HUMANKIND™

HUMANKIND™

VIP Modpack
358 Comments
PrimarchX7 Jun 27 @ 1:38am 
Hey! @brunocarvalhopaula I noticed that some of the mods included in the VIP Modpack are not up to date on mod.io and some of them don’t work. Is it possible to update them?
brunocarvalhopaula  [author] May 28 @ 9:49am 
I really reccomend you start a new game, as thee are big infrastructural changes and there is a high possibility your save game will have weird effects
panzeri.andre May 28 @ 7:33am 
Does the update is save game compatible? Or should I start a new game? Thank you very much!
brunocarvalhopaula  [author] May 28 @ 6:25am 
@Yerhay I'll update the mod today. Also, I have no idea whether Amplitude will keep updating the game or not.
Yerhay May 28 @ 1:29am 
hey @brunocarvalhopaula . How long do you estimate it will take to make the new update? Do you think this is the last update that Amplifiers will give?:steamsad:
brunocarvalhopaula  [author] May 11 @ 6:37pm 
Vanilla Humanitarian Aid: When one empire loses a pop due to starvation, the other empire gains +5% food and money in its capital for some turns

VIP Humanitarian Aid: When one empire loses a pop due to starvation, it gains +5% food and money in its capital for some turns, while the other empire gain 2 leverage per turn in the same duration.
Bridger May 11 @ 6:22pm 
How does Humanitarian Aid work exactly? Does it only trigger on certain negative events? It's worded to suggest that both parties get +5% food and something else (industry?) but the narrative element suggests that it's conditional?
brunocarvalhopaula  [author] May 11 @ 5:33pm 
@Bridger I completely agree with you on the agreement. I was running a beta patch in the VIP BETA mod since 18/04 which I just pushed as VIP 5.43. Amongst other changes, it adjusts the Cultural Entente and Humanitarian Aid agreements to grant Leverage to the dominating empire. I had been meaning to adjust them for a long time but never managed to make it work, until now.
Bridger May 11 @ 1:15pm 
Looks like you were right. Was a UI Error, because the apparent yields did not go down after Satraps finished.
Bridger May 11 @ 12:46pm 
I will attempt to test it to see if it actually does reduce those industry incomes.

Separate thought: The "Cultural Entente" agreement has always bothered me, because there are multiple good reasons for the "losing side" to want to sign it, but no great reasons for the 'winning side' to sign it. By "winning" and "losing" here, I'm referring to which side is 'winning' the culture war. If Empire A has influenced territories owned by Empire B, then Empire B has several good reasons to sign, but Empire A will instead *lose* war support/leverage because they lose their grievances.

Someone else summed it up here: https://community.amplitude-studios.com/amplitude-studios/humankind/forums/168-/threads/51603-question-the-new-cultural-entente-agreement-one-sided?page=1
brunocarvalhopaula  [author] May 11 @ 10:56am 
@bridger that looks like an UI bug, to be honest.
Bridger May 11 @ 9:03am 
Any idea why placing a Satrap's Palace in this location ( https://i.imgur.com/PKy4v5k.jpeg ) causes two adjacent tiles to *lose* Industry by 1? Both tiles are already exploited by the city's other districts (Specifically Egyptian Pyramid - https://i.imgur.com/OdpMGjf.jpeg) .
Mikara Apr 16 @ 12:16pm 
Thank @brunocarvalhopula Im going to test a game with friends and keep you posted if i have any issues.
brunocarvalhopaula  [author] Apr 16 @ 10:28am 
@Mikara I don't encounter it, but if it happens please report so I can fix the exact exceptiion that happened in your game. Also, make sure you avoid the MISSING UIMAPPER bug by following the instructions in the mod description
Mikara Apr 16 @ 10:25am 
Hey bout to start playing humankind again on this update. Curious if this mod by itself causes the Endless turn bug? Im afraid to start playing and have it happen
Baggio Apr 9 @ 3:46am 
Great news! And thanks for you hard work. :)
Filo90 Apr 8 @ 12:51pm 
new golden age for humankind, THANKS!
brunocarvalhopaula  [author] Apr 8 @ 6:22am 
Yes we can, @Baggio. I'm right now working on a new patch to VIP to incorporate some of the feedback I've had on 5.41 that should go soon and as soon as I finish that I'll move to update the ENC-VIP compat patch
Baggio Apr 8 @ 6:11am 
Hi I saw that ENC was updated few days ago. Can we expect a compatibility mod to play VIP with ENC ?
brunocarvalhopaula  [author] Apr 5 @ 6:44am 
Thank you for your observations, @Screaming Pandas. The points you bring are compounded on lower difficulties, and that is probbaly why it is harder to see on harder difficulties. I'll boost revolution recovery on next patch to help it.
Screaming Pandas Apr 4 @ 10:20pm 
My guesstimation is that they prioritize the stability that the different luxury resources over being in negatives cash-wise, which gets compounded by the brutal stability loss from having a negative influence income, leading them to keeping the resources despite having negative income in order to offset stability-loss from the negative influence. Tangentially related, I'm not sure how the negative income -- negative influence thing is supposed to scale, but the AI will be "earning" up to -300 influence/turn which they can't seem to recover from. I should lastly note that *all* the AI succumb to this; I've tested Nation and Empire difficulties (both Slow Speed) with 8 competitors and 6 competitors. I imagine it might not be as brutal if there is only a couple AI or only a few strategic/luxury resources, but I haven't tested those specific parameters.

I hope this is marginally helpful, I think the mod-pack is absolutely fantastic and some incredible coding.
Screaming Pandas Apr 4 @ 10:20pm 
I wanted to echo a few users below me about having issues where the AI is experiencing constant, crippling revolts and I *think* I've narrowed down the cause.

Using the modtools I found that the AI will set up trade routes until they are as close as they can possibly be to 0 dust/turn, erring on the side of having negative income. They will then cancel one of the routes to bring their income back above negative, but as soon as they have enough cash in the bank they immediately re-purchase a trade route that puts them back into the negatives, and they will loop this behavior until they are broke. (I tested the loop by canceling their routes to me, giving them a thousands, and watching as all that money trickled back to me despite only having a couple resources to offer.) Being broke obviously leads to an influence deficit, which nukes city stability, and causes *all* of the AI to fall to rebels as early as the late Ancient Era.
brunocarvalhopaula  [author] Apr 1 @ 12:47pm 
It is in the patch notes site, inside https://sites.google.com/view/vip-mod/economy-pollution/districts-public-ceremonies#h.q9vuz5t3pplb .

Luxury manufactories in the mod are not once per world, but rather once per empire, so multiple empires can have the same manufactory if they have enough luxury deposits
🅿🅸🆇🅴🅻 Apr 1 @ 10:16am 
This explains a lot and I agree with you. It's better to keep it as it is.

I have another question, sorry for troubling... Why am I able to build a luxury resource manufactory for a resource, which has been already claimed by another player? In the result, both (or more) players have the wondrous effect it provides.

I can't find any information about changes in this area in your mod.
brunocarvalhopaula  [author] Mar 31 @ 11:01am 
I've debated a lot internally whether I should do that or not. Lemme share you my woes so we can take a look at the bigger picture.

I agree with you that lots of the descriptions lack clarity. This is caused by the way the automated tooltip system in the game creates the tooltips. The problem is that the only way to override the automated tooltips is by using custom tooltips. Those custom tooltips, unlike the automated ones, aren't automatically translated to other languages, staying forever in English even when the rest of the game is in whatever language they use.

In the end, it'll be increasing clarity for players in English while reducing it for players that do not speak English. I'm conflicted on whether to do it or not.
🅿🅸🆇🅴🅻 Mar 31 @ 9:07am 
I've just thought that maybe you consider adding more detailed descriptions for wonders? To specify whether their bonuses apply only to the city where it's built or to all cities in your empire?

I must admit some of the descriptions in vanilla were never clear for me, but I've got used to them after several games. And when a new player joins your VIM Mod, like me, and the wonder bonuses work differently, although it's not specified, it's confusing.

So, using the opportunity, we - the VIP Mod community - can improve them and make them even better than in vanilla game :)
🅿🅸🆇🅴🅻 Mar 31 @ 8:31am 
@brunocarvalhopaula, you were right. It indeed doubles my money income produced by traders BUT, which I was not aware and didn't notice, only in the city where I built the wonder. I was used to the vanilla Humankind, where wonders give their bonuses to all cities in your empire.

Sorry for the confusion and thank you for your quick answer :)
brunocarvalhopaula  [author] Mar 30 @ 1:14pm 
Hello @LOONG TIME, I'll try to fix that in the next patch.

@Pixel, can you please check how much money each trader is making? The Taj Mahal city shoudl be making a lot of money from traders
🅿🅸🆇🅴🅻 Mar 30 @ 11:13am 
Hi, I'm playing my first game with the mod and have just found that the money bonus from Taj Mahal (+100% Money per Traders on Settled City) doesn't work. I have 5 cities, each is settled, my empire stability is settled as well, but the bonus does not add up. Could you please check that?
LOONG TIME Mar 30 @ 4:50am 
Hello, I noticed that "Tag_DiplomaticState_Alliance" lacks an Effect Mapper, causing it to display as "Unknown" in the game.
NiroEnvy Mar 26 @ 11:32pm 
No, only that. But probably this is cuz of gamespeed. Probably u'r right and i changed gamespeed but i'll check later. Thanks anyway!
brunocarvalhopaula  [author] Mar 23 @ 6:48am 
@NA'PE, are you using any other mods too? I just rechecked the mod in the modtools and there is no change in City Creation influence cost in this mod. The vanilla formula is 100 * C² + 50 * C + 10, where C is the amount of cities you have, modified by gamespeed (so this value on normal, half on fast, double on endless, so on and so forth). If the cost is not according to that formula, then there is another mod changing it or a bug is happening.
NiroEnvy Mar 23 @ 5:02am 
Can someone explain why with this mod city making is so expensive? like in vanila i could create 3 cities like in first 20 turns (after pick first culture) but now to create a second city i need 510 (+-) instead of like 80/160 in vanila. It makes impossible to properly conquer early cuz you can't afford that much. Seems unbalanced to me and moreover it slows gameplay in tearms of expansion. Is it bug or can i disable this?
PrimeNoodles Mar 20 @ 7:38pm 
Ah that makes sense, didn't think about localisation and how it would affect other languages. Anyways, thank you for the advice! Seems like a simple enough change on my end, really appreciate it :)
brunocarvalhopaula  [author] Mar 20 @ 2:51pm 
Hello @PrimeNoodles. It is doable by changing the text in the calendar definition file. I won't apply your suggestion to VIP because that will lock the language of the calendar to english, and players using other languages will have that text sticking out like a sore thumb. There are cases where I do use custom localizations, but I try to avoid doing that for that reason.
PrimeNoodles Mar 19 @ 9:09pm 
Is it possible if you could add a change to the calendar to make it say "BC/AD" instead of "BCE/CE"? Most normal people use the former and not the latter, the latter always seemed to me to be quite weird since the whole argument people make for it is that "it's not connected to religion", yet...it's still based on the perceived date of the birth of Jesus. And no, I'm not just talking about "laymen", I'm in an academic field and have many historian and scientist colleagues that use "BC/AD"...being religious or atheist has nothing to do with this.

If no, does anyone know where in the files one could edit it oneself, or a mod that does it? I know it's a minor thing, but hey...that's what mods are for! Anyways, great mod combined with the collection you use integrated into it, really makes the game feel much more dynamic and alive!
dallas_1210 Mar 17 @ 4:15pm 
thanks for updates!
Bane Mar 14 @ 10:47am 
That seems similar to the issues we had, especially the rebelions and ai dying to rebel armies
brunocarvalhopaula  [author] Mar 14 @ 10:22am 
Thanks for the report. I'll investigate how to make the AI more functional on lower difficulties
crimsonflower Mar 14 @ 7:34am 
I like the flow of the mod but as some people have mentioned AI is weird. Nobody in my game is doing any war, there are millions of rebel armies on the map and 2 AIs were eliminated by those armies already. Nation difficulty. Should I go to a higher difficulty to avoid the issue?
brunocarvalhopaula  [author] Mar 13 @ 6:51pm 
Hello players. I've published a new version of the VIP BETA mod (its a stand alone mod you can find here at the workshop), intended to test for the next VIP patch. Main feature of the new patch is a rework of how chopping forests work. I would love to hear your opinions on it and how it makes your experience better (or worse).
Bane Mar 8 @ 3:32pm 
Yeah we checked it a bit might have been the difficulty, either way amazing mod!
brunocarvalhopaula  [author] Mar 8 @ 3:19pm 
@Bane by third difficulty you mean the third easiest? I think that is easier than "normal" difficulty and while I could make it stronger I think that the easier fix is just to increase the difficulty
Bane Mar 8 @ 3:11pm 
Two friends and I have played with this mod and expanded cultures asia + the compat patch and we noticed that on the third difficulty even with two advanced ai's they barely did anything, it seems like they are kinda bugged atm. Struggle from many rebellions and barely build infrastructure
brunocarvalhopaula  [author] Mar 7 @ 8:19am 
Update: I've found the bug with Alamut and was able to fix it. I can't publish a new patch right now but it will be fixed for 5.41. Thanks again for the report
brunocarvalhopaula  [author] Mar 7 @ 6:56am 
Thank you @ilima-sp. It should have been fixed, I'll check it deeper
ilima-sp Mar 7 @ 5:13am 
Tks for the adjust! Stealth ambush works now (+6 CS). But the bonus of Citadel of Alamut wonder doesn't yet.
brunocarvalhopaula  [author] Mar 6 @ 8:40am 
Thank you for the report, @ilima-sp. I will investigate it.
ilima-sp Mar 5 @ 8:47am 
With this mod, the Stealth Unit combat bonus (+8 CS) when an ambush occurs doesn't apply to the attacker on the first battle turn.
The same happens to the Wonder Citadel of Alamut: +4 Combat Strength bonus when Ambushing on Stealth Units.
I made a playthrough with vanilla and it is all ok.
brunocarvalhopaula  [author] Mar 3 @ 6:24pm 
Hello @panzeri.andre . This mod does not change anything about the AI bonuses at all, thus not changing anything about the game difficulty. However, it reduces snowballing overall, which may make the game feel harder.