HUMANKIND™

HUMANKIND™

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VIP Modpack
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File Size
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3.523 MB
26 Apr, 2023 @ 11:43am
9 Aug @ 11:14am
59 Change Notes ( view )

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VIP Modpack

Description
This mod is intended to overhaul most of the vanilla game by combining several other mods. It is intended to have a "vanilla" feel, so no extra content such as new cultures, new districts or new technologies will be added. Thanks to the character limit, in-game it'll be named "VIP Modpack".

Thanks for the amazing Arkalis for the revised patch notes: https://sites.google.com/view/vip-mod

Currently, this mod includes the following mods:
Realistic Calendar: https://mod.io/g/humankind/m/realistic-calendar

Fame-based Era Thresholds: https://mod.io/g/humankind/m/fame-based-era-thresholds

Docktor Kain's New Commons Quarter: https://mod.io/g/humankind/m/docktor-kains-new-commons-quarter

Simpler Buyout Costs: https://mod.io/g/humankind/m/simpler-buyout-costs

Rebalanced Infrastructures: https://mod.io/g/humankind/m/rebalanced-infrastructures

Docktor Kain's Revised Tenets: https://mod.io/g/humankind/m/docktorkains-revised-tenets

Authority and Liberty Ideologies Rework: https://mod.io/g/humankind/m/authority-and-liberty-ideologies-rework

Bugfix for Naval CS Buffs: https://mod.io/g/humankind/m/bugfix-for-naval-cs-buffs - No longer in the pack as it is obsolete

Docktor Kain's Miscellaneous Adjustments: https://mod.io/g/humankind/m/docktor-kains-miscellaneous-adjustments

Docktor Kain's Culture Rebalance: https://mod.io/g/humankind/m/docktor-kains-culture-rebalance

Docktor Kain's Civic Rework: https://mod.io/g/humankind/m/docktor-kains-civic-rework

Reduced Vassalization Costs: https://mod.io/g/humankind/m/reduced-vassalization-costs

Docktor Kain's Pollution Rework: https://mod.io/g/humankind/m/docktor-kains-pollution-rework

Docktor Kain's Unit Rebalance: https://mod.io/g/humankind/m/docktor-kains-unit-rebalance

Missiles don't cost Population: https://mod.io/g/humankind/m/missiles-dont-cost-population

Denser Districts: https://mod.io/g/humankind/m/denser-districts

Desertion: https://mod.io/g/humankind/m/desertion

Enhanced Events: https://humankind.old.mod.io/enhanced-events

Don't Starve: https://humankind.old.mod.io/dont-starve - Not in this pack anymore. Don't Starve is obsolete as it was made a feature of the base game

Also added a new Event that punishes players that don’t have religious unity. It may happen whenever you have cities converted to other player’s religions and can make you lose stability or population. Picking Secularism (Irreligion civic) will stop it from happening, and picking either option of the Unbelievers Civic can mitigate it. Intention is to give more importance to religion gameplay and encourage players to change state religion.

Added Ningauble's suggestion for City Cap Management: Being Bankrupt will remove Influence instead of Stability, and going over City Cap will lower your stability directly instead of removing influence. To avoid creating a death spiral, added an effect to revolution that will help bring your influence and money close to zero. Also incorporated a nerf to unattached outposts, which will not generate money or science anymore.

Your suggestions and comments are very much welcome, either down here in the comment section or as a commenter directly on the patchnotes file.

Special thanks to ProPAIN!, Kcazthemighty, SmileyDA, Ningauble, Shakee, FreeThinker and FurryProfilePic for inspiration and for your help in making mods. Thanks also to Tonlo for the inspiration on a few of the Religious Civics and Arphenix for the great feedback in the Amplitude Discord. Thanks Atvishees for the inspiration behind the Denser Districts mod. Thanks @asfasdfasdfsdafasdfa for pointing out the cut forest timer scales with gamespeed but it shouldn't. Special thanks to all comments and feedback, I am reading you and will keep updating this as we go on.

A huge thank you to the amazing kul for the Religion Woes event custom art and stygma for the Carbon Recapture repeatable custom art.

COMPATIBILITY
This game is 100% compatible with the Progressive Difficulty and Community Progressive Difficulty Mods.

True Endless Speed: To play this Mod alongside Baraquoi's True Endless Speed, be sure to use a Compatibility Patch.

Culture Super Pack: To play this Mod alongside Uncle2Fire's Culture Super Pack, be sure to use a Compatibility Patch.

Extended Naval Combat: To play this Mod alongside FreeThinker's Extended Naval Combat, be sure to use a Compatibility Patch.

If you'd rather use both CSP and ENC together and this mod, use the Triple Alliance Compatibility Patch.

POPful: The version of POPful compatible with this mod is named POPful VIP.

For more compatibility patches, ask in the comments below and I'll try to contact the modder to make one.

MODFILES
You can find the modfiles (including a unitypackage to import using the modtools) in https://github.com/BrunoCarvalhoPaula/VanillaImprovementProject . Feel free to use anything there

BUG WARNING
There is a bug in the base game that can happen with any and all mods named the "missing uimapper bug". It happens whether you change your mod loadout mid-session. To avoid it, open up the game, select all mods you want, choose apply, play. If you go back to the mod screen and apply another mod loadout the game UI will break, and you'll be able to end your turn without selecting research, moving your units, choosing production for your cities, and other weird effects. If you want to play with different mods, close the game, reopen it, then select your mods. This works to avoid the MISSING UIMAPPER bug on any and all mods you choose.

MISSING UIMAPPER can ALSO show if you open the game, try to load your last modded game by clicking "continue", fail, go to the mod screen and apply the correct mods, then load the game. Always always always make sure you open the game and select the mods as the first thing you do. If you're in doubt, RESTART THE GAME. This helps avoiding the bug every time.

MISSING INFORMATION BUG

In case you're having a crash when you try to play with VIP, @Discipuli found a possible solution: change the windows display language of your machine. The bug shows a popup windwo that starts with something like this:

Missing information for runtime module (name: 'VIP Modpack.3c459bbeb2e744ba9e50a11f59680687.5.20').

Also by @Discipuli, here's a printscreen of the region-changing screen on Windows: https://prnt.sc/RNIbUZ3cfhwO
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..