HUMANKIND™

HUMANKIND™

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Super Pack
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46.233 MB
Apr 26, 2023 @ 12:55pm
Feb 28 @ 7:09pm
14 Change Notes ( view )

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Super Pack

Description
The Super Pack includes 63 cultures, with 12 cultures each in the Ancient, Classical, Medieval, and Early Modern eras, 10 cultures in the Industrial Era, and 5 cultures in the Contemporary Era.

Ancient Era
Classical Era
Medieval Era
Early Modern Era
Industrial Era
Contemporary Era
Akkadians
Âu Lạc
Chimú
Florentines
Americans
Ecuadorians
Hallstatt
Chavín
Haida
Kongolese
Boers
Icelanders
Kucadikadi
Goguryeo
Majapahit
Mapuche
Chileans
Kenyans
Lạc Việt
Helvetii
Malians
Muscovites
Costa Ricans
Malaysians
Lapita
Hisatsinom
Medang
Omanis
Lakota
Swiss
Minoans
Hopewell
Palas
Puebloans
Meiji Japanese
Phrygians
Kushans
Qusqu
Saadians
Merina
Sahaptin
Nabateans
Rus'
Safavids
Norwegians
Shona
Numidians
Swiss
Saxons
Swiss
Sivullirmiut
Salish
Tang
Shaybanids
Texians*
Valdivia
Teotihuacanos
Tibetans
Sinhalese
Yayoi
Thracians
Tongans
Sulu
*This culture was created by BaroqueLinguist

See where all the cultures in the pack are from on this Google Map.[www.google.com]

Note: this mod doesn't change or replace any vanilla cultures, but it does replace eight Independent People. These are: the Akkadians (-> Canaanites), the Minoans (-> Trojans), the Phrygians (-> Lydians), the Numidians (-> Cimmerians), the Chimor (-> Aymara), the Malinke (-> Kanembu), the Kongo (-> Asante), and the Mississippians (-> Nʉmʉnʉʉ).


Due to a word limit in the mod description on Steam, I can't include the full Legacy Trait, Emblematic District, and Emblematic Unit of each added culture. Instead, each of the cultures is shown below with its affinity. Check out the screenshots here or https://mod.io/g/humankind/m/superpack to see each culture's full details.




Ancient Era
1) Akkadians: Expansionist
2) Hallstatt: Builder
3) Kucadikadi: Agrarian
4) Lạc Việt: Aesthete
5) Lapita: Expansionist
6) Minoans: Scientist
7) Phrygians: Militarist
8) Sahaptin: Merchant
9) Shona: Agrarian
10) Sivullirmiut: Agrarian
11) Valdivia: Agrarian
12) Yayoi: Scientist

Classical Era
13) Âu Lạc: Builder
14) Chavín: Aesthete
15) Goguryeo: Agrarian
16) Helvetii: Expansionist
17) Hisatsinom: Scientist
18) Hopewell: Aesthete
19) Kushans: Merchant
20) Nabateans: Aesthete
21) Numidians: Militarist
22) Salish: Builder
23) Teotihuacanos: Scientist
24) Thracians: Militarist

Medieval Era
25) Chimú: Builder
26) Haida: Aesthete
27) Majapahit: Expansionist
28) Malians: Scientist
29) Medang: Agrarian
30) Palas: Scientist
31) Qusqu: Builder
32) Rus': Aesthete
33) Swiss: Agrarian
34) Tang: Expansionist
35) Tibetans: Expansionist
36) Tongans: Aesthete

Early Modern Era
37) Florentines: Scientist
38) Kongolese: Aesthete
39) Mapuche: Agrarian
40) Muscovites: Builder
41) Omanis: Expansionist
42) Puebloans: Militarist
43) Saadians: Builder
44) Safavids: Merchant
45) Saxons: Aesthete
46) Shaybanids: Scientist
47) Sinhalese: Merchant
48) Sulu: Militarist

Industrial Era
49) Americans: Scientist
50) Boers: Agrarian
51) Chileans: Merchant
52) Costa Ricans: Merchant
53) Lakota: Expansionist
54) Meiji Japanese: Builder
55) Merina: Militarist
56) Norwegians: Aesthete
57) Swiss: Scientist
58) Texians: Aesthete

Contemporary Era
59) Ecuadorians: Scentist
60) Icelanders: Builder
61) Kenyans: Diplomat* (Must have Together We Rule enabled)
62) Malaysians: Merchant
63) Swiss: Merchant



Credit for Art in this mod:
Credit for the Lạc Việt, Âu Lạc, and Majapahit culture cards, and the Kucadikadi, Lạc Việt, Sahaptin, Sivullirmiut, Valdivian, Âu Lạc, Numidian, Majapahit, Medang, and Medieval Swiss EU unit art to kul. See more of kul's work here[community.amplitude-studios.com].

Credit for the Sivullirmiut, Chimú, Tang, Mapuche, and Ecuadorian culture cards to xuzheqi.

Credit for the Akkadian, Hallstatt, Kucadikadi, Lapita, Minoan, Phrygian, Sahaptin, Valdivian, Yayoi, Goguryeo, Nabatean, Salish, Teotihuacano, Thracian, Haida, Malian, Medang, Pala, Qusqu, medieval Swiss, Florentine, Muscovite, Omani, Puebloan, Saadian, Safavid, Saxon, Sinhalese, American, Boer, Chilean, Merina, industrial Swiss, Kenyan and modern Swiss culture cards to Caius Augustus[caiusaugustus.artstation.com].

Credit for the Hisatsinom, Kongolese, Costa Rican, Icelander, and Malaysian culture cards to Gaia Cafiso[gaiacafiso.artstation.com].

Credit for the Shona culture card to Gi dela Cruz[gcsojordc.artstation.com].

Credit for the Texian culture to BaroqueLinguist.

Credit for the art for the Akkadian EU to duskendawne.



Compatibility
Triple Alliance patch to make the Super Pack, VIP Modpack, and Extended Naval Combat compatible.



Feedback
Running into bugs, or have suggestions about balance or other changes? Let me know! Leave a comment here, on the mod.io page[mod.io], or message me on discord, uncle2fire



Updates
This mod is updated roughly once every 1-2 months. Updates include bug fixes, art updates, new cultures, and changes to balancing and effects. Game-breaking bugs will be addressed more quickly.

Next update: about 31 March 2024
Next update priorities: Rework of the Lakota
Popular Discussions View All (1)
1
Sep 25, 2023 @ 12:04am
Compatibility with VIP mod pack
dallas_1210
120 Comments
Leif Mar 3 @ 9:12am 
While I'm at it, I suggest considering a nerf for the Kucadikadi:
* The legacy trait usually has a minor impact, but can be incredible if one get's the chance to settle around a large lake. Turning lakes into prime real estate is a very fun aspect.
* The emblematic district on the other hand is universally fantastic. Most territories have groups of dry grass hexes, especially with a bit of chopping. Getting around 10F/10P is not uncommon, fairly quickly turning the capital into a 100 production powerhouse.
* On top of that, the ability to pre-build the Basket Weaver with influence further speeds up the Kucadikadi. It frees up time for building other infrastructure, while adding the benefit earlier. And if that wasn't enough, the Basket Weavers can be put into unattached territories, so you have more strong emblematic districts in the next age.
*
Leif Mar 1 @ 1:55am 
A note to qualify my perception of the cultures, especially in the early game:

I think Humankind is even more production focused than 4X games usually are. You get enough food as is, and it takes a lot of extra food (and time) to even catch up using population. Money is nice, if there are a lot of luxuries to be bought from neighbors, but you can always get the important deals. Research is fine by simply putting people on research - and the benefits have to be realised with production anyway. Even influence is primarily based on emblematic districts (via civic axes), and building a good embassy.

My perceived success is almost directly proportional to my production. Starting with money or science cultures is a recipe for disaster. Food can be ok, when it comes paired with influence, because attaching a territory is a quick way to get some production. Maybe I'm playing the game wrong, but I consider half the cultures only because the Myceneans are boring, and the Khmer are cheating.
Leif Mar 1 @ 1:19am 
So I played the Valdivia on an island map.

The legacy trait (food on coastal) makes building harbours really fun, and will be nice in the long run. The emblematic district, though, I hate, and here's why:
You can build it right away, but you don't want to. It's useless until fishing is reasearched and the first harbour is built, which would be bad enough. But even then, it only makes sense to build on very specific stretches of coast, and only if you also put both a harbour and the administrative centre there.
While these restrictions can be met in most coastal territories, they almost always have to be paid for with suboptimal placement. Considering that the net weaver likely produces 15F+3P, let's say the harbour produces 5F less than it could, and the centre is down 5P. So we get 10F/-2P out of the deal, which I'm certainly not paying 10 stability for.

It's probably unfair to compare everyone with the Myceneans, Egyptians, or Kucadikadi, but I'm not gonna pick Valdivia again.
Leif Feb 25 @ 6:58am 
Regarding the Thracians:
* Is it intended to be able to be able to put single unit armies just across any border for massive money and influence benefits ? This seems to have negligible disadvantages outside of a defensive war (besides inconvenience).
* Do you feel like the AI is capable of dealing with Peltasts ? While I find the unit design very interesting, I think the they require opponents to prepare appropriate armies in advance. In combat it seems necessary to put strong (usually melee) units on the front, but refrain from attacking, while the Peltasts are shot down with archers. I doubt the AI actively does either.
Uncle2fire  [author] Feb 22 @ 10:57pm 
@Leif The tooltips will be updated with the new patch this weekend.

The issue with city cap influence bonus from VIP and the Lapita is that the influence bonus won't apply if the game thinks you have no cities (which it does if all your cities have <8 population). I've figured out a fix for this and it will be added to the CSP/VIP patch, also this weekend.

Thanks for the reports!
Leif Feb 17 @ 9:28am 
I have seen the new emblematic district tooltip about exploitation on the Gurguryeo, and it's great. The text is missing for the Hallstatt and Salish, though.

In other news: When playing with VIP and and the updated compatibility patch, the Lapita still do not get Influence from unused city cap (screwing them completely).
Uncle2fire  [author] Feb 12 @ 12:22am 
v. 1.44 is now available. Please see the changelog for a full list of changes!
Derpforger Feb 3 @ 11:21am 
what i need is countires that have existed for many eras to be playable for all those eras, like why i gotta wait so long before i america this place up :Smile_Violet:
Guvenoren Jan 25 @ 12:53am 
I think it's a good call to take it with the original maker. I wouldn't want his freedom of modding to be tainted by the opinions of others.
Uncle2fire  [author] Jan 24 @ 5:03pm 
@RedRapture Thanks for the comment. The Texians are the only culture in the pack that I did not create. I can address the joke and potentially removing it with the creator of the culture, but I'd like to say that the culture is specifically the Texians of the independence era, during which time they were indeed called Texians, not Texans.

From my own knowledge, the large numbers of Black cowboys in the "Old West" was a direct result of post-Civil War Reconstruction failures, so are closer to the 1865-1900 era, rather than the period of Texian independence in the 1830s and 40s. That era in Texas was also extremely racist, as the government did not allow free Black people to live, work, or stay in the country without special permission from the government, so a large population of Black cowboys was not a thing yet.

All that said, I can evaluate with the mod creator if the joke is in poor taste, and remove it if they agree.