADJUSTMENTS

Neolithic Stone Weapons Legacy Trait's +1CS only apply on units with a melee attack instead of all units

Fixed bug where leverage action cost modifiers were not applying to Placate

Unit Spawner Curiosities Rework:
Era 1: From 100% Warriors to 20% Warrior, 30% Scout Rider and 50% Levies
Era 2: From 100% Swordsman to 20% Horseman, 30% Swordsman and 50% Citizen
Era 3: From 100% G. Swordsman to 20% G.Swordsman, 30% Pikemen and 50% Peasant
Era 4: From 100% Musketmen to to 20% Musketmen, 30% Arquebusier and 50% Draftee

NERFS

Santa Maria del Fiore: Influence per territory decreased from 7 to 5

Salar de Uyuni: Food reduced from 3 per Farmer to 5 per city. Money increased from 2 per Farmer to 3 per Farmer

Aitutaki Lagoon: Food on Harbor only applies to the Lagoon's territory, not to the Lagoon's City

Whakaari Volcano: Science on Coastal Water reduced from 5 to 1 and only applies on the Volcano's Territory, not City

Kawah Ijen: Industry per worker reduced from 2 to 1

Lake Baikal: No longer adds Faith

Mount Roraima: Industry per Worker reduced from 3 to 2

Phoenician Birreme: Lost at sea damage increased from 35 health to 65 health

Swahili Mtepe: Lost at sea damage increased from 55 to 65 health

A. Persian Immortals: Iron Requirement increased from 5 to 7

Placate: Base cost increased to 10, increase reduced from double to 1.5 times. This means that placate is 5 leverage costlier at 0 or 1 wars and 2,5 leverage costlier at 2 wars. No change at 3+ wars

Byzantium LT bonus reduced from +3 on Religious Quarter to +2 and from +2 on Emblematic Quarter to +1

French Exhibition Hall science reduced from 2 to 1 per traderoute

Be Virtuous as Water religious Tenet: Stability on rivers increased from +2 to +5, but now only applies to districts built in the river

Sands of Time Event Religious district discount reduced from 50% to 10%

Traitor Badge rework: Added -2 war support penalty on empire being ransacked per Badge Level (aka the empire being ransacked will lose WS faster)
Reduced bonus War support when killing units from 2* Badge Level per unit to 1 per unit and swapped the extra 2* Badge Level per unit War Support reduction on the empire being killed to 1 fewer war support reduced.

The traitor badge rework means that when killing a unit, the Traitor will gain 3 WS (instead of 2) and the killed will lose 1 WS (instead of 2). However, when ransacking, the traitor will drain much more WS than normal (from 3 to 5-9 depending on badge level).