HUMANKIND™

HUMANKIND™

VIP Modpack
Showing 41-50 of 57 entries
< 1  2  3  4  5  6 >
Update: Sep 18, 2023 @ 3:39pm

- Research Institute now requires Amphibious Warfare and not Trench Warfare
- Adjusted tech tree UI to match the new Research Institute prerequisite
- Coal Generators reworked to +1 Industry on worker per Coal access and +1 pollution per Coal in Administrative Centers
- Uranium Radioisotopes reworked to +1 Science on researcher per Uranium access
- Cracking reworked to +1 Money on trader per Oil access and +1 Pollution per Oil in City Centers
- Aluminium Smelting reworked to +1 Food on farmer per Aluminium access
- Clean Coal reworked to -50% pollution on Administrative Centers
- Air Pollution Regulations reworked to -50% Pollution on City Centers
- Fixed several tyops such as Enviromental and eficiency
- Fixed a mistake that was making the Financial Distric yield way more money than it should give
- Readded the copper access increase to Charcoal Kiln I had forgot
- Readded the Iron access increase to High Furnace I had forgot
- Coal Plant Pollution changed from 1 per coal access to 1 per admin center
- Conveyor Belt (Formely known as Quarrying Machinery) reverted to vanilla
- Quarrying Machinery pollution changed from +2 on Maker's quarter to +2 on Aluminium Deposit
- Quarrying Machinery industry changed from +2 on Tile producing industry to +3 on Mountain
- Placate cost doubled for each ongoing war (so 5 leverage at peace, 10 at 1 war, 20 at 2 wars, 40 at 3 wars, so on and so forth)
- Reverted the Phoenician Birreme to be unlocked at Fishing, as Vanilla
- Removed the gamespeed modifiers to Independent People Patronage gains
- Added a gamespeed modifier to the increased lifetime based on patronage. This means that IPs that players are investing will take a longer time to go into decline in blitz and fast and normal speed, but roughly the same as vanilla in slow and endless speeds.
- Fixed vanilla bug that was preventing Artist Studio and Academy of Arts to be built by adding 1 influence to each.
- Increased the AI willingness to research both Encyclopedia and Nationhood, in order for them to not be pushovers in the late game in defensive wars

Update: Sep 14, 2023 @ 11:39am

- Fixed bug introduced by mod where trade route upkeep was free for everyone
- Removed several unnecessary files to make the mod lighter
- Fixed bug introduced by mod which was making the vassal tribute too mall
- Foreign Customs Civic: Moved the +1 influence per trade route bonus from Cultural Respect to Cultural Erradication
- Foreign Customs Civic: Added 25% cheaper trade upkeep to Cultural Respect
- Fixed bug introduced by mod which was making the Maori LT not work correctly

Update: Sep 13, 2023 @ 1:14pm

- Fixed bug introduced by the mod where Forges were giving 5x more industry per Copper as it should be
- Fixed bug introduced by the mod where Coal Plants were giving 2x more industry per Coal as it should be
- Fixed bug introduced by the mod where Nuclear Plants were giving 2x more industry per Uranium as it should be
- Fixed bug introduced by the mod where Financial District were producing a completely wrong money value
- Adjusted Manowar cost from 2915 to 4575 to have a ratio of being as costly as 2.5 Carracks
- Increased Manowar upkeep from 30 to 55
- Adjusted Ironclad cost from 7730 to 9137 to have a ratio of being as costly as 2.5 Steam Frigates
- Increased Ironclad upkeep from 70 to 100
- Adjusted Battleship cost from 18250 to 22825 to have a ratio of being as costly as 2.5 Destroyers
- Adjusted Missile Cruiser cost from 29605 to 30975 to have a ratio of being as costly as 2.5 Frigates
- Reverted all Contemporary upkeep costs to vanilla
- Fixed the Vanilla bug that made Tourney Fields unbuildable for cities without horse deposits by adding 2 influence to it
- Removed the 0.5 influence per turn cost from traderoutes the mod had introduced
- Adjusted trade route upkeep cost modifier from "0.2 * (NumberOfDifferentResourceTraded ^ 1.5 - 4)" to "0.05 * (NumberOfDifferentResourceTraded ^ 2 - 18)". This will make the Trade route upkeep around 64% cheaper at 1 resource traded, then the prices will come closer to vanilla until they are roughly the same at 16 resources traded, then trade upkeep will get costlier than vanilla.

Update: Sep 12, 2023 @ 3:31pm

- Fixed bug introduced by the mod where Saltpeter, Coal, Oil, Uranium and Aluminiun weren't being collected
- Couldn't make the Bucaneer Trespass work at all so I had to remake it again. Now it only upgrades from Halberdiers (not from Arquebusiers/Musketeers), but it has Stealth.
- Added 1 detection to the Faulua
- Fixed bug introduced by the mod that was making Destroyers buildable with no tech

Update: Sep 11, 2023 @ 1:46pm

VIP 5.01 patch notes - NOW COMPATIBLE WITH BONNY

- Merchant affinity reverted to vanilla
- Reverted all Luxury Resources'effect back to vanilla, except paper and weapons
- Reduced paper gain from 10 to 6 science per leverage collected
- Removed -10 stab per weapon on cumulative effects
- Added -20 stab on weapon diversification effects
- Doubled food gain from Nomadic pasture curiosities for Huns and Mongols
- Adjusted new units to only be buildable on non-mutinous cities
- Reduced NZ science from coastal from +20 to +8
- Changed Rapa Nui Maori Tangata from upgrading from Swordsman and into G. Swordsman to upgrading from nothing and into Mortars
- Reworked Caribbean Pirates Bucaneers. Now they have the same CS and cost as Musketeers, replace them (including in the tech tree), can not move & shoot, can freely trespass enemy borders, and upgrade from Halberdeers or Arquebusiers.
- Garamantes Javelin Riders resource Cost increased to 4 Horses and 2 Iron
- Argentinian Gauchos resource cost increased to 16 Horses and 5 Saltpeter (same as all vanilla Dragoons and Dragoon Replacements)
- All FIMS and pollution effects from Electricity, Nuclear Fission and Continuous tracks reduced to 25% of its old effects. UI may be wonky and this is a placeholder fix until I remake pollution design
- Missile units are back to costing 1 pop as the 0 pop cost was messing with the AI
- All air and naval units' CS reverted to vanilla
- Missile range reverted to vanilla
- All naval unit abilities reverted to vanilla
- Chariot, Markabata, Gigir and Zanche's resource costs reverted to vanilla
- War Elephant resource cost increased from 5 copper and 5 iron to 8 copper and 5 iron
- Samnahaya resource cost increased to 5 copper and 5 iron
- Immortals resource cost increased from 5 copper to 5 iron
- Siamese Gatling Elephant resource cost increased to 21 copper and 21 iron
- Armoured Vehicles lost Shatter and gained 25% damage resistance
- Soviet LT lost the -3 Stability per Luxury Resource penalty and regained the base +3 CS

Update: Jul 23, 2023 @ 12:44pm

Hotfix to reduce money gain from Independent people as it was too overtuned.

Update: Jul 21, 2023 @ 5:26pm

VIP 4.21 Patch notes

Buffs:
Added +1 Holy Site capacity to Undertake Pilgrimage tenet
Added +3 Industry per Coal on German's Coking Works
Increased Ummayad LT from +3 to +4
Increased money gain yielded by Profit Sharing with independent peoples
Russians LT gained 10% extra industry from workers per Train Station in the city.

Nerfs:

Ming Teahouse now has -10 Stability
Eifel Tower reduced to +2 industry per population
Statue of Liberty reverted back to to +10 science and money, but added +10 science and money per adjacent district
Taj Mahal nerfed to only apply to its city and only buff Trader income by 100%
Brazilian Agronomy Lab lost its food from population and gained +1 extra science per farmer

Bugfixes and Adjustments:

Adjusted Science fame scaling to be a bit lower in the later eras
Fixed a bug with the Science Silver star that was making it too hard to reach
Adjusted the calendar to better match era transitions
Fixed a bug that was making outposts grow huge populations
Fixed a vanilla bug that was showing an unlocalized string in the A Harsh and Distant Front Narrative Event

Update: Jun 15, 2023 @ 3:13pm

VIP 4.20 Patch Notes

BASE GAME
- Pacifist Badge now only work on defensive wars - a pacifist empire attacking another empire wont make them lose war support

- Battle Turn counts generally reduced. For instance, in vanilla between 3 and 6 units in battle will make the battle last 2 turns; now it requires between 8 and 23 units for the battle to be 2 turns. Battles can still go up to 6 turns total but that will require much bigger armies

TOGETHER WE RULE
- Mild Collectivism Doctrine now add 5 stability per strategic extractor in addition to -50% extractor cost;
- Mild Individualism Doctrine now gives -25% resource buy cost and +25% resource sell gain instead of -20% resource buy cost

Update: Jun 3, 2023 @ 8:36am

VIP 4.19 hotfix:

- Fixed a bug with Lost Cities of Gold yielding the wrong effects
- FINALLY fixed the extra fame on wonders bug (third time is the charm)

Update: Jun 1, 2023 @ 7:28pm

VIP 4.18 patch notes

BALANCE

- Reverted Be Virtuous as Water back to vanilla values
- Changed Harappan LT to "+1 Food on River tile & +2 Food per farmer"
- Changed Celts LT to "+1 Food on tile producing food & -25% Farmer Quarter cost"
- Increased Aesthete ability yields in Ancient and Classical eras and lowered in later eras

BUGFIX
- Fixed AGAIN the wonder fame bonus not applying