HUMANKIND™

HUMANKIND™

Rise and Fall
41 Comments
pabloalozano 3 Jul @ 8:18am 
Hey! Do you know if this mod works with the current version of humankind? And also do you know if just by clicking subscribe does the mod activate? Because i've been seen that a lot of them requiere Bepinex
wolf_brother 18 Feb @ 10:47pm 
Mod's fun except for the bullshit event that simply destroys your districts, especially when it destroys unique ones from previous eras that you can't rebuild.
Phlegmagicus  [author] 13 Feb @ 11:42pm 
Hey, glad that you like it.
Some events can occured multiple times if the requirements of other disaster events are not met. About the turn ending bug: can you provide an error log and what is the star count you and the AI have (+Age)?
Chip Douglas 11 Feb @ 2:12am 
Hey man great mod, loved the new and flavorful events that you added. However, I must report the unfortunate turn pending bug popped up for me at turn 269. Further, sometimes I would get the same event twice in a row, is that an intended behavior? Anyways, thanks!
perl 7 Feb @ 10:17am 
Great mod
CollisionCourse 28 Dec, 2024 @ 9:28pm 
My build menu was set to buyout and without the switch I couldn't build anything. I was able to fix it by loading up a slightly earlier save. Honestly i'm not entirely sure what caused it, my best guess is that it had something to do with attaching a territory right after integrating an independent city.
Phlegmagicus  [author] 28 Dec, 2024 @ 12:41pm 
Yesy there is an event in the industrial and contemporary age which can disable the buyout for some turns. But what do you mean with stuck in buyout mode?
CollisionCourse 27 Dec, 2024 @ 9:36pm 
Do any of the events in this mod disable the buyout event? It seems like my cities got stuck in the buyout mode and i cant disable it
1400840360 17 Dec, 2024 @ 1:22am 
想了解这个mod兼容性如何
Phlegmagicus  [author] 10 Dec, 2024 @ 10:56am 
Updated. Hope that the mysterious early modern era event bug is fixed. Not 100% sure though as I was not able to reproduce it.
weraptor 7 Dec, 2024 @ 6:55am 
okay thanks boss
Phlegmagicus  [author] 7 Dec, 2024 @ 6:54am 
I haven't updated and tested it yet, so I don't know. I will have a look in the next week and also investigate the issue with the early modern events.
weraptor 7 Dec, 2024 @ 6:21am 
Hi, is the mod working as intended after the new update?
26 Sep, 2024 @ 6:52pm 
近代早期刚开局就遇到了灾难性事件,两个选择都是有几率出现不良后果,其结果是直接摧毁了我超过20个领土附庸的特大城市里的一切区域甚至包括我所有的文化奇观,这合理吗?
In the early modern era, I encountered a catastrophic event right at the start, with both choices carrying the risk of adverse consequences. The outcome led to the direct destruction of all areas and even all cultural wonders in the mega cities across my over 20 vassal territories. Is this justifiable? Compared to the endless data debuffs of endless mods, your across-the-board approach is truly a dead end! Fortunately, I didn't save it automatically; otherwise, I would have been repeatedly trying to avoid a dead end by choosing to say goodbye to my 200-turn world map save.
Phlegmagicus  [author] 21 Sep, 2024 @ 9:42am 
Yeah there is a way to prevent this:
This is the only military related event that can not be avoided with troops but with palisades in your cities. But probably this needs some rebalancing. Feel free to provide feedback
einsiedlercrepes 18 Sep, 2024 @ 2:56pm 
How does the sea people event work? It tells me to move my troops to the cities, but even if I move two stacks to the city all cities except my capital and the armies around them gets destroyed every time. Is there a way to prevent this or is it just what it is?
Phlegmagicus  [author] 14 Sep, 2024 @ 3:44am 
Very strange, are you sure about the 4 stars in early modern. There is no event from this mod that should trigger with 4 stars.
Can you play that save till the bug happens and then send the latest diagnostic file
You should find it under ..Documents\Humankind\Temporary Files
Mike 3 Sep, 2024 @ 11:28am 
Your welcome, its a great mod!
Early modern yes, and 4 stars. I cant remember how many stars I had the last game where this happened too sadly, but it was early modern too. I do have the VIP mod installed. if it helps it happens in a turn where a AI civ has aparently have a event happening to one of their cities that destroys all districts but leaves the city intact.
Phlegmagicus  [author] 2 Sep, 2024 @ 5:50am 
Hey Mike, glad that sou like the mod.
So are you in the early modern period with > 6 Stars when the turn pending big appears?
Mike 1 Sep, 2024 @ 7:46am 
I love this mod, I think it is what Humankind would have needed in some form in the base-game to show the changing state of the world, nations rising and falling etc.
That said I have the same bug as Cubile Oddity where I get turn pending and then have to laod the save for it to stop happening every turn, which makes it almost unplayable. And that aparently every game around the Early modern period, so I assume its caused by some event for me or the AI. Any hopes of fixing that?
ArgonV 23 Aug, 2024 @ 3:13am 
Be warned if you try this mod. The effects can be unexpected and extreme. I just got hit with a coup event that deleted every single one of my troops and destroyed my second largest city, without allowing me to do anything about it.
Cubile Oddity 18 Jul, 2024 @ 12:48pm 
is rise and fall compatible with the VIP (vannilla improved P....) modpack? cause i have yours and the modpack on my game it ran smoothly intl turn 336 where now i have to save and reload for a turn to pass. i would love to give you the log but i don't know how to optain them
Guvenoren 23 May, 2024 @ 2:32am 
Fantastic! Good job!
Phlegmagicus  [author] 22 May, 2024 @ 12:53pm 
The basic outline was made by AI and my "talent" did the rest (text, helicopters and some faces)
Guvenoren 18 May, 2024 @ 8:02am 
Out of curiosity, did you use an AI or talent to make that thumbnail? It looks neat!
Phlegmagicus  [author] 15 May, 2024 @ 10:57am 
I opened one example disscussion
Hammer RG 14 May, 2024 @ 3:14am 
How do you open a new thread. Thank you for replying to this thread
Phlegmagicus  [author] 13 May, 2024 @ 11:34am 
I will look into the repetition of this event as well
Regarding the balancing it would be best to open a new thread so we can discuss this matter there
Cali 7 May, 2024 @ 9:44pm 
Update: I have been hit with the Inconvenient Truths event a second time, and charged another 200k gold to avoid whatever negative effects ignoring the crisis gives.
Cali 7 May, 2024 @ 6:48pm 
Oh or you take a hit of 200000 gold. Jesus.
Cali 7 May, 2024 @ 6:43pm 
I was given zero warning that the decision I took for the global warming crisis was going to ban my empire from having oil as a resource. This is a very silly modification to the original event, and should at least come with some kind of warning or a way to opt out. Its a vital late game military resource. I have to decide between having a viable late gaming military, and not getting immediately wrecked by global warming?
Phlegmagicus  [author] 7 May, 2024 @ 9:08am 
About the sea people event, it's like you said except it's not all military units control only the ones send to defend (should be stated in the description). The migrating population is not meant to go to all territories, I will also look into thar
Phlegmagicus  [author] 7 May, 2024 @ 9:06am 
Having 3 heat waves in this time period is very unlikely, but I will look into this how happened
Phlegmagicus  [author] 7 May, 2024 @ 9:05am 
Oh yeah I forgot to mention that it is balanced for standard or longer modes. I do not recommend it for fast.
Diamond_Cat 3 May, 2024 @ 2:46am 
i got 3 heat waves from the ancient times to the Middle Ages, Industry has been below 50 points for nearly 60 rounds...
Diamond_Cat 3 May, 2024 @ 2:43am 
20 rounds is really too long for fast mode, and the negative effects are too damaging.
Hammer RG 1 May, 2024 @ 2:14am 
I have to ask a question about the mod especially about the sea people event. Is the event meant to destroy all military units you control and destroy all territories connected to the city. Second when the good consequence occur and the population migrate, is it meant to go to all territories not just cities.
Phlegmagicus  [author] 29 Apr, 2024 @ 3:44am 
Should be compatible with all mods out there.
For VIP mod load this mod after the VIP mod, otherwise some "crisis" events will be much less devastating.
Hammer RG 28 Apr, 2024 @ 4:46pm 
@Phlegmagicus how comptabile is this mod is with other mods such as infrastructure rework
Phlegmagicus  [author] 25 Apr, 2024 @ 10:47am 
Puhh haven't tested it. But I believe there are no mods for humankind which are save game compatible
Warthog and Co 25 Apr, 2024 @ 5:33am 
is it save game compatible ??