HUMANKIND™

HUMANKIND™

Additional Mechanic Complexity
Showing 21-30 of 40 entries
< 1  2  3  4 >
Update: 14 Dec, 2024 @ 1:59am

V5.84:
-Fixed a UI Bug with the effects of several Tier 3 Government’s effects.
-Modified Constitutional Monarchy to properly have +5 stability on district and +5% science on Capital per unused Administrator.
-Modified Oligarchy to give +10 money per trader, -1 stability per pop, and +5% money on Capital per unused Administrator.
-Modified the territory expansion penalty from -0.5% Money/Science/Influence per territory over 10 to -1%. This will help balance the gap between massive and small empires.

Update: 9 Dec, 2024 @ 12:30am

V5.82:
-Changed Growth Loss to fit vanilla and VIP’s system which prevents jumping between starvation and growth due to a single population difference.
-International Trading: Unlock reverted to vanilla but changed tech requirement to Nationhood , removed isolationism +10% when small enough yield since it was convoluted.
-Industrial Production: Nationalized Industry changed from +2 stability per overpop to per pop, Privatized Industry changed from 1 trader per market quarter to 1 trader per farmer’s quarter.
-Conquered Empires: Anti-Imperialists changed Stealth unit CS buff from 2 to 1, added +5 stealth regen on supplied stealth units, removed +5 war support gain on defeat and +10 war support gain on city loss
-Capital Punishment (Both): Lifetime sentence changed to +10 stability on Commons Quarters since district count is now largely dependent on population size, and forcing a +1 stability on district to compete with +1 stability on pop is not fair. Rather than increase the per district bonus I have chosen to grant more synergy to Commons Quarter type EQs.
-Leadership: Small Council given +20% money from surrender/grievance, Autarch -10% to Shared Projects industry cost.
-Slaves: Increased all per district (Commons, Garrison) yields to +5 food/industry, -5 stability. Removed overpop benefits.
-Citizenship: Select Citizenship changed stability bonus on Market Quarters to vanilla’s Stability on territory by influence effect.

Update: 14 Nov, 2024 @ 8:04pm

V5.79:
-Fixed an error where Isolationism resulted in serious yield malus in certain circumstances.

Update: 10 Nov, 2024 @ 3:35pm

V5.77:
-Modified the Contemporary Indian and Egyptian LTs to scale better with the balance of the new civics.
-Increased the range of contemporary artillery to align more closely with the aircraft range increases.
-Added an exponential consumption increase to overpopulation to help counter the effect of multiple pop growths per turn when well over the worker cap.

Update: 9 Nov, 2024 @ 2:44am

V5.76:
-Fixed an error that resulted in Nuclear Power Plants breaking the game.
-Modified some renewable pollution reductions to accommodate error fix.
-Modified the Persian LT to scale with administrator cap.
-Modified the population growth formula to allow for multiple population gains per turn, but only at very high food yields.

Update: 23 Oct, 2024 @ 11:27pm

V5.71:
-Fixed a bug with the Han EQ which may be responsible for some turn pending and game save corruption errors.

Update: 14 Oct, 2024 @ 10:42pm

V5.70:
-Fixed an error with the upgrade paths of the new modern units. The new correct paths are now Howitzer -> Anti-Tank Gun -> Modern Infantry, and Rifles -> Modern Infantry. Helicopter Gunships are now unrelated to these paths.

Update: 14 Oct, 2024 @ 12:40am

V5.65:
-Temporarily disabled all buyout of Nuclear Power Plants, since the actions had the possibility of breaking the game.
-Modified all power-related infrastructures to provide a portion of their benefits (typically 1 third or 1 half) and their pollution effects while unpowered. This is ideally to provide the player with a better understanding of the yields as well as the pollution they will receive for completing the infrastructure.

Update: 12 Oct, 2024 @ 2:54am

V5.63:
-Fixed and error where Self Propelled Artillery had no production cost.
-Lowered the Shamanism administration center bonus by 1 faith.
-Modified the effects of the Sovereignty civic to be less confusing, and also foster a wide vs. tall choice with its effects. Federation now provides benefits per administrative center, while Unitary State provides a flat stability effect on cities and a per unused admin effect on the capital.

Update: 27 Sep, 2024 @ 10:32pm

V5.61:
-UI fixes on Isolationism.