HUMANKIND™

HUMANKIND™

Super Pack
175 Comments
Uncle2fire  [author] 4 Aug @ 9:09pm 
@ADeMclad Thank you for pointing this out! Your guess at the cause of the second bug is probably right! For the first, I will need to look into that a bit more. I'll see if I can put out a fix soon for both of these.
ADeMclad 4 Aug @ 9:52am 
I have been enjoying this along with VIP, I have not tried some of the most niche cultures but all the ones I tried have been fun to play with or against.

Also I think I found a couple of bugs relating to the Norwegian culture and the Haida, Norway combination.

The first bug was with the open air museum giving over 600 influence bonus to ancient emblematics, I think it was after I finished an open air museum that started on industrial but finish on contemporary, ¿maybe that messed up the formula for the bonus?

The second when I tried the Haida Norway combination. At some point in industrial all yields became 0. I think this might be the Haida and Norway legacy traits, Haida trait gives influence based on money per turn, and Norway trait, among other yields, gives extra money from merchants based on influence per turn. So influence increases money which increases influence which increases money... And the game at some point refuses to calculate.
Tom Jackal 28 May @ 2:39pm 
the text in the screenshots on this steam page are not readable. the ones on mod.io look okay though
ItsMePole 3 May @ 6:35pm 
Is this compatible with the asian cultures mod? VIP and MIC
Waiteur 3 Mar @ 3:18pm 
hi I think there is a bug with the Adena culture building when you place it I don't see the preview of the building.
Uncle2fire  [author] 2 Mar @ 10:34am 
@steemroller the modder for VIP and I are in contact, and I keep up to date with his updates. The modder for ENC has been inactive for a few months so his mod hasn't been updated.
steemroller 2 Mar @ 6:37am 
Looks like CSP and/or VIP changes have made it incompatible with ENC.

Do changes get communicated/tested before release across most popular mods? Is there a timeline for fix?

These three mods (at least) keep my from moving on to Civ 7. ;)
Uncle2fire  [author] 28 Feb @ 2:42pm 
@--XOUXOU-- It's inspired by the conservation movement in the 19th century in the US. The founding of national parks, the work of John Muir, and the idea of preserving wilderness and natural areas for future generations were the main ideas behind the design. I chose this design over others because I felt the heavy industrial niche was already filled by other cultures and I wanted a different focus for the culture.
--XOUXOU-- 28 Feb @ 3:57am 
question by curiosity, what is the historical background of the "ecological" industrial america ?
Delph 25 Feb @ 7:33am 
Thanks for answer Uncle2fire ! Indeed, it will be great if you could fix those conflicts to play with all those mods :steamthumbsup: :steamhappy:
Uncle2fire  [author] 19 Feb @ 5:57pm 
@Delph it's unlikely that it'll break your game, but three of the cultures in each mod will overwrite each other: the Yayoi/Yamato, Goguryeo, and Meiji Japanese. Whichever mod you load second will overwrite the cultures from the first mod you load. It will also cause some overwrites of custom text and technology changes, which means there may be text errors and unlocks won't always work as intended.

I can look at potentially putting out a compatibility patch with the other modder to fix those conflicts.
Delph 19 Feb @ 11:35am 
Thanks for your great work Uncle2fire ! :steamthumbsup:
I have a quesqtion : is a compatibility patch needed for Asian Cultures & Culture super pack to be played together ?
John Baltor 17 Feb @ 1:21am 
@Uncle2fire thanks for having a look. Yeah, LT not working for their own EU was probably main confusion. Iirc obsidian workshop didn't show obsidian requirement during era choice preview, but i did see it clearly after choosing the culture.
Frota 16 Feb @ 9:43pm 
Oh it's ok! I'll try reaching him out. He posted like a lot of them on his Artstation publicly, but I guess he meant to post them all but it bugged somehow and a bunch of them got uploaded twice, taking the space of others lol
here's the direct link in case anyone wanna check
https://www.artstation.com/artwork/PXBXAn
Uncle2fire  [author] 16 Feb @ 9:18pm 
@Frota, I double checked and it looks like I was missing a few in my list of Caius' works. You're right that Caius also made the Norwegian card. I'm not sure I have permission to give out the full sized works publicly, sorry.
Frota 16 Feb @ 8:29pm 
Ohhhh thank you very much! There it is! I'm sorry! I believe he's also the autor of the Norwegians art, right? This one I'm pretty sure isn't credited...
Sorry again if this bothers you but, I would appreciate very much if you could link me a google drive with all the arts uploaded or something. If you don't have all the files easily acessible anymore or if it's too much trouble to do you can forget I asked! Sorry and thanks
Uncle2fire  [author] 16 Feb @ 8:08pm 
@Frota, it's mentioned in the credits above. The artist is Caius Augustus, who is the artist of most of the cards.
Frota 16 Feb @ 7:57pm 
hi! adding to the plead bellow: who made the Palas art? there's no mention in the credits :(
Uncle2fire  [author] 16 Feb @ 12:44pm 
@John Baltor When writing it out I've realized it doesn't make sense for the Numidian LT not to apply to ranged cavalry units, since their EU is a ranged cavalry unit. In the next update, their LT will apply both to melee and to ranged cavalry.
Uncle2fire  [author] 16 Feb @ 12:33pm 
@John Baltor Thanks for the comment. Some answers to your questions:

- The Numidian Cavalry follow the upgrade tree of the Garamantes' Javelin Riders. The game files call this the "Ranged Mounted" upgrade tree. Basically it's a line from Numidian Cavalry directly to Dragoons (or their EU replacements). The Shaybanids EU is the only upgrade step between these. The Mongol (and Hunnic) hordes have a separate "Horde" upgrade tree. The Berber Cavalry are not ranged, but just normal melee cavalry and share an upgrade tree with the Ghanaian Meharists.

- The Numidian LT applies to all units that have the Cavalry or Heavy Cavalry class. Most ranged cavalry don't receive the bonus.

- The tooltip for the Obsidian Workshop does show a resource requirement of 2 Obsidian, but I can add an extra notification for that.

- The Teotihuacanos can’t build iron mines for the rest of the game. You can still trade for iron or conquer other empires’ iron mines.
John Baltor 16 Feb @ 5:43am 
Many thanks for great mod, i really like new variety it adds to the game. I had few Q:

- numidian cavalry doesn't seem to upgrade into mongol horde (both are horse archers, feels reasonable) nor berber cavalry (spear throwers on horses, feels reasonable). Is that on purpose?
- numidians, it's a bit difficult to reason what counts as cavalry (for legacy trait) - is it only units which has tag with word "cavalry" in it? Is "nomad, multi-move" mongol horde gets the bonuses? Dragoons? Any of elephants? Numidian cavalry? Asking because it's not very clear if the bonus applies
- teotihuacanos, is there a way to mention that obsidian workshop requires obsidian to be built? I thought i would be able to generate the obsidian by building workshop, but alas
- teotihuacanos, is it impossible to use iron deposits during classical or for the rest of the game? I am wondering because some other cultures you've added, when they have era-specific limitation, it is mentioned that "only during X era"
𝐼𝑣𝑎𝑛 15 Feb @ 4:12am 
@Uncle2fire their uniqe building gives way too much research, should be way lower/cost more, because if u spam it u can get 200-300 research by round 70 which is unbalanced
Frota 14 Feb @ 11:31am 
Hey, how are you, mate!?

If I knew how to extract these files from the .assetbunble I wouldn't ask you this but I really got NO ideia how to do it, so...
Could you please upload all of the cultures splash screens somewhere? I'd love to use some of them as wallpapers or even printing posters for my room.
Uncle2fire  [author] 13 Feb @ 9:38pm 
@Ivan Can you give more information about what makes the Hisatsinom OP?
𝐼𝑣𝑎𝑛 13 Feb @ 12:23pm 
nerf Hisatsinom way to OP in muliplayer, still great mod:steamthumbsup:
Uncle2fire  [author] 10 Feb @ 6:12pm 
@Skull-koopa I would appreciate help in translating the mod. I've been working for a while on a spreadsheet of all the custom text in the mod, which is sadly quite a lot. Once the spreadsheet is finished I plan to share a link to let the community help in translating it.
Skull-koopa 10 Feb @ 4:06am 
Can i help creating a french translation for this mod ?
Raven 29 Jan @ 12:44am 
Hey would this work with the new beta patch?
Portentious 23 Jan @ 9:35pm 
RECOMMENDATION: Salish construction "Red Cedars" should not need to be adjacent to an existing improvement. In fact it is far more in keeping with the culture for them to NOT be adjacent. In fact, there is a penalty to faith and stability for every district adjacent to it.
michael-doherty 17 Jan @ 7:09pm 
To Inucroft, re saxon, its likely saxon as in saxony a powerful germany state in the early modern period, not as in anglo saxon
Guvenoren 11 Jan @ 1:11pm 
Also, how will the AI utilize Helvetii when they use them? Aren't they like, permanently ruined? I doubt they will use them as intended by the designer.
Guvenoren 11 Jan @ 12:44pm 
Also, excuse me, but isn't it a little awkward that Helveti is an expansionist that cannot form cities or attach? Like, how an I supposed to expand to get the stars?
Snickerdoodle 10 Jan @ 3:10am 
It seems like the Compatibility Triple Alliance mod might need an update?
A lot of reports of "Endless Turn Bug"
Guvenoren 9 Jan @ 2:11pm 
Ok neat. Does the compatible version mod with vip need update?
Uncle2fire  [author] 8 Jan @ 10:21pm 
@Guvenoren Most but not all cultures have new unit art. All units except ships also have models tweaked to be different from other in-game units. Emblematic districts re-use art and models of other existing districts in the game.
Uncle2fire  [author] 7 Dec, 2024 @ 2:33pm 
@Inucroft Saxons as in the Electorate of Saxony during the Reformation, not the early medieval group.
Inucroft [HN] 7 Dec, 2024 @ 2:02pm 
Saxons for Early Modern?
They're post-Roman Early Medieval
Uncle2fire  [author] 7 Dec, 2024 @ 11:24am 
The mod has been updated for the Enheduanna patch. If you run into any new bugs, please let me know!
Lil Teedies 5 Dec, 2024 @ 10:45am 
Patiently waiting for this mod to update (for the new version) together with the Triple Alliance patch :sad_seagull:
Randy Danger 29 Nov, 2024 @ 11:19am 
Update coming soon? I love this mod. :LittleGoblin:
Uncle2fire  [author] 23 Nov, 2024 @ 4:47am 
@Kylorin Thanks for your comments. I just did a quick playtest and the Au Lac seem to be working as intended for me. In case these notes are relevant: 1) Fortification from wall infrastructures are applied by the game to the city itself and not to every district, so the Au Lac legacy trait likewise applies to the city itself; you can see this portion of the bonus by hovering over your city's Industry production to see the tooltip, and 2) Thanhs do not exploit adjacent tiles, only the tile they are on.

If those aren't relevant, I would be interested in more specifics about the problem you're seeing. Do you mean that when you build additional garrisons, they do not have an Industry yield of at least half their fortification? What do you mean by the Thanh not using all production?

Thank you.
Kylorin 23 Nov, 2024 @ 3:46am 
Also the Thanh Improvement does not correctly use all production, but just some, no idea why.
Kylorin 23 Nov, 2024 @ 3:43am 
Thank you for the great mod! I think Âu Lạc does not work correctly. The Production bonus is not applied to all districts, and It does not increase when building additional fortresses. Can you check? Or is this just a visual bug?
kindominus_ 6 Nov, 2024 @ 9:32am 
Real fun mod! Only problem is that AI with the modded civs dont know how to use them and end up collapsing around the classical era.
pharazon 15 Oct, 2024 @ 3:03pm 
swedes in early modern era?
Igelthebuilder06 3 Oct, 2024 @ 7:33am 
Cuold you add like thre prussians and the Hre?
Notuik 9 Sep, 2024 @ 1:57pm 
Hello your mod is really great :) I encounter a bug in multyplayer. i launch a game with a friend with this mod and the mod rise and fall. During the ancient Era i choose The Hallstatt civ but the religion did not appear :/ now i'm in the 3rd Era and i didn't have the religion gameplay :/
Uncle2fire  [author] 3 Sep, 2024 @ 4:21pm 
@PyroTech11 Have you actually built the district to check yields? If you're only looking at the yield preview, it often shows incorrect values. If you actually build the district and the yields are not correct, please report that.
PyroTech11 3 Sep, 2024 @ 8:51am 
I don't believe the cataract fishery works for the Sahaptians. I don't recieve any gold bonus from rivers in fact I lose gold because of their legacy trait.
Wodaim Spur 31 Aug, 2024 @ 4:31am 
@Uncle2fire what external true placement mod are you referring to. I only know of one