HUMANKIND™

HUMANKIND™

The stars shine new < Official praise>(The only overhaul mod)
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华1  [developer] Dec 24, 2023 @ 5:49am
The Stars Shine expansion No. 8 Look at the sea of stars!
The return on business skills decreases a smooth upward curve
Fixed Swahili display bug
Siam (changed to commercial culture)
Synchronized with some navy/Air force population consumption

Fixed a bug where the price was 0 and it was impossible to purchase other Empire resources. Thanks to @God's face for finding the trigger and screenshot feedback of the bug. Thanks also to the other group members who have provided me with the archive when I had problems.
Fixed Loyalty level 1 to Luxury +3M
- Fixed a bug where the Ambassador's official meeting effect did not give an independent faction an influence bonus. Now the ambassador's official meeting effect gives an independent faction an influence bonus of 5

Angkor Wat effect has been adjusted to bring 1FI to all cities for a maximum of 30 followers
Fixed a bug where NASCAR did not consume stability

Tank range changed to 4

Fixed the negative LOOT bonus caused by the mercenary trait. Now classic mercenaries provide an additional 10% loot bonus

PS: At present, the luxury goods provide additional 2st after the development of the local city, but there is a problem with the underlying logic, the expected -2st will be displayed. Please build as usual, and the profit will be calculated normally after construction.
Fixed range issues with steam frigates and ironarmour (5,8)
Torpedo boat and submarine class strength overall planning Torpedo boat range adjusted to 1 diesel submarine to 2
Fixed a bug where the frigate ability was not properly bound in the initial preset, resulting in the inability to launch the feature


Industrial Colony Blueprints moved from steam engine to encyclopedia

Doomsday AI combat bonus has been adjusted to add 2>1 combat per epoch
- Changed the AI's city cap bonus on human difficulty, now the AI's city cap bonus will be increased with the age, reducing the possibility of too many single territory cities.

Maunaki Observatory (Spectacle) Effect: The number of technologies the Empire has studied * 1% OF THE ADDITIONAL TECHNOLOGY ADDED to THIS CITY
Big Ben adds 2 bonus combat power to Gunners


Greek LT: scientist +2I>3
Carol made a big change
LT: +4S in the study area
The scientific research area is provided to the adjacent agricultural area +3F2st industrial area +3I2st

Bantu change
LT: Dry grass +1F
Each neighboring empire contributes 6i to the territory
EU: 3M is provided without maintenance fee

Sumerian LT added admin center adjacent to Wasteland/Rock Land/Rock land +1I


Colony Blueprint - Build city option
Medieval 2 Population 160I"
Early modern period 4 Population 200I
Industrial age 8 Population 280I
Modern times 10 population 500I
Modern age science and technology tree system
The scientific demand of modern science amplifies the expansion in terms of the number of technologies that have been completed and therefore the unlocking of modern science will be much longer than other eras, especially the end of the technology. For modern science, going straight to the bottom of the single line will be a relatively small choice of technology demand, and the longitudinal research sequence will generate a lot of consumption.
Air combat: Aluminum (resources) commercial airport, single wing fighter
02 Civil Engineering: Colony Network (Build city option 10 population 500I) Long Span Bridge buff (Land Trade road +1M) Road buff (road movement cost -50%) Engineering Team (unit)
03 Power lines (added and links to intifada theory research) : smelting aluminum (resources), hydroelectric DAMS (infrastructure - 10% pollution to rivers +2FI - manufacturing area -2 railway station and airport pollution), modern infantry battalions
Sea Air Force Strategy: Container Transport buff (Sea Trade Route +1M) destroyer
Free Trade Theory: Global Exchange buff (buy resource price halved), Financial District - Infrastructure (for each oil increase 1%M output merchant jobs +4 output), battleships
Computer Science: Volunteer computing buff, offshore platform - infrastructure, supercomputer lab - infrastructure (research area +4S adjacent +2 cities +100S) frigate, aircraft carrier
Rocket SCIENCE: SPACE STATION, MISSILE SILO - CITY, cruise missile, missile cruise ship
Amphibious Operations: Bunker infrastructure (gives extra power to area -25% bombing damage to city forts), landing craft, diesel submarine
Insurrection THEORY: Irregular army, anti-tank gun
Track: Medium tank
Radar: AIR SURVEILLANCE - infrastructure, AIR defense vehicles, bombers
Compound ARMOR: MAIN BATTLE tanks, armored personnel carriers
Jet FIGHTER: surface-to-air missile, multi-role fighter
20 Communication satellite: helicopter, geostationary satellite, scientific research park (+4 scientist jobs and job output +2 pollution of scientific research area)
Covert OPERATIONS: HEADQUARTERS, commandos
16. Mechanized farming and animal husbandry: factory farming (infrastructure construction - pollution to agricultural area +4F +2 adjacent +2F), fish farms, conveyor belts (infrastructure construction - pollution to industrial area +4I, adjacent 2I +2)
21 Automation: UAV assisted fertilizer plant (city +4 agricultural jobs and job output) Self-service plant (former industrial version)
14 Indemnification-subsidized housing: high-density living buff (provide all posts for city outposts +4), sewage treatment plant (Infrastructure -25st+ rural area -2 Polluted rural area +2)
22 Renewable Energy: Solar power Station - Infrastructure (dry grass/grassland/rock land/wastland +2I to manufacturing area -2 pollution) Wind Power station (mountain/offshore/lake +2I to manufacturing area -2 pollution)
13 Suburban areas: plastic buff, residential house buff (+20st all cities) bomb shelter, food court (infrastructure - adjacent to market area +4M commercial area +3M)
25 World Wide Web: content creation, online encyclopedia, Internet distribution (+4M per city area)
17 Mass entertainment: video game buff (+1M per population), cinema - infrastructure (+50i in the main square Administration center), Museum
Research institutions: 100 students in Wangdian Scientific Research Area +4S
10 Axis Enrichment: Science reputation buff (+6 output of research city posts), Axis (resources)
15 Nuclear fission: Nuclear principle (municipal), Radioactive axis isotope, Nuclear power plant - Infrastructure (local pollution +10% train station airport manufacturing area -2 Pollution manufacturing area +4I2S)
28 Orbit: Leader from the Stars (300 fame points) Space Station (City Max +4 Trade Routes +4 cities +500M)
27 Mechanical Armor: 300 fame points, Mechanical armor buff (+4 combat power +2 movement speed against all units +2 strength gunner +25 HP)
Military Laser: 300 prestige points, military Laser buff (Outposts, Main Square, administrative center +100 air combat power +50 city fortress +1 extra air force +8 power)
30 Nerve Implant :300 fame points, Nerve implant buff (per population +1i1st City Research +50%)
Fusion Reactor :300 fame points, Fusion buff (city +10%FI), nuclear submarine

Modern era Era6 combat system modifications
Infantry 6 people helicopter/artillery/armored vehicle/medium tank 8 people MBT 10 people
Aircraft 8 Population

Modern Infantry Barracks (new unit) 55 HP +5 cost 1
Commando 53 stealth cost 2
50 irregular troops
Engineering team 48 force cost 2

Standard base range for armored vehicles has been changed to 4
Medium tank 61 force armor against infantry +3 force 6 movement cost 3 range 4
Anti-tank gun 56 force armor piercing (armor special attack +7 force) 3 mobility range 6 cost 2
MBT 64 Armor Suppression Trampling (+4 force against weak units) 4 Movement range 6 Cost 4
Apcs 58 power range 2 armor ignoring zoc multi-step movement, 6 mobility, 6 population cost 2
Air defense vehicle 57 Force Roadfighter (forced zoc higher than ignore) air defense 6 move power range 6 cost 2
Gunship 59 Range 3 ignores terrain and cannot be attacked by melee units +5 damage against 8 movement points extra sight cost 3

Mechanical Armor buff: Gunner +4 combat power +2 movement power +25 HP
Army design concept: The army's standard mobile unit of tanks, armored vehicles, and air defense vehicles (6 moves), while the powerful main battle has a ceiling combat power and relatively ordinary movement speed, the anti-tank gun is also designed to move slowly after gaining the advantage of special attack and range over the armor. The characteristics of armored personnel carriers can enable him to achieve the central penetration of the opposing army in large-scale firefights, and the gunship has extremely superior performance of side-covering surprise attack.

Destroyer 57 Power Trait - Escort (enemy submarine can't attack when it is close) Trait - Anti-submarine (+4 power against submarine) Speed 7 Range 2
Frigate: (Frigate) 59 Force Characteristics - Air Defense characteristics - Roadfighter movement speed 6 Range 4
Battleship 63 force, 5 displacement, bombing range 8
Missile cruise ship 66 power bombing air defense speed 6, range 9
Aircraft carrier 64 power 4 movement, body range 3 feature - unable to retreat feature - Command Center (other nearby ships except aircraft carrier +2 combat power)
Diesel Submarine 52 Wolf Pack Tactics (based on Roman eu features) (any position can trigger a trap attack, +3 combat power) Torpedo Attack (+15 combat power against battleships) Giant Killer (+17 combat power against aircraft carriers) Stealth Speed 8 Range 2
Landing ship 54 force
Nuclear SUBMARINE 65+20 (BOMBING ATTACK +20 POWER) POWER (BOMBING ability but bombing movement option) STEALTH cost 50 population speed 8, range 16
Navy Design Concept: Each unit has been clearly positioned and specialized, forming a mutually exclusive relationship, and giving different units special tactical space and tactical possibility. For example, the submarine's surprise attack on large ships, the aircraft carrier's control of the vision and the overall situation and the heavy need to carefully consider the particularity of entrance and selection, the battleship with powerful firepower but restrained by the submarine, the multi-function and numerical strength of the missile cruise ship, and the nuclear submarine with terror deterrence, etc

The single-wing fighter has a 60 force range of 18
The 63-force strategic bomber has a range of 16
Multi-role fighter 66 force range 24
Cruise missile 70 force range 28
Nuclear bomb 85 force explosion range 2 cost 5 range 36
Thermonuclear missile 150 force explosion range is 4 range 50

Air Force design philosophy: Split and balance the range and capabilities of fighter and bomber, while the multi-role fighter combines the best of both worlds. Thermonuclear missiles are now destructive but have a high human and material cost.
Modern culture adjustment
New Zealand
LT: Port +60S
ED01:
10 influence 10st for each sea route +1i2M


Nigeria
LT: Each industrial zone provides 2F to the city, each oil provides 1 agricultural job to the city and all unit maintenance costs -5
Plus 1I per farmer
EU: 61 force

Australia
LT: Rock/wasteland +3I development area for all production hammers +1I
ED: Base capacity 10I 15 pollution near strategic resources +30I near mountains +10I
EU: 61 force

Brazil
LT: for plots producing agriculture +2F luxury goods for local cities +5F
ED: agricultural area +1F within the territory, each adjacent farmer area :+3F+5S, +1 farmer/research post, counted as farmer area, counted as "research area"
EU: 54 force cost 1

EAST
LT: Trade road +2M i, business district +10M+2st, +1M for each ally trade road
ED: For each territory +3st5I10M all jobs +1 base capacity of the city is 3i
EU: 57 force cost 3

Cuba
LT: +1 force per alliance +1 force per alliance +4% influence (Max 3 levels)
ED: Basic -8st to the agricultural area in the territory -1F this city scientific research post output +4S each medicine (cumulative effect) can make the city overpopulation agricultural post output +2F stability +2 diversification effect: each agricultural post to the city +1F
EU: 53 +1 extra displacement

Egypt
LT: Feature area +2st 4i Cultural wonders +200M 30i
ED: The basis of the considered deliberation area is 5Mi +1 worker merchant post for all this special area within the city +10M5i adjacent area +3i
EU: 55

India (changed to agricultural culture)
LT: City population +1F1M
EU: 54
ED: Each adjacent area +4f base capacity 5M 5st is regarded as a religious area

Japan (changed to military culture)
LT: Each trade route +4S battle support +50 unit combat power -1 unit maintenance cost -50% unit cost -10% unit Health regeneration rate -5
EU: 61 force 6 population cost 1
'

Singapore
EU: 52

Sweden
LT: all study areas +8S per area versus city +4S scientific area +2st
EU: 66
ED: provides +4 scientist jobs/outputs provides +2 worker job outputs, and each area within the city +1S adjacent research areas +3S is considered a research area

Turkey (changed to industry)
LT: area cost -10%I industrial area adjacent +4I religious area +2st2f
ED: Foundation 4S adjacent to agricultural area +4F adjacent to industrial area +4I adjacent to research area +4S providing 1 scientific research post is regarded as research area
EU: 75

USA
LT: Influence cost of building outposts on resources being sold +5IiS -20% for each cultural dominance territory capital +10I
ED: Local airforce bombing power +3 per adjacent fort +10M against adjacent units +1 power local city merchant post output +4
EU: 67 25 range


USSR
LT: +20I per territory per city, +2 strength per heavy armored unit (tank type) -20% cost
ED: As industrial zone diversification effect +1 power, cumulative effect: all cities -4st unit maintenance cost -5 unit blood return +1.5 base 10I5M adjacent fortress +5I
EU: 62 force cost 2 (6 population)
Last edited by 华1; Dec 24, 2023 @ 6:29am