HUMANKIND™

HUMANKIND™

VIP Modpack
377 Comments
panzeri.andre 16 Aug @ 7:04pm 
Hi Bruno. Congratulations on the mod, it's fantastic. I have a question: how can I disable the pollution mechanic? Even if I turn it off in the game settings, it reactivates when I load the mod. Thank you very much.
brunocarvalhopaula  [author] 11 Aug @ 5:56pm 
There's not much more to it, except that those civics can generate grievances to empires with the opposite choice, and IIRC AI can get positive or negative relationship modifiers from them, making them more keen to ally aligned empires and wage war against opposite ones.
Funny Hunter 11 Aug @ 5:42pm 
very interesting, know more about this or where i can read about it?
brunocarvalhopaula  [author] 11 Aug @ 5:05pm 
Some civics are tagged in the code as "international civics" and show up in those bubbles (among several other efects), but for those not tagged like that I don't know another way.
Funny Hunter 11 Aug @ 10:40am 
yea i think thats the case, but is it the only way to check? when is my turn to propose civics? why tho lol
brunocarvalhopaula  [author] 11 Aug @ 10:27am 
Do you have the TWR DLC? You can check when deciding civics to vote on in the congress sessions.
Funny Hunter 10 Aug @ 10:17pm 
Anyone know why i can only see certain civics other players picked? I am talking about the bubbles with each player on top of each choice. They seem to never show up in certain civics during the whole game, or is it because no other player just picks those civics at all? like the first 2 civics you unlock in the start of the game
brunocarvalhopaula  [author] 9 Aug @ 11:15am 
@Pixel, you're absolutely right. I just pushed a hotfix to solve that bug
🅿🅸🆇🅴🅻 8 Aug @ 11:09am 
Hi, I don't see anyone raising this topic yet, but is the new change "Increased the requirements to move to Ancient era to 2 Neolithic stars", introduced with the last update 5.45, not working for you either? I've already re-subscribed the mod, but it didn't help.
Saintree 4 Aug @ 4:12pm 
@brunocarvalhopaula Thank you for replying! It does seem like a Missing UI Mapper Bug and restarting the game after applying mods does fix the problem.
I guess I should read more carefully the mod description from now on..
brunocarvalhopaula  [author] 4 Aug @ 12:16pm 
@Saintree , that is the MISSINGUIMAPPER bug I warn about in the mod description. Close and reopen humankind and it should be fixed.
Saintree 3 Aug @ 9:54pm 
For some reason, when this mod is enabled I can no longer found a religion...
brunocarvalhopaula  [author] 21 Jul @ 3:28pm 
I'll try to find a tooltip to add it, but to summarize, Growth is how much of a pop you gain per turn. Its what surplus food turns into: Every turn, you gain X% of a pop in your growth bar, based on how much surplus food you have.

Growth bonuses multiply that percentage. Say X surplus food yield 50% of a pop per turn and you have +50% growth gain from bonuses. This means you get 75% (50% + half of 50%) of a pop per turn instead.
Fellow Human 21 Jul @ 9:15am 
What's Growth? A tooltip explanation would be nice.
brunocarvalhopaula  [author] 20 Jul @ 9:41am 
Yes, this mod makes pop buyout AT LEAST about 75% better than vanilla, but in practice you can get it much better than double
Fellow Human 20 Jul @ 9:26am 
Does this mod makes buyout with pop reasonable? In vanilla no sane player will spend the of population for buyout at the current rate, way too expensive.
brunocarvalhopaula  [author] 14 Jul @ 5:27am 
Hello everyone! Lemme try to aswer you all since the last time I came here.

@PrimarchX7: I could do them, but it would be a lot of work. Which partial mods would you like to see updated?

@Pechpito: It works with Single player and I've tried to make the AI understand the changes as better as I can

@niccodigge: You don't need a mod to choose starting era, you just need to enable the devtools. Here is how you do it: Open the properties of the game on Steam and add “--allowmodtools” to the Launch Options. You can see a visual of it at https://medias.games2gether.com/forums/the-cat-o-nine-tales/1705055450771.png . Once the devtools are enabled, you can choose the starting era freely and do much more.
niccodigge 13 Jul @ 4:05am 
is there a way to integrate the "choose starting era" mod? it would be so definitive
pechpito 10 Jul @ 7:17am 
Hey, Is it for multi or is the game AI modified to adapt to these changes ?
PrimarchX7 27 Jun @ 1:38am 
Hey! @brunocarvalhopaula I noticed that some of the mods included in the VIP Modpack are not up to date on mod.io and some of them don’t work. Is it possible to update them?
brunocarvalhopaula  [author] 28 May @ 9:49am 
I really reccomend you start a new game, as thee are big infrastructural changes and there is a high possibility your save game will have weird effects
panzeri.andre 28 May @ 7:33am 
Does the update is save game compatible? Or should I start a new game? Thank you very much!
brunocarvalhopaula  [author] 28 May @ 6:25am 
@Yerhay I'll update the mod today. Also, I have no idea whether Amplitude will keep updating the game or not.
Yerhay 28 May @ 1:29am 
hey @brunocarvalhopaula . How long do you estimate it will take to make the new update? Do you think this is the last update that Amplifiers will give?:steamsad:
brunocarvalhopaula  [author] 11 May @ 6:37pm 
Vanilla Humanitarian Aid: When one empire loses a pop due to starvation, the other empire gains +5% food and money in its capital for some turns

VIP Humanitarian Aid: When one empire loses a pop due to starvation, it gains +5% food and money in its capital for some turns, while the other empire gain 2 leverage per turn in the same duration.
Bridger 11 May @ 6:22pm 
How does Humanitarian Aid work exactly? Does it only trigger on certain negative events? It's worded to suggest that both parties get +5% food and something else (industry?) but the narrative element suggests that it's conditional?
brunocarvalhopaula  [author] 11 May @ 5:33pm 
@Bridger I completely agree with you on the agreement. I was running a beta patch in the VIP BETA mod since 18/04 which I just pushed as VIP 5.43. Amongst other changes, it adjusts the Cultural Entente and Humanitarian Aid agreements to grant Leverage to the dominating empire. I had been meaning to adjust them for a long time but never managed to make it work, until now.
Bridger 11 May @ 1:15pm 
Looks like you were right. Was a UI Error, because the apparent yields did not go down after Satraps finished.
Bridger 11 May @ 12:46pm 
I will attempt to test it to see if it actually does reduce those industry incomes.

Separate thought: The "Cultural Entente" agreement has always bothered me, because there are multiple good reasons for the "losing side" to want to sign it, but no great reasons for the 'winning side' to sign it. By "winning" and "losing" here, I'm referring to which side is 'winning' the culture war. If Empire A has influenced territories owned by Empire B, then Empire B has several good reasons to sign, but Empire A will instead *lose* war support/leverage because they lose their grievances.

Someone else summed it up here: https://community.amplitude-studios.com/amplitude-studios/humankind/forums/168-/threads/51603-question-the-new-cultural-entente-agreement-one-sided?page=1
brunocarvalhopaula  [author] 11 May @ 10:56am 
@bridger that looks like an UI bug, to be honest.
Bridger 11 May @ 9:03am 
Any idea why placing a Satrap's Palace in this location ( https://i.imgur.com/PKy4v5k.jpeg ) causes two adjacent tiles to *lose* Industry by 1? Both tiles are already exploited by the city's other districts (Specifically Egyptian Pyramid - https://i.imgur.com/OdpMGjf.jpeg) .
Mikara 16 Apr @ 12:16pm 
Thank @brunocarvalhopula Im going to test a game with friends and keep you posted if i have any issues.
brunocarvalhopaula  [author] 16 Apr @ 10:28am 
@Mikara I don't encounter it, but if it happens please report so I can fix the exact exceptiion that happened in your game. Also, make sure you avoid the MISSING UIMAPPER bug by following the instructions in the mod description
Mikara 16 Apr @ 10:25am 
Hey bout to start playing humankind again on this update. Curious if this mod by itself causes the Endless turn bug? Im afraid to start playing and have it happen
Baggio 9 Apr @ 3:46am 
Great news! And thanks for you hard work. :)
Filo90 8 Apr @ 12:51pm 
new golden age for humankind, THANKS!
brunocarvalhopaula  [author] 8 Apr @ 6:22am 
Yes we can, @Baggio. I'm right now working on a new patch to VIP to incorporate some of the feedback I've had on 5.41 that should go soon and as soon as I finish that I'll move to update the ENC-VIP compat patch
Baggio 8 Apr @ 6:11am 
Hi I saw that ENC was updated few days ago. Can we expect a compatibility mod to play VIP with ENC ?
brunocarvalhopaula  [author] 5 Apr @ 6:44am 
Thank you for your observations, @Screaming Pandas. The points you bring are compounded on lower difficulties, and that is probbaly why it is harder to see on harder difficulties. I'll boost revolution recovery on next patch to help it.
Screaming Pandas 4 Apr @ 10:20pm 
My guesstimation is that they prioritize the stability that the different luxury resources over being in negatives cash-wise, which gets compounded by the brutal stability loss from having a negative influence income, leading them to keeping the resources despite having negative income in order to offset stability-loss from the negative influence. Tangentially related, I'm not sure how the negative income -- negative influence thing is supposed to scale, but the AI will be "earning" up to -300 influence/turn which they can't seem to recover from. I should lastly note that *all* the AI succumb to this; I've tested Nation and Empire difficulties (both Slow Speed) with 8 competitors and 6 competitors. I imagine it might not be as brutal if there is only a couple AI or only a few strategic/luxury resources, but I haven't tested those specific parameters.

I hope this is marginally helpful, I think the mod-pack is absolutely fantastic and some incredible coding.
Screaming Pandas 4 Apr @ 10:20pm 
I wanted to echo a few users below me about having issues where the AI is experiencing constant, crippling revolts and I *think* I've narrowed down the cause.

Using the modtools I found that the AI will set up trade routes until they are as close as they can possibly be to 0 dust/turn, erring on the side of having negative income. They will then cancel one of the routes to bring their income back above negative, but as soon as they have enough cash in the bank they immediately re-purchase a trade route that puts them back into the negatives, and they will loop this behavior until they are broke. (I tested the loop by canceling their routes to me, giving them a thousands, and watching as all that money trickled back to me despite only having a couple resources to offer.) Being broke obviously leads to an influence deficit, which nukes city stability, and causes *all* of the AI to fall to rebels as early as the late Ancient Era.
brunocarvalhopaula  [author] 1 Apr @ 12:47pm 
It is in the patch notes site, inside https://sites.google.com/view/vip-mod/economy-pollution/districts-public-ceremonies#h.q9vuz5t3pplb .

Luxury manufactories in the mod are not once per world, but rather once per empire, so multiple empires can have the same manufactory if they have enough luxury deposits
🅿🅸🆇🅴🅻 1 Apr @ 10:16am 
This explains a lot and I agree with you. It's better to keep it as it is.

I have another question, sorry for troubling... Why am I able to build a luxury resource manufactory for a resource, which has been already claimed by another player? In the result, both (or more) players have the wondrous effect it provides.

I can't find any information about changes in this area in your mod.
brunocarvalhopaula  [author] 31 Mar @ 11:01am 
I've debated a lot internally whether I should do that or not. Lemme share you my woes so we can take a look at the bigger picture.

I agree with you that lots of the descriptions lack clarity. This is caused by the way the automated tooltip system in the game creates the tooltips. The problem is that the only way to override the automated tooltips is by using custom tooltips. Those custom tooltips, unlike the automated ones, aren't automatically translated to other languages, staying forever in English even when the rest of the game is in whatever language they use.

In the end, it'll be increasing clarity for players in English while reducing it for players that do not speak English. I'm conflicted on whether to do it or not.
🅿🅸🆇🅴🅻 31 Mar @ 9:07am 
I've just thought that maybe you consider adding more detailed descriptions for wonders? To specify whether their bonuses apply only to the city where it's built or to all cities in your empire?

I must admit some of the descriptions in vanilla were never clear for me, but I've got used to them after several games. And when a new player joins your VIM Mod, like me, and the wonder bonuses work differently, although it's not specified, it's confusing.

So, using the opportunity, we - the VIP Mod community - can improve them and make them even better than in vanilla game :)
🅿🅸🆇🅴🅻 31 Mar @ 8:31am 
@brunocarvalhopaula, you were right. It indeed doubles my money income produced by traders BUT, which I was not aware and didn't notice, only in the city where I built the wonder. I was used to the vanilla Humankind, where wonders give their bonuses to all cities in your empire.

Sorry for the confusion and thank you for your quick answer :)
brunocarvalhopaula  [author] 30 Mar @ 1:14pm 
Hello @LOONG TIME, I'll try to fix that in the next patch.

@Pixel, can you please check how much money each trader is making? The Taj Mahal city shoudl be making a lot of money from traders
🅿🅸🆇🅴🅻 30 Mar @ 11:13am 
Hi, I'm playing my first game with the mod and have just found that the money bonus from Taj Mahal (+100% Money per Traders on Settled City) doesn't work. I have 5 cities, each is settled, my empire stability is settled as well, but the bonus does not add up. Could you please check that?
LOONG TIME 30 Mar @ 4:50am 
Hello, I noticed that "Tag_DiplomaticState_Alliance" lacks an Effect Mapper, causing it to display as "Unknown" in the game.
NiroEnvy 26 Mar @ 11:32pm 
No, only that. But probably this is cuz of gamespeed. Probably u'r right and i changed gamespeed but i'll check later. Thanks anyway!