HUMANKIND™

HUMANKIND™

Additional Mechanic Complexity
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Update: 10 Mar @ 12:26am

V6.63:
-Fixed an error with the UI for the captured city event, and generally improved the clarity and conciseness of the text involved for player understanding.
-Fixed an error with the Dehumanization UI where the civics would display the effect twice.

Update: 7 Mar @ 10:50pm

V6.59:
-Khmer LT: Modified to now be +10 food and +10 industry per attached territory. This buff felt necessary due to the increased instability incurred from attached territories.
-Argentinian LT: Added +3 Money per sold resource on Empire. This was added because the Salted Beef change (unit food upkeep reduction instead of unit money upkeep reduction), while logical, ultimately weakened the total value of the Argentinian money production, which should now be much stronger when controlling and exporting material.
-Argentinians: Increased Salted Beef army food consumption upkeep reduction from 1% to 2%.
-American EQ: Reduced Influence per Garrison from +5 to +2.
-British LT: Fixed an error which was not applying the vassal territory bonus.
-British EQ: Removed Food and Industry malus on vassals. Equalized Money for vassal and liege to +25 Money, and +5 Money per adjacent district. This change was made because ultimately the original effect, while thematic, incentivised ransacking of the district by the vassal, which I could not prevent in a satisfying manner. The EQ can now be built in your own territory, but its base +25 Money doesn’t apply to the capitol and causes -20 Instability anywhere but the Capitol.
-Soviets: Increased Weapons access CS from +2 to +3.
-Modified electrical infrastructure to now grant +5 FIMS instead of +30% FIMS on their associated Quarters. This on average will result in the same effect, but helps boost empires with smaller yields and tones down the benefits of empires which have stacked yields on particular district types.

Update: 3 Mar @ 7:56pm

V6.54:
-Hotfixed Polynesians to have their emblematic transport temporarily gain 19 Combat Strength instead of permanently gain 19 Combat Strength. This was an oversight from transitioning the unit from a standard naval unit to a transport.

Update: 23 Feb @ 6:16pm

V6.53:
-Industrial Silos: Removed +20% Food from Farmer, +20% Food from Farmer when Powered. Added +2 Food from Farmer and +2 Food From Farmer when Powered.
-Factory Farming: Removed +50% Food from Farmer, +50% Food from Farmer when Powered, and -50% Farming slots. Added +4 Food from Farmer and +4 Food From Farmer when Powered, -5 Farmer slots.
-Factory: Removed +20% Industry from Worker, +20% Industry from Worker when Powered, and +20% Worker slots. Added +2 Industry from Worker and +2 Industry From Worker when Powered, +3 Worker slots.
-Automated Factory: Removed +50% Industry from Worker, +100% Industry from Worker when Powered, and -50% Worker slots. Added +4 Industry from Worker and +4 Industry From Worker when Powered, -5 Worker slots.
-Vassals now receive +20 stability on cities.
-Modified unit food supply cost to have a reduction for Ancient and Classical Eras to help speed up the pace in the early game.
-Modified city and outpost growth formula to allow faster growth on smaller yields.
-Cleaned up text from several Events.
-Fixed Empire and City systems to properly allow army based stability changes which were modified in Achilles but not caught prior to my previous update.
-Modified Stability system to now have 5 distinct tiers: Mutinous, Strained, Neutral, Settled, Content. Cities will have a -50%, -20%, 0%, +10%, or +25% Food and Industry boost depending on their stability level. The Empire as a whole will now have a -30%, -15%, 0%, +15%, or +30% Money and Science depending on its stability level.

Update: 20 Feb @ 1:08am

V6.47:
-Modified leadership to require at least 4 territories and 10 population instead of 2 cities and 10 population. This was done because Megalopolis AI and One-City-Challenge players would be locked out of all government civics, many of which are designed to assist them.
-Polynesian LT: Added +30 stability to cities on foreign continents.
-Polynesian Faulua: changed to transport unit, CS reduced to 18, made obsolete by Caravals or Medieval Era emblematic transport ships.
-Reverted VIP Bantu LT change.
-Reverted VIP Mexican EQ change.
-Added a per territory buff to AI city stability, which scales higher depending on difficulty. This was done because the AI is not properly acknowledging the increased stability cost of new territories and thus would have a tendency to collapse from rebellions when punished at all.

Update: 17 Feb @ 5:10pm

V6.39:
-Venetian EQ: Reduced Influence per adjacent Market Quarter from +3 to +2.
-Hawaiian EQ: Added +1 food on coastal tiles on city, increased per adjacent ocean yield from +15 to +20 food.
-Royal Palace of Pape’ete Science per osmosis increased from +10 to +20.
-Modified Nature Reserve to -2 pollution on territory, from -3 pollution on territory.
-Free Arts: Reduced the Influence on Commons Quarters from +6 to +3.
-Press Freedom: Removed +15 Stability per territory.
-Propaganda: Removed +15 Influence per territory, increased the War Support bonus from +1 to +2.
-Abolition: Reduced Influence on Commons Quarters from +5 to +3, and increased Stability on Commons Quarters from +5 to +6.
-Federation: Reduced Influence per territory from +10 to +5.
-Unitary State: Reduced Influence per unused administrator from +50 to +25.
-National Superiority: Now grants +1 CS, +10 War Support on battle victory, -10 War Support necessary to declare surprise war, -20 War Support Necessary to declare Formal War, -1 Stability per Trade Route, -5 Stability per Unemployed Population.
-Racial Superiority: Now grants -10% Population Buyout Cost, +10 Stability on Garrison, +10 Money per Unemployed Population, +10 industry per Unemployed Population, -5 Stability per Unemployed Population, -10 Stability on Commons Quarters.
-Small Council: Removed +20% money from surrender/grievance, added +10 stability on all cities per administrator.
-Autarch: Added +5% food/industry/money/science on capital per unused administrator, -10 Stability on capital per city. Removed 10% industry cost reduction on shared projects. This change was made to synergize better with the monarchy’s later per unused administrator bonuses.
-Aristocracy: added -10% money buyout cost.
-.Republic: added -10% industry cost for constructables.
-Monarchy: added -25% industry cost for emblematic districts.
-Oligarchy: Reduced Money per Trader from +10 to +8.
-Democratic Republic: Added +20 stability per territory.
-One-Party State: Removed +25 stability per territory, added +1 Administrator, -10% industry cost on constructions, kept the +2 stability per population.
-Isolationism: Increased FIM% per unused administrator bonus from +3% to +5%
-Communal Land: Increase Food per territory from +10 to +25
-Fixed Anti-Imperialism to properly add +10 War Support upon losing city and +1 CS to stealth units, on top of the working +10 on victory against Imperialists and +5 stealth regen.
-Added +200% frequency to instability crises on Inhumane Empire.
-Fixed typo with Declaration of the Rights of Man description text.
-Made the Aristocracy Evolution Civic locked while Monarchy is implemented. This addresses an edge case scenario where it was technically possible to have choices from both Monarch Power and Aristocracy Evolution simultaneously.
-Adjusted the Judicial Control civics to be unlocked by Democratic Republic and One Party State, and Political Control to be unlocked by Oligarchy, Absolute Monarchy, or Constitutional Monarchy.
-Modified the territory pollution malus mitigations from Microbiology and Urban Planning weaker (+2 food/stability on low pollution +4 food/stability on high pollution).
-Added Portable Anti-Tank Weapons to Continuous Track, allowing all Gunner units to do extra damage to vehicles in close range. Removed their inherent addition to Modern Infantry.
-Added Suppressive Area Denial to APC and all APC emblematics, reduced the ability’s range from 6 to 4.
-Removed the walled district function and returned to the vanilla walling system. The reason for this change is that the AI wasted resources walling unnecessary districts, it became less of a necessity to make walls intentional with less districts due to their population limitation, and because you could technically double farm builder stars with a single district.
-Adjusted the attach territory influence cost to be more expensive based on how many territories an empire owns.
-Adjusted the attach territory money cost to be more expensive based on how many territories an empire owns.
-Reverted most district Industry Costs to VIP’s changes and Vanilla. Standard FIMSI quarters will now be more expensive on average, as will other non-emblematic quarters.
-Added a new bonus effect for lieges: 15% of the influence produced by their vassals is added to their empire per turn total.
-Hamlets now exploit lake and coastal tiles.

Update: 13 Jan @ 1:07am

V6.17:
-Made the World Congress Civic refusal influence cost equal the same influence cost as canceling and enacting a civic. This makes refusal the same influence cost as cancellation and reenacting would be.
-Buffed Sustain the faithful to +15 industry +7 influence.
-Added title “Inhumane Empire” which is applied for various civic choices.
-Added Declaration of the Rights of Man on the technology Encyclopedia (+1 stability per pop, -2 stability per pop (effective -1) when the Dehumanization Civic is unaddressed on Inhumane Empires).
-Added -5 stability per Overpop on the Dehumanization Civic choices.

Update: 10 Jan @ 7:19pm

V6.11:
-Modified the UI for Isolationism since it was not reflecting the recent stat change.

Update: 9 Jan @ 9:34pm

V6.10:
-Modified Urban Planning Civic, high density now provides +5 Money per district and -1 pollution per 4 districts on territory.
-Modified Do No Harm to be 1 to 2 on influence per faith, and added -1 to CS on units since I could not manage to make the “Must be at Peace” effect work properly.
-Added -1% to FIMSI on city per territory attached to balance the effect of multiple territories on a single city vs multiple cities using the same number of territories. This is also meant to simulate larger cities having growing inefficiencies with larger managing requirements. This effect is capped at -30%.
-Capped the -1% Money/Science/Influence on empire per territory penalty to -40%.
-Removed base influence on Venetian EQ and added +1 influence per trader. These changes are meant to make the culture more distinct from the Dutch, who are considerably more powerful with the late game multipliers on traders.
-Reduced the FIM percentage under city cap bonus on Isolationism from +5% to +3%.

Update: 23 Dec, 2024 @ 12:44am

V6.0:
-Added +20 science on Cultural Wonders to Raise Monuments
-Created 2 new Tier 4 tenets, Do No Harm (+2 influence per faith generated) and Adhere to Church Authority (+3% influence on Empire per major empire following state religion and +3 patronage a turn on IP following the religion on the religious leader, and +3% influence on Empire per IP following the religion on all empires with this as their state religion.)
-Modified all the Spanish and Mughal EQs to produce 1 faith per 2 population, and the Ottoman and Edo EQs to produce 2 faith per district in their territory. Edo’s LT was modified to have -75% foreign strength on their religion. These changes ensure a more competitive late game faith conflict, with the Edo Japanese serving as a very strong religion internally but not externally.
-The Inquisition action now increases territory faith yields by 15% generally and by an additional 15% in territories already following the state religion. The Banish action now increases territory faith yields by 75% in territories not following the state religion.
-Future technologies (which end the game with that ending enabled) have had their research costs increased by 150%.
-Nukes have had their construction costs increased to the higher tiers
-All Contemporary space and nuke projects have had their industry costs increased drastically.
-Globalism has been modified to now unlock after meeting all empires and having the technology Propeller.
-All Artillery (Early Modern onward) have had their combat strength increased to make them more necessary and viable. This is also intended to help make the choice to beeline Propeller vs Trench warfare more competitive.
-AI should now prioritize early power infrastructure more.