HUMANKIND™

HUMANKIND™

The stars shine new < Official praise>(The only overhaul mod)
华1  [developer] 27 May, 2023 @ 12:18am
Extension No. 7 The Man with a Heart of Iron
The stars shine in the seventh documentary Men of Steel
A torrent of steel! Sweeping over mankind! The Stars Shine - The Industrial Age is here!

The main content of this release includes a new and revised industrial combat system for land, sea and air, a new Human Council Principle Axis, interesting spectacle modifications, tested and updated ancient classical PVP culture, new infrastructure such as classical blacksmith stores, medieval walls and industrial railroads, exclusive defensive fortification units for coastal/fortification guns, a new industrial culture, industrial technology trees and more. With an ambition to enter this industrial age of roaring steel and war!

Before entering the era, we must first choose an empire
So, let's take a look at some of the cultures that are rich in virtue or full of curiosity in the Industrial Age.
Era5 Cultural Adjustments
Argentina
LT: commercial road to the city +2F
ED: Develop FI, produce salted beef, salted beef +2st to all cities, +1F to population, unit maintenance cost -5M

Ethiopia
LT: Gunner class / Gunner Cavalry class units +2 force when attacking in high ground, +2 force when hit in forest Fortress +10S

Scotland (nature changed to research)
LT: Technology already researched by other empires -30% research spend +40 research for each adjacent city of another country's territory
ED: base capacity 10S4i to the local research area +2S adjacent to the normal 4 area corresponding to +5 is considered a research area + deliberative area

Industrial Persia
LT: -25% shared projects / -20% industrial cost of all buildable projects (including urban areas) +10I per territory to the capital
ED: considered as industrial zone + commercial zone Base capacity +5I6M +4M for each adjacent commercial zone +10M for each territory the city merges with Provide one merchant job Additional swiftness buff

Austria-Hungary
LT: Every point of stability output in all city areas is converted to an additional point of influence output
ED: Considered a council area +2st for each adjacent area Provide 1st for each area in the territory +1i 1M for each merchant

Britain
LT: +10MS to capital for lands affected by home country Navy (non-transport) +2 force Navy (non-transport) -20% maintenance
ED: 20I to local base +5I for 10M adjacent area +5I to monarch Capacity of this area (base + adjacent) * 8 of money, /2 of influence

France
LT: +2S per population to the Empire +1F per population
ED: Considered scientific + commercial area, +2S for merchants, +1 job output for scientists, +1M per merchant +5S for adjacent scientific area +5M for adjacent commercial area

German Will
LT: -20% unit construction cost, +1 force for all units, +1 force for heavy firepower, +1 force for air force
ED: Base capacity 8I Adjacent Industrial Zone +4I Population +1I Considered Industrial Zone

Italy
LT: Deliberative zone cost -30%, deliberative zone +5st 3i 5M
ED: Considered deliberative zone +1i per farmer/worker Base capacity 5st Considered deliberative zone Adjacent deliberative zone +2st

Mexico
LT: +2F for all food producing plots
ED: New effect +1I per farmer
Russia
LT: +10 points city defense for cities and outposts, -50% influence consumption for establishing outposts, -20% population consumption, +4 points population cap Outposts +12F
EU: you can use influence to conscript at outposts

Siam
LT: +2M per zone for all cities
ED: Considered industrial/commercial area +1M per population Merchant* 1I +5M per adjacent market area

Zulu
LT: +50% life return +2 combat power for well-supplied units +2 combat power against enemy damaged units



The above is the effect and building part of the culture, let's combine it with the industrial era battle system reshaping changes to see, I believe that at this time, some experienced and creative players have combined and other era culture interesting combo
Industrial Age Era5 combat system modifications
Infantry 4 population Gun Cavalry 5 population Heavy weapons / aircraft 6 population Submarines / frigates 6 population Box tanks / ironclads 8 population
Line infantry 45
Conscripts 40
Guerrillas 43
Riflemen 50
Heavy machine gun 50 Range 6
Siege Gun 48 Ranged 10
Box Tank 53 Add trait Impact


Frigate 50 Add trait - Interceptor - extended control range and control cannot be ignored Range 5
Ironclad 54 add bombardment remove inland sea giant range 8 cost 3
Torpedo Boat 52 add trait +8 to attack naval units


Shore Artillery 40 Trait +12 power against naval units Move 1 Population 2 Range 8
Fortress cannon 40 Trait +8 power in cities Move 1 Population 2 Range 8

Biplane 54 Cost 2 Maintenance 3
Aircraft type units have a uniform range of vision provided from +4>+6
Small airfields can be built at outposts with influence, costing the same as forts

EU adjustment results
Argentina 47 Cost 2
Ethiopia 48 Cost 2
Scotland 46 cost 1
Persia 45 cost 1
Austria 45 force type to spy cost 2
Britain 48 cost 1
France 50 cost 3 population 6 priority over box tanks, so will cover them
Germany 54
Italy 46
Mexico 45 Cost 1
Qing 47
Russia 48 4 population Allowed to buy at outposts with influence
Siam 50 cost 3 8 population
Zulu 46 2 population (no tech unlock required)





After many samples of further cultural balancing changes, the ancient classical culture counter system has now become rich in gameplay and multiple directions
Assyrian ED base capacity 4i>6i 5M>9M gain normal 5 stability points
Ancient Cavalry Second-class build cost changed to 100I
Nubian EU19>18
Gothic Eu30>29 Cost 3 Grade 1>Grade 3, Influence construction retains, maintenance cost grade 3
Galamant EU26>25
Mayan EU Allow warp shooting
Han Dynasty Cost -40%>-20% to sign a treaty with independent people
Persian ED 3i4M per 1 territory merged
Peacock Eu 29 2 population Cost of construction 3
Carthage 30 force 2 population cost 3
Mayan ED 3I per annexation
Inuit LT changed: Each strategic resource in a city provides one point of peasant capacity to the corresponding city
Inuit ED base benefit changed to 1F Remove +1 to woodland/forest
Inuit EU removes forest suitability
Olmec LT Administrative Center +4i>+5i
Olmec EU 21>19
Carthage LT: money buyout discount 30%>20%
Hungarian LT: +10 MS for each unit in hostile territory Empire
Hun EU 20>21
Hungarian ED base capacity changed to +8F
Celtic EU base mobility 6>5
Celtic ED merged territories +3F>+4F
Persian EU 26>25
Greece LT: Scientist capacity +2 Scientist capacity +2 per era experienced Scientist provides city 3I per scientist
Greece ED adjacency effect change +2i4S per city adjacency
Greece EU 25>24
Rome ED base capacity 10i triumphal state of the city to bring the benefits of 10i to the city + 10 points of initial experience value of the unit
Mongolia EU new effect kills units can gain influence -
Galamant LT Growing cities +10I >20I
Galamant ED adds new effect Endangered Wasteland +2I
Switzerland added effect Mountains +5S Mountains +5M
Joseon ED adds considered agricultural area
Korea LT: +3S>5S to output research plots
Poland LT: +2st>+4st to fortresses Remove local faith bonus to combat power Heavy cavalry discount 25%>30%
Ottoman Turkey LT: -50%>-40% to heavy weapon costing +3 combat power>+2 combat power
Ottoman Turkey is considered an industrial zone but does not develop industrial plots
Ming Dynasty LT:promulgation of the abolition of municipalities cost -25%>-30% promulgation of the number of municipalities +8i
Ming Dynasty ED Remake
Ming Dynasty ED effect is +4MS for every scientist +1i for every tea
Ming Dynasty EU adds bombing trait
Jianghu Japanese ED allows free deployment and can expand the area




Let's look at some more important mechanics changes in


Proficiency!
Opened proficiency cap to 5. Increased cap for elite veterans
Old war veterans have become even more significant. A team of elite 5-star troops will undoubtedly play an extremely important role in tactics, as they can fight one against many and win with the old against the new!


Combat 3 turn trigger rollback to 28 units Open
Times Change effect duration lowered from standard 10 turns to 6 turns
Base price of points required for war attachments lowered to 80 Additional points per city owned by the opponent lowered to 30

Cultural nature with the system changes and balance after many tests made the following changes
Reduce the base price of agricultural active skill influence again
Turn off the aesthetic active skill gain now produces 0 influence
New Aesthetic passive: +1 extra population
Design idea: turn the explosion of instantaneous gains into a long and steady stream of advantages to balance i
Industry Passive: industrial zone +2st, active skill changed to cd5 rounds, lasts one round
Technology active skills modified to cd5 rounds lasts a turn

Now each nature will be able to help different cultures to better shape the way to play

Religious dogma 12 creed level 1 30 creed level 2 60 creed level 3 100 creed level 4
Allowing level 1 creeds to open more quickly, and level 3 and 4 to open at the right time in the Middle Ages and early modern times


Next, look at the important system of human diplomacy Human Council - Principles
Human Council Principles Axis System Overhaul
Loyalty: +1 additional use of strategic resources Industrial zones +5I>-50% resource gathering facilities construction Ic >none <-20% cost of buying resources <merchant roads +2M
Harmony: +2F Population +5M in Peasant Zone -5S in Scientific Zone >Population +1F>None <Scientific Zone +5S 2i<Scientific Zone +10S Scientists +10S
Wisdom: -50 war support balance (including previous level) >+20 support needed for official declaration of war +30 support needed for raid war >none <+8 support from opponent's retreat and our victory -5 maintenance <(including previous level) +100% war score -30% maintenance
Inspiration: State religion tech sharing Stability cap +50 Sanctuary +5f (includes previous level) > Sanctuary +5st +5S > none < +3i for featured areas < +10i for spectacle construction Ic -20% +1 power for featured units




And some interesting spectacle effect updates
Babylon Sky Garden effect adjusted to The city where the spectacle is located Merchant/Scientist jobs output +4 +1i per population
Temple of Artemis +1 power for archers removed
Tomb of Halicarnassus effect changed to take effect on national cities after calculating current city area
Alexandria Lighthouse remove vision bonus to units
Alexandria Lighthouse new effect is Vision 8 +4 movement for sea units.
Rhode Island Colossus New effect +3 force for sea units
Roman Coliseum Blood and Athletics Event-A Bring a group of 6 militia B War Support +40
Great Mosque of Djenné effect changed to +1I for all plots in the country that yield I
Zimbabwe effect to The commercial area adjacent to this spectacle +20M Cost of the area adjacent to the commercial area being adjacent -50%
Hundred flowers Religious territory +10>20
Angkor Wat +1FI for each faithful to the city where it is located
Taj Mahal +10st city to the corresponding city scientists +2st


Looking back at industry the following are changes to the content of the industrial technology tree
The top line is divided into two lines of sea/air
The middle line is branching into agriculture and industry and finally merging back into urban planning
The next line is in the mobile Rangers and trench warfare bombing siege guns to choose
Finally, there is the introduction of box tanks, but tanks are not a necessary priority, and sea/air is also an option.
Industrial age technology tree system
01 Encyclopedia: labor charter (disable population buyout) precedent buff (-20% municipal price city cap +1), diplomatic staff cap +1b buff
01-02 Steam engine: colony blueprint, coal, railway station, oil
01-03 scientific method: standardized units buff (research area -20% Ic), seminars, colleges (research area +5S adjacent +3S), hospitals (scientists productivity/jobs +4 )
02-04 Propeller: whaling grounds (coastal, lakes +2F), seafood wholesalers (port +30M sea trade routes +1M), steam frigates
03-05 mechanization: industrial cylinder factory (+4 jobs/capacity for farmers) fertilizer factory (+2F adjacent to +2F for farmers area), land preparation buff (Ic-20% for agricultural area)
03-06 Electricity: railroad auxiliary construction buff (industrial zone Ic-20%), coal plant (+3I adjacent +2I to industrial zones), sawmill (+2I to plots producing industry), factory (+4 jobs/capacity for workers)
0506-07 Microbiology: Connected vault buff (-20% Ic for market areas), pasteurization buff (-10% for population consumption), mass vaccination buff (+20st for cities), customs bureau (+5M for commercial areas +5% for money generated by trade)
01-08 national consciousness: conscription center (militia proficiency +1 militia cap +2 +1M per unit), conscripts, nature reserve
04-09 Internal combustion engine: coal-fired generator buff (+10 FIMS per coal to city), torpedo speedboats, ironclads
07-10 city planning: annexation of cities, public infrastructure (council area -20% Ic), city administrator (city cap +1), police force (fortress, council area +2st city +10st), shore defense guns
11 line formation: military school (units -10% Ic fort +5EXP ), army slots +1buff, line infantry, war scavenging buff (pre-industrial era units Ic -10%)
11-12 guerrilla warfare: underground resistance buff (occupied cities -40st), guerrillas, heavy machine guns, featured gun cavalry unlock location
11-13 trench warfare: fortress -20% cost, siege guns, defense extra +1 force buff
081213-14 military coordination: riflemen, railroad system (1M per farmer/worker vs. train station), fortress guns
0910-15 Aeronautics: small airfields, biplanes
1415-16 wireless telegraphy: box tanks , village detector buff (village construction cost Ic-20%), radio broadcast buff (merged territories -20% ic)

Modified the connection points of some modern docking technology
Finally, some miscellaneous items
Fix Phoenicia caused range bug
Add special ability UI for Inuit EU
Fix the Norseman effect. Now the effect is: +5 combat power for land units/transport units when on the offshore/river cell.
Fix the AI early unit recognition problem (if you encounter the AI barely explode soldiers, please send me a private message to give feedback)
Repair the bug of technology cost in medieval and early modern times
Fix the triggering bug of aristocracy in political empowerment, and balance the effect of political empowerment
Leadership - dictatorship effect adjusted to Capital +20st +20MS per era



Fix the traitor badge that causes area destruction and causes the opponent's support to drop
Traitor fixes the following effects
Traitor Killing units in a battle will result in 2 support points per level of support for both sides
Traitor badge level 1
Traitor level 2 +1 Mobility
Renegade medal level 3 +1 combat power

Temporary closure of village infrastructure due to validity issues Village move to feudal system
Village cost adjusted to high price

Renegade effect modified to provide 1 extra war support point for killing units, the killed party will lose 1 extra war support point. (Does not change with level)



Merchant badge effect adjustment
Merchant badge level 1 Merchant +2M
Merchant badge level 2 Luxury resources in the territory +1M Strategic resources +1M
Merchant badge level 3 +5%M for each ally you have

Increased the cost of ancient and classical walls Adjusted to level 3
Era2 walls provide militia +4>+2 Wall fortifications +20>15
Added Medieval Walls! Technology unlock location in the furnace steel
Medieval walls: +1 fortification level, +2 fortifications, +2 non-conscripted militia for cities
Era4 cities remove excess power
Port level infrastructure 1 additional point of peasant capacity per port 1 peasant position 1 point of merchant capacity
Era2 Artificial reservoir effect modified to +1F river +2F agricultural area
Era2 water mill effect modified to +1I for rivers +2I for industrial areas
New Classical Blacksmith Shop (requires one iron) +1I per farmer to city +1F per worker to city +20 experience value of soldiers produced by city
City Guard +5I3st to the fortress
Theater main square 10M5i vs. council area +5M 2i
Handwriting studio +4 scientist positions/capacity
Last edited by 华1; 27 May, 2023 @ 3:55am