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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.
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
I hope this is marginally helpful, I think the mod-pack is absolutely fantastic and some incredible coding.
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.
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
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.
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.
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 :)
Sorry for the confusion and thank you for your quick answer :)
@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
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!
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.