HUMANKIND™

HUMANKIND™

VIP Modpack
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Update: May 28 @ 7:03am

VIP 5.44 change notes

- Made the mod compatible with Dante update

- Parade Public Ceremony permanent Stability gain increased from 1 to 3

- Rewrote Public Ceremony tooltips to make it clear their effects stack

- Created the Tribal Remnants Specialty. This specialty has no effect in-game other than remind the player that Scouts and Harappan Runners that were upgraded from Tribes cost no population. Added it to Scouts and Harappan Runners.

- Created the Forager Specialty. Forager is a specialty that exempts the unit from having food upkeep costs.

- Gave the Forager Specialty to Bantu Pioneers, Hunnic Hordes and Mongol Hordes. They already cost no food upkeep so this is just a QoL change, to make the effect more clear to the player.

- Added the Forager Specialty to Scout Riders, Caralan Healers and Pama-Nyungen Boomerang Throwers.

- Agrarian star deed reverted to vanilla (counting pops in cities and outposts AND units)

- Agrarian star goals slightly increased

Update: May 11 @ 5:27pm

VIP 5.43 Change Notes

- Train Station cost fixed at 2000 industry
- Airfield cost fixed at 3000 industry
- Airport cost fixed at 5000 industry
- Reduced tech star goal scaling at the last 3 eras
- Trade Resources civic option reduced from 40% to 25% (vanilla is 20%)
- Swahili Legacy trait +10 stability on district adjacent to harbours only applies now if the adjacent district is not a harbour itself
- Common's Quarters now instead of adding extra stability per food/industry/money/research quarter adjacent to it, now just adds +4 stability per non-Commons Quarter adjacent to it.
- Fixed grammar typo in the traitor badge tooltip (thanks Lukas Brenner)

TOGETHER WE RULE
- Influence upkeep per Embassy Agreement reduced from 2% to 1.5% Influence.
- Cultural Entente now grants to the dominating empire 1 leverage per turn per territory of the other signing empire under its Sphere of Influence.
- Humanitarian Aid Rework: Empire that loses population will gain Food and Money (instead of the other empire). The other Empire gains 2 Leverage per turn against the empire who lost population.

Update: Apr 12 @ 6:31am

VIP 5.42 patch notes

- Fixed the UNKNOWN tooltip message to the increased upkeep from alliance effect
- Changed the "Industry gain from cutting trees" tooltip to accurately display percent values
- Changed the Traitor badge tooltip to better reflect its vanilla effect post-Achilles update
- Changed the War Score tooltip on the surrender screen to better reflect its vanilla effect post-Achilles update
- Commodity Luxuries changed from +1 stability from number of accesses to Luxury Resources to +1 stability per unique resource
- Maori Waka Tua gained free embarking, allowing the Maori to embark and disembark for 1 movement point
- Zulu Impi Industry Cost reduced from 2605 to 1830, but population cost increased from 2 to 3 population
- During Revolution, influence and stability penalties from being at negative money and negative influence are negated
- After Revolution, Trade Upkeep is reduced by 80% for 10 turns (on normal speed)
- A Game of Prophecy's Overlook option Stability penalty increased from -5 to -25
- Of Currents and Crossings' Float option changed from giving Buoyant to 1 army to giving Buoyant to all armies
- Feasts gained +1 Farmer slot per use
- Trade Fair gained +1 Trader slot per use
- Symposium gained +1 Researcher slot per use

Update: Mar 28 @ 6:20am

VIP 5.41 PATCH NOTES

GENERAL CHANGES

- Plant Forest building Industry cost adjusted from 500 to 2^Era * 20 + Era * 10
- Religious Hostility faith per territory reduced from +10 to +7
- Holy Day Public Ceremony Industry cost reduced from 1000 to 500
- Bulgarian Bagaturi gained +3 CS on ransack
- Gothic Cavalry gained +3 CS on ransack
- Plundered Wages civic lost +5 CS bonus on ransack to Armies and gained +3 CS bonus on ransack to Units
- Fixed bug introduced by the mod that was making the Alamut Fortress not add the ambush CS bonus
- Adjusted the color of unit health bars to match the damaged (-1 CS) and Maimed (-2 CS) status. Unit healthbar will be green when there is no combat penalty, yellow when it is damaged and red when it is maimed. Thank you Laki for showing how to do it.
- Traitor Badge effects reverted to Vanilla
- Fixed missing vanilla Localization %Effect_EmpireBonus_Reformation

CHOPPING REWORK

- Time to chop changed from depending only on Combat Strength and Era Level to 1 + (0 max (EraLevel * 16 + 24 - CombatStrength)) min 1 + (0 max (3 - UnitsCount)) min 1 + (0 max (6 + UnitsCount * 10 - RansackCombatStrengthBonus)) min 1

The formula above has the following effect:
Base time to cut forests: 4 turns
* Reduce the time by 1 turn if Army Combat Strenght is equal to or greater than 24 + 16 * Era
* Reduce the time by 1 turn if there are at least 3 units in the army
* Reduce the time by 1 turn if the Army bonus CS on Ransack is 6 or more

- Chopping yield increased from 2 ^ EraLevel * 10 * ProductionFromCuttingTreesMultiplier to (2 ^ EraLevel * 10 + EraLevel * 5) * ProductionFromCuttingTreesMultiplier

- Religious Tenets : ABSTAIN FROM INTOXICANTS and OBSERVE FASTS (the industry and food tier 1 ones) both gain +25% industry from chopping

- Lumber Yard gain +25% industry from chopping
- Watermill gain +25% industry from chopping
- Sawmill gain + 100% industry from chopping

EARLIER LEVERAGE ACTIONS UNLOCKING

- Leverage Action Expel Military Forces now unlock on Ancient instead of Classical
- Leverage Action Diplomatic Ultimatum now unlock on Ancient instead of Medieval
- Leverage Action Expose Undercover Assets now unlock on Medieval instead of Early Modern
- Leverage Action Apply Economic Sanctions now unlock on Early Modern instead of Contemporary

Update: Mar 6 @ 9:15am

VIP 5.40 hotfix Patch notes

BUGFIX
- Fixed bug introduced by the mod where ambushing stealth units won't get the ambush bonus. This also fixed a few extra battle bugs the mod could cause. Thanks ilima-sp for the bug report!

Update: Mar 1 @ 10:24am

VIP 5.39 patch notes

NARRATIVE EVENT ADJUSTMENTS

- All the following events have their Ideology rewards increased from 1 point to 3 point. This means they'll move you further down the indicated ideology axis.

- A Hollow Victory: Progress vs Authority
- The First Calendar: Progress vs Tradition
- Of Dogs and Wolves II: Progress
- Headbanging History: Collectivism vs Homeland
- A Melody for Every Occasion II: Liberty vs Authority
- Keepers of the Creed II: Tradition vs COllectivism
- The Forgemaster's Sin: Authority vs Individualism vs Collectivism
- Overseas Interests: Authority vs Individualism vs Collectivism
- Devil Music: Liberty vs Authority
- A More Perfect Union: Liberty vs Tradition
- Army Dreamers: Liberty vs Tradition
- Family Matters: Tradition vs World vs Authority
- Of Herds and Heirlooms: Tradition vs Individualism vs Collectivism

SHAMELESSLY STOLEN IDEAS FROM THE ADDITIONAL MECHANICS COMPLEXTY MOD
- Being a vassal now will reduce your influence gain by 15% (in addition to the Money reduction already in the mod)
- Being a Liege will now grant you 15% of your vassal's Influence income (in addition to the Money gain already in the mod)
- Outposts now also exploit adjacent lakes and coastal waters
- Main Plazas now also exploit adjacent lakes and coastal waters
- Administrative Centers now also exploit adjacent lakes and coastal waters
- Hittite Awari now also exploit adjacent lakes and coastal waters
- Bantu Mupià Fields now also exploit adjacent lakes and coastal waters
- Hun Ordu now also exploit adjacent lakes and coastal waters
- Mongol Orda now also exploit adjacent lakes and coastal waters

CITIZEN INFRASTRUCTURE REWORK
- Factory Farming lost the +80% food per farmers and the -50% farmer jobs effects
- Granary increased from +2 food per farmer to +4 food per farmer but reduced from +2 farmer jobs to -1 farmer job
- Grain Silos increased from +2 food per farmer to +4 food per farmer but reduced from +2 farmer jobs to -1 farmer job
- Industrial Silos increased from +2 food per farmer to +4 food per farmer but reduced from +2 farmer jobs to -1 farmer job. It also increased from +1% to +2% pop growth per farmer
- Artisan Workshop unchanged from vanilla
- Manufactory industry bonus per worker increased from +1 to +3 but reduced from +1 worker job to -1
- Factory industry bonus per worker increased from +3 to +5 but reduced from +20% worker jobs to -2 (it is +3 worker jobs in vanilla)
- Automated Factory increased from +120% industry per worker to +7 industry per worker (it is +1 on vanilla) and changed from -50% worker jobs to -2 worker jobs (it is +3 worker jobs in vanilla)
- Commodity Market Money bonus per Trader increased from +2 to +3 but reduced from +2 trader job to -1 trader job (it is +0 jobs in vanilla). Added +2 Money per Overpopulation to it.
- Stock Exchange Money bonus per Trader increased from +2 to +3 but reduced from +2 trader job to -1 trader job (it is +0 jobs in vanilla). Added +2 Money per Overpopulation to it.

OVERPOPULATED POPS ADJUSTMENTS
- Bantu LT lost the +50% Influence per population on capital and gained +1 influence per Overpopulation in all cities
- Celtic Nemeton Faith produced reduced from +3 to +1. Added +2 faith per Overpopulation in its city.
- Mexican Hacienta added +2 money per Overpopulation in its city.
- Computing added +1 science and -1 stability per Overpopulation.
- World Wide Web added +1 money and -1 stability per Overpopulation.

EVENT CHANGES (Thank you very much Arkalis for compiling the list of problems with events)
- Fixed bug with Unchained Reaction that wasn't correctly applying the money cost
- Fixed bug with Lao Tzu's Command Choice 1 effect that wasnt correctly applying the food bonus, only the money cost.
- Fixed bug with Lao Tzu's Command Choice 3 effect that wasnt correctly applying the public order malus, only the faith income.
- Fixed bug with Lao Tzu's Command that was causing it to not apply in some situations.
- Fixed bug with The Nation's Shame that was applying the industry bonus on settlement and not on train station
- Fixed bug with An Envious Eye that was incorrectly adding food instead of removing it
- Fixed bug with A City For Everyone? where it was applying much lower effects than stated in the mod description
- Fixed bug with An Egregious Earworm where it was applying the Tolerance08 and not Tolerance09 effect
- Fixed bug with Pestilent Pastures where it was applying the wrong effects.
- Fixed bug with Pestilent Pastures 2 where it was applying the wrong effects.
- Fixed bug with Great Apes In The Fog where it was applying the wrong effects.
- Fixed bug with A Vile & Ancient Tradition where it was applying the wrong effects.
- Fixed bug with Revenge of the Pharaohs where it was applying the wrong effects.
- Fixed bug with Revenge of the Pharaohs II where it was applying the wrong effects.
- Fixed bug with Child Soldiers where it was applying the wrong effects.
- Fixed bug with The Cradle of Humankind where it was applying the wrong effects.
- Fixed bug with where it was applying the wrong effects.
- The Greatest Show can now also trigger with Gothic Cavalry in addition to other Knights and Knigth replacements
- Mixed Banners status effect changed from +5 money and -3 science per population to +1 combat strenght on all units and -3 science per population
- A Knotty Discovery Choice 1 money gain increased from +10 to +250

OTHER ADJUSTMENTS
- Fixed the vanilla game War Score tooltip that still mentioned your War Support adding to War Score. War Score is now only changed by your captured territory. This mod does not change how it works, only fixes the tooltip.
- Adjusted the Pacifist badge tooltip to clarify that it only works on Offensive wars against the pacifist empire.
- Capital Punishment's +1 stability per pop reverted to vanilla as it was bugfixed in the base game (the +1 stability only applies to districts correctly)
- Money tribute from Vassals reduced from 35% to 25%
- Vassals now gain +20 stability on all cities
- Worker's Right civic now reduces your gold income by 2 per worker in every city
- Fixed the lategame bug introduced by the mod that would assign fewer pops than possible if you used autoassignment of pops
- Sumer LT gained a new effect that grants the Sumer +1 patronage per turn for every unit within an Independent People's border
- Sumer Aga-Ush base Combat Strenght increased from 20 to 21

Update: Feb 14 @ 3:05pm

VIP 5.38 patch notes

BASE GAME ADJUSTMENTS
- Vassalization War Score cost reverted to vanilla
- Money Buyout cost reverted to vanilla (thanks devs for removing inflation and adopting the VIP formula)
- Symposium Public Ceremony tooltip fixed to reflect its actual effects
- Money gained from Independent People treaties rebalanced to depend less on the mercenaries hired and more on the city state population and districts
- Capital Punishment:Lifetime Sentence (from physical punishment) reverted to vanilla as the bug was fixed on vanilla and it only applies to districts, not districts and exploitations. Capital Punishment:Lifetime Sentence (from forfeiture) remains as is in VIP, applying only to districts (on vanilla it applies to districts AND exploitations)
- FIMS districts (Farmer's Quarter, Maker's Quarter, Market Quarters and Researcher's Quarters) had their industry cost slightly reduced (the scaling exponent on number of districts and jobs reduced from 2.025 to 2)


TOGETHER WE RULE ADJUSTMENTS
- Placate costs reverted to vanilla
- Congress of Humankind Moderate World doctrine effect: Declare Surprise War threshold increased from 20 to 40 War Support
- Influence cost to reject Congress civic osmosis reverted to vanilla

Update: Dec 4, 2024 @ 1:07pm

VIP 5.37 Patch Notes

- Fixed yet another bug (introduced by mod) with stationed units. It should work fine now.

- Changed the Influence Cost to refuse a civic from the Congress to " ((20 + (NumberOfEnactedCivic - 1 ) ^ 3 + NumberOfEnactedCivic * 5 / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 60) * GameSpeedMultiplier " in order to account for gamespeed which it was ignoring before.

Update: Nov 30, 2024 @ 12:26pm

VIP 5.36 Patch Note - Fixed a few extra incompatibilities with Enheduanna patch with stationed units and cities on foreign continents

Update: Nov 30, 2024 @ 11:18am

VIP 5.35 Patch notes

- Fixed bug introduced by the mod that wasn't applying the +stability per garrisoned units on Army Wages (thanks xuzhequi for the report)

- Fixed bug introduced by the mod that wasn't applying the +industry worker on Capital Punishment (thanks xuzhequi for the report)

- Fixed bug introduced by the mod that wasn't correctly applying the effects of Religious civics that deal with non-believers.