HUMANKIND™

HUMANKIND™

The stars shine new < Official praise>(The only overhaul mod)
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Opdatering: 1. jan. 2024 kl. 2:42

8.12
Fixed Cultural Characterization ed Resource Acquisition based on further fixes Characteristic Resources and other specific effects Effective
Argentina Corned Beef now Corned Beef's reductions to maintenance fees stack properly
Ussr's cumulative effect is now normalized.
Cuban cumulative effect is now normalized.

Fixed the problem that Tylenol EU could not be shot at intervals.
Bulgaria ED Removed tech zone tag and changed stability to a fixed +6.
Fixed Crawl LT to work properly and adjusted the effect.

Crawl LT: Research Zone + 4S per Age*.
Research zones are provided to neighboring Agricultural zones +3F2st Industrial zones +3I2st
Ming Dynasty ED +4S>3S per scientist available

Statue of Zeus +75M>60M per city
Notre Dame de Sion Added effect +3i per municipality
Great Mosque of Djenne Added effect +10FI per parish
Pyramid of the Sun effect changed to all rocky/stoney land in this city +2F3M plots to be developed.
St. Vasily's Cathedral Added effect Cavalry +2 Fighting Strength.
Paris Tower +1I per population for all cities Farmers Laborers Output +6
Papeete Palace +5i per past infiltration event +4 to all agricultural areas +100% frequency of infiltration events Ideological intimacy is automatically adjusted to max.
Sydney Opera House Modify range from this province to all cities in the Empire.
Empire State Building Units +4 Strength > +3 Strength
Mauna Kea Observatory Provides 0.5% Imperial Research for each technology researched.
Maracana Stadium Added effect Empire +30st to all cities.
Population Optimization
Reduced the rate of population loss Population change is now relatively slower with negative growth
Adjusted population growth rate, weakened food underprotection, increased normal food production factor, now around 40 food per population for 0 population, and 45 food per population for 10+ population.
Weakened the population consumption curve, now consumes less food with a smaller population.

Added population bottleneck mechanism, i.e. when population grows faster than the number of epochs (1 for ancient times) * 1.5, the portion of grain population growth will be penalized by a percentage.

Summary: Population growth adjusted to 50F 1 population per turn (fast), population consumption is less when the population is low, and a bottleneck is set so that the agricultural progress of the era can be stepped up, but not skyrocketed.

Opdatering: 30. dec. 2023 kl. 2:29

8.1

Opdatering: 24. dec. 2023 kl. 5:43

5.4

Opdatering: 16. nov. 2023 kl. 16:06

4.

Opdatering: 16. nov. 2023 kl. 13:32

4.

Opdatering: 8. okt. 2023 kl. 7:34

4.22

Opdatering: 6. okt. 2023 kl. 16:13

4.21

Opdatering: 22. sep. 2023 kl. 6:07

4.2

Opdatering: 21. sep. 2023 kl. 16:33

7.1.0
Synchronized with the new official overhaul update for which the original large folder of common areas was deleted and rebuilt. If you find any changes in the general area that don't match the original, please let me know.
Synchronized unit icons after update.
Fixed a bug that prevented resource harvesting.
Synchronized and fully updated the new Resource Generation System, Resource Purchase Prices and Resource Effects.

Resource Generation System
Rebuilt the underlying generation mechanism of all resources, now the resource generation is limited to a fixed amount per plot.
Luxury goods system version 3.0
Multi-effects
(+2st)
City Classes Unified to +8 per city
City Classes Uniformly +2 for each corresponding city
Centers Uniformly +4 for municipal centers
Job classes are standardized at +2 for each corresponding job.
Hundreds are changed to Population, with 1 population providing 1 point of production capacity.

Stability bonus moved from Empire bonus to local city bonus.

Cumulative effect
Harmonized to FIMS +4 for cities with corresponding capacity.

Marvelous Effect
Monopoly provides 1% of each resource


Local (luxury urban area) effect
(+2st)
Merchant Route Modification
-1 per trade route (temporarily removed)
The base purchase price of all resources has also been overhauled.
There are three classes
City Class: Level 1
City/Center/Job Class: Level 2
Population: Level 3

Money and luxury items are special. Cities remain unchanged. Other special items are set.

Strategic Resources Horse and Copper adjusted to the same price Iron increases with them The rest remains unchanged.


Harappan ED base capacity 1F>2F
Babylon's neighboring agricultural area 2F3S>1F2S
Han Dynasty Resource Paper Synchronization completed Diversification effect added - +1S per research technology.

Fixed bug where offshore platforms appeared in ancient times now offshore platforms will be unlocked in Modern - Computer Science.
Destroyers temporarily placed in Modern - Computer Science
Diesel Submarines and Frigates are now unlocked in Modern - Navy and Air Force Strategy.


Angkor Wat: Fixed the range bug.
Forbidden City: Changed +3 power to +2 power, added +1 Siege Points for new units
East Temple Added +2 power to anti-rider units.

Fixed Russia's turn-taking bug
Russia LT: +10 city defense points to cities and outposts > +10 city defense to outposts

New classification and labeling of anti-rider units Numerous bonuses for anti-rider units will now be available!

Fine tuned the values of the industrial combat system.

Opdatering: 13. juni 2023 kl. 19:51

3.3