Fixed a bug in vanilla that caused the Caralans to change into the Nubians' aesthetics when transcending
Overpopulation Base Yields: +2 Food | +1 Industry | +2 Money ⇒ -1 Food | +3 Industry | +3 Money
Agrarian Era Stars made slightly easier to achieve
Camps
Level 1 - Watchtower: [New] +1 Money per Stationed Unit
Level 2 - Fort: [New] +3 Money per Stationed Unit
Level 3 - Command Compound: [New] +5 Money per Stationed Unit
"[The Stationed Unit effect] counts the biggest army in the city"
Era II Tier 1: 5 ⇒ 4 [Vanilla]
Era II Tier 2: 8 ⇒ 7
Era III Tier 1: 15 ⇒ 13
Era III Tier 2: 20 ⇒ 19
Fixed a bug during the Neolithic Era that prevented advancing to the next Era with 2 Stars
Vassals with an Influence deficit won't leech Influence from their Liege anymore
"thanks Butter Boy for the report"
Fixed a bug that made it so the Traitor badge would not apply its vanilla effect correctly
Adjusted the AI to discourage it from building Commons Quarters adjacent to other Commons Quarters
Increased required Era Stars to advance from Neolithic Era to 2 (previously 1)
Parade Public Ceremony: +3 ⇒ +2 Stability on Garrison per Public Ceremony
Religious Hostility (Religious Minorities) Civic: +7 Faith on Territory ⇒ +10 Faith on Holy Site
Compatible with Humankind version 1.0.28.4665 - "Dante Update"
Changed the tooltips for Public Ceremonies (Repeatables) to clarify that their permanent effects stack (effects unchanged)
Added Unit Specialties "Tribal Remnants" and "Forager" as part of the tooltips of Units already making use of their effects (effects unchanged)
In addition, Scout Riders, Caralan Healers and Pama-Nyungan Boomerang Throwers also gained the "Forager" Specialty and its effects
Parade Public Ceremony: +1 ⇒ +3 Stability on Garrison per Public Ceremony
Reverted Agrarian Era Star to Vanilla (Have Population and/or Units within your Empire)
Agrarian Era Star Goals slightly increased
Scouts: Tribal Remnants: Units upgraded from Tribes cost no Food upkeep (Only Tooltip Added)
Scout Riders: [New] Forager: This Unit has no Food upkeep
(Cultures of Africa) Bantu: Bagèndí Pioneers: Forager: This Unit has no Food upkeep (Only Tooltip Added)
(Cultures of Latin America) Caralans: Healers: [New] Forager: This Unit has no Food upkeep
Harappans: Runners: Tribal Remnants: Units upgraded from Tribes cost no Food upkeep (Only Tooltip Added)
(Cultures of Oceania) Pama-Nyungan: Boomerang Throwers: [New] Forager: This Unit has no Food upkeep
Huns: Hunnic Horde: Forager: This Unit has no Food upkeep (Only Tooltip Added)
Mongols: Mongol Horde: Forager: This Unit has no Food upkeep (Only Tooltip Added)
Fixed a typo in the Traitor Badge tooltip
"[T]hanks Lukas Brenner"
Reduced the scaling requirements for the Scientific Era Star in the last 3 Eras
Trade Resources (Materials Procurement) Civic: -40% ⇒ -25% Resource Deposits access required to create Wondrous Resource Deposits
Swahili (Cultures of Africa)
Coastal Haven
[Removed] +10 Stability on District adjacent to Harbor
[New] +10 on non-Harbour Districts adjacent to Harbour
Commons Quarter
[Removed] +5 Stability per adjacent (Farmers | Makers | Researchers | Market) Quarter
[New] +4 Stability per adjacent District other than Commons Quarter
Train Station: Industry Cost:
[Removed] Industry Cost = 70 + 30 * (NumberOfDistricts - 1) ^ 1.16 + ((NumberOfDistricts - 1) * 0.85) ^ 2.05
[New] Industry Cost = 2 000
Aerodrome: Industry Cost:
[Removed] Industry Cost = 50 + 20 * (NumberOfDistricts - 1) ^ 1.16 + ((NumberOfDistricts - 1) * 0.85) ^ 2.025
[New] Industry Cost = 3 000
Airport: Industry Cost:
[Removed] Industry Cost = 70 + 30 * (NumberOfDistricts - 1) ^ 1.16 + ((NumberOfDistricts - 1) * 0.85) ^ 2.05
[New] Industry Cost = 5 000
Embassy Agreements now have a 2% ⇒ 1.5% Influence upkeep for each Embassy Agreement signed
Cultural Entente
[New] +1 Leverage per Turn per Territory under the other Empire's cultural influence
Humanitarian Aid
On Empire that lost Population:
[New] Humanitarian Aid (+5% Food | +5% Money) on Capital
On other Empire:
[Removed] Humanitarian Aid (+5% Food | +5% Money) on Capital
[New] Humanitarian Aid (+2 Leverage) on Capital
Fixed a tooltip bug introduced by the mod that showed an "UNKNOWN" message regarding the increased upkeep from Alliances
Changed the tooltip for "Industry gain from cutting trees" to accurately display percent values
Changed the tooltip for the Traitor badge to better reflect its vanilla effect post-Achilles Update
Changed the tooltip for War Score on the surrender screen to better reflect its vanilla effect post-Achilles Update
Mercantilism Technology
Commodity Luxuries:
[Removed] +1 Stability per Number of Accesses to Luxury Resources on all Cities
[New] +1 Stability per Unique Resource on all Cities
Revolutions:
[New] Influence and Stability penalties are disabled when Empire is at Bankruptcy or negative Influence
[New] After Revolution: -80% Trade Upkeep for 10 Turns (Normal Speed)
Māori (Cultures of Oceania)
Waka Taua: [New] Quick Embark: Can embark and disembark instantly and can immediately attack after disembarking
Zulu
Impi:
Industry Cost Level: Era IV High ⇒ Era IV Medium
Population Cost: 2 ⇒ 3
Feast
[New] (Permanent) +1 Farmer Slot
Trade Fair
[New] (Permanent) +1 Trader Slot
Symposium
[New] (Permanent) +1 Researcher Slot
Of Currents and Crossings (Cultures of Oceania)
Float: Buoyant (Ignore Rivers) on Army ⇒ on all Armies
A Game of Prophecy
Overlook: Defiant (-5 ⇒ -25 Stability) on City
(Para Bellum) Fixed a bug introduced by the mod that made the Citadel of Alamut Cultural Wonder not add its Combat Strength bonus on Ambushing Stealth Units
Fixed a vanilla bug in Localization %Effect_EmpireBonus_Reformation
Adjusted the coloring of Unit Health bars to match the Damaged and Maimed Combat Strength penalty status
"Unit healthbar will be green when there is no combat penalty, yellow when it is damaged and red when it is maimed. Thank you Laki for showing how to do it."
(Together We Rule) Traitor Badge effects reverted to Vanilla
Clear Forest Army Action
Duration:
[Removed] Turns = 1 max (5 - CombatStrength / (EraLevel * 20) max 1)
[New] Turns = 1 + (0 max (EraLevel * 16 + 24 - CombatStrength)) min 1 + (0 max (3 - UnitsCount)) min 1 + (0 max (6 + UnitsCount * 10 - RansackCombatStrengthBonus)) min 1
"The formula above has the following effect:"
Base time without any modifiers is 4 Turns
Reduce the time by an additional (1) Turn if the Army Combat Strength is equal to or greater than 24 + 16 * Era
Reduce the time by an additional (1) Turn if there are at least 3 Units in the Army
Reduce the time by an additional (1) Turn if the Army has a Ransacking Combat Strength bonus of 6 or more
Industry Gain:
[Removed] Industry = 2 ^ EraLevel * 10 * ProductionFromCuttingTreesMultiplier
[New] Industry = (2 ^ EraLevel * 10 + EraLevel * 5) * ProductionFromCuttingTreesMultiplier
Religious Hostility (Religious Minorities) Civic
+10 ⇒ +7 Faith on Territories
Plundered Wages (Army Wages) Civic
[Removed] +5 Combat Strength bonus when Ransacking on Army
[New] +3 Combat Strength bonus when Ransacking per Unit
Goths
Gothic Cavalry: Ransacker: [New] +3 Bonus Combat Strength when ransacking
Bulgarians (Together We Rule)
Bagaturi: Ransacker Boost: [New] +3 Bonus Combat Strength when ransacking
Holy Day Public Ceremony
Industry Cost: 1 000 ⇒ 500
Plant Forest Constructible Action
[Removed] Industry Cost = 500
[New] Industry Cost = 2^Era * 20 + Era * 10
Lumbering Infrastructure Family
Level 1 - Lumber Yard: [New] +25% Industry Gain from Clear Forest
Level 2 - Sawmill: [New] +100% Industry Gain from Clear Forest
River Exploitation Infrastructure Family
Level 1 - Watermill: [New] +25% Industry Gain from Clear Forest
Abstain From Intoxicants (Tier 1) Tenet
[New] +25% Industry Gain from Clear Forest
Observe Fasts (Tier 1) Tenet
[New] +25% Industry Gain from Clear Forest
Expel Military Forces: Era Requirement: Classical ⇒ Ancient
Diplomatic Ultimatum: Era Requirement: Medieval ⇒ Ancient
Expose Undercover Assets: Era Requirement: Early Modern ⇒ Medieval
Apply Economic Sanctions: Era Requirement: Contemporary ⇒ Early Modern
Fixed a bug introduced by the mod where ambushing Stealth units won't get the Ambush bonus, which also fixed a few extra battle bugs the mod could cause.
"Thanks ilima-sp for the bug report!"
Compatible with Humankind version 1.0.28.4623 - "Achilles Update - Hotfix"
Fixed a vanilla tooltip that still mentions War Support adding to War Score
"War Score is now only changed by your captured territory. This mod does not change how it works, only fixes the tooltip."
Changed the tooltip from the Pacifist Badge to clarify its effect only applies on Offensive Wars against the Pacifist Empire
Fixed a bug introduced by the mod that would assign fewer Specialists than possible if you used a City Policy other than Expert Policy
"Thank you very much Arkalis for compiling the list of problems with events"
Fixed a bug with Unchained Reaction that wasn't correctly applying the Money cost
Fixed a bug with Lao Tzu's Command: Choice 1 effect that wasn't correctly applying the food bonus, only the Money cost
Fixed a bug with Lao Tzu's Command: Choice 3 effect that wasn't correctly applying the Stability malus, only the Faith income
Fixed a bug with Lao Tzu's Command that was causing it to not apply in some situations.
Fixed a bug with The Nation's Shame that was applying the Industry bonus on settlements and not on Train Stations
Fixed a bug with An Envious Eye that was incorrectly adding Food instead of removing it
Fixed a bug with A City For Everyone? where it was applying much lower effects than stated in the mod description
Fixed a bug with An Egregious Earworm where it was applying the wrong City Status
(Cultures of Africa) Fixed a bug with Pestilent Pastures where it was applying the wrong effects
(Cultures of Africa) Fixed a bug with Pestilent Pastures II where it was applying the wrong effects
(Cultures of Africa) Fixed a bug with Great Apes In The Fog where it was applying the wrong effects
(Cultures of Africa) Fixed a bug with A Vile & Ancient Tradition where it was applying the wrong effects
(Cultures of Africa) Fixed a bug with Revenge of the Pharaohs where it was applying the wrong effects
(Cultures of Africa) Fixed a bug with Revenge of the Pharaohs II where it was applying the wrong effects
(Cultures of Africa) Fixed a bug with Child Soldiers where it was applying the wrong effects
(Cultures of Africa) Fixed a bug with The Cradle of Humankind where it was applying the wrong effects
Vassal tribute reduced from 35% to 25% Money gain
Vassal now gains +20 Stability on all Cities
"Shamelessly stolen ideas from the Additional Mechanics Complexty [sic] mod":
Vassal tribute now also includes +15% Influence gain for the Liege
The following Districts now also exploit adjacent Lakes and Coastal Waters:
Outpost, Main Plaza, Administrative Center, Hittite Awari, Bantu Mupíà Fields (Cultures of Africa), Hun Ordu, Mongol Orda
Capital Punishment:
Lifetime Sentence (from Forfeiture): reverted to vanilla
Working Conditions:
Workers' Rights: [New] -2 Money per Worker on all Cities
Bantu (Cultures of Africa)
LT - Harmonious Amalgamation
[Removed] +50% Influence per Population on Capital
[New] +1 Influence per Overpopulation
EQ - Mupíà Fields
[New] Can now exploit Lakes and Coastal Waters
Hittites
EQ - Awari
[New] Can now exploit Lakes and Coastal Waters
Sumerians (Together We Rule)
LT - Learned Addition
[New] +1 Patronage on Independent People per Unit within their Territory per Turn
EU - Aga-Ush
Combat Strength: 20 ⇒ 21
Celts
EQ - Nemeton
[New] +2 Faith per Overpopulation
+3 ⇒ +1 Faith
Huns
EQ - Ordu
[New] Can now exploit Lakes and Coastal Waters
Mongols
EQ - Orda
[New] Can now exploit Lakes and Coastal Waters
Mexicans
EQ - Hacienda
[New] +2 Money per Overpopulation
Computing
Volunteer Computing
[New] +1 Science per Overpopulation
[New] -1 Stability per Overpopulation
World-Wide Web
Internet Reselling
[New] +1 Money per Overpopulation
[New] -1 Stability per Overpopulation
Some Infrastructures now provide increase yields per Specialist but reduce the total number of Specialist Slots in the City
Animal Husbandry
Level 2 - Factory Farming
[Removed] +80% Food per Farmers
[Removed] -50% Farmer Slots
Grain Stockage
Level 1 - Granary
+2 ⇒ +4 Food per Farmers
+1 ⇒ -1 Farmers Slot
Level 3 - Industrial Silos
+2 ⇒ +4 Food per Farmers
+1 ⇒ -1 Farmers Slot
+1% ⇒ +2% Growth Gain per Farmer
Workplace
Level 2 - Manufactory
+1 ⇒ +3 Industry per Worker
+2 ⇒ -1 Workers Slot
Level 3 - Factory
+3 ⇒ +5 Industry per Worker
+20% ⇒ -2 Workers Slot
Level 4 - Automated Factory
+120% ⇒ +7 Industry per Worker
-50% ⇒ -2 Worker Slots
Trading
Level 1 - Commodity Market
[New] +2 Money per Overpopulation
+2 ⇒ +3 Money per Trader
+2 ⇒ -1 Traders Slot
Level 2 - Stock Exchange
[New] +2 Money per Overpopulation
+2 ⇒ +3 Money per Trader
+2 ⇒ -1 Traders Slot
The Greatest Show
[New] May trigger with Gothic Cavalry in addition to other Knights replacements
Mixed Banners (Cultures of Africa)
Indoctrinate:
[New] Ferocious (+1 Combat Strength) on all Armies
Parsimonious (+5 Money | -3 Science per Population) on all Cities ⇒ (-3 Science per Population) on all Cities
A Knotty Discovery (Cultures of Latin America)
Sell: +10 ⇒ +250 Money
"All the following events have their Ideology rewards increased from 1 point to 3 point. This means they'll move you further down the indicated ideology axis."
A Hollow Victory
Respect: +1 ⇒ +3 Authority
Discard: +1 ⇒ +3 Progress
The First Calendar
Solar: +1 ⇒ +3 Progress
Lunar: +1 ⇒ +3 Tradition
Of Dogs and Wolves II
Good Dog! (From "Guard"): +1 ⇒ +3 Progress
Happy Flocks (From "Ignore"): +1 ⇒ +3 Progress
A Melody for Every Occasion II
Euphony (From "Build"): +1 ⇒ +3 Collectivism
Jingle-Jangle (From "Muster"): +1 ⇒ +3 Homeland
Family Matters (Cultures of Latin America)
Mother: +1 ⇒ +3 Tradition
Father: +1 ⇒ +3 Authority
Nature: +1 ⇒ +3 World
Of Herds and Heirlooms (Cultures of Latin America)
Overlook: +1 ⇒ +3 Tradition
Distribute: +1 ⇒ +3 Collectivism
Privilege: +1 ⇒ +3 Individualism
Keepers of the Creed II
Deny (From "Men" or "Women"): +1 ⇒ +3 Tradition
Approve (From "Men" or "Women"): +1 ⇒ +3 Collectivism
Limit (From "Men" or "Women"): +1 ⇒ +3 Collectivism
Headbanging History
Reveal: +1 ⇒ +3 Collectivism
Falsify: +1 ⇒ +3 Homeland
The Forgemaster's Sin (Notre-Dame Pack)
Punish: +1 ⇒ +3 Authority
Overlook: +1 ⇒ +3 Collectivism
Enlist: +1 ⇒ +3 Individualism
Overseas Interests
Accept: +1 ⇒ +3 Individualism
Nationalize: +1 ⇒ +3 Collectivism
Tax: +1 ⇒ +3 Authority
Devil Music
Permit: +1 ⇒ +3 Liberty
Ban: +1 ⇒ +3 Authority
A More Perfect Union (Default Content 1)
Legalize: +1 ⇒ +3 Liberty
Decline: +1 ⇒ +3 Tradition
Army Dreamers (Default Content 1)
Authorize: +1 ⇒ +3 Liberty
Forbid: +1 ⇒ +3 Tradition
Compatible with Humankind version 1.0.28.4612 - "Achilles Update"
Fixed the tooltip for the Symposium Public Ceremony to reflect its actual effects
Vassalization War Score Cost Formula reverted to vanilla
Money Buyout Cost Formula:
MoneyCost = IndustryCost * 3.5 [Vanilla]
"Thanks devs for removing inflation and adopting the VIP formula."
Money gained from Profit Sharing Independent People Treaty re-balanced
"[Formula] depends less on the mercenaries hired and more on the city state population and districts"
Capital Punishment
Lifetime Sentence (from Physical Punishment) reverted to vanilla
"The bug was fixed on vanilla and it only applies to districts"
Lifetime Sentence (from Forfeiture) remains unchanged in the mod
"It applies only to Districts. On vanilla it [still] applies to Districts AND Exploitations."
FIMS districts (Farmers Quarter, Makers Quarter, Market Quarters and Research Quarters) had their industry cost slightly reduced
"The scaling exponent on number of districts and jobs reduced from 2.025 to 2"
(Together We Rule) Placate Leverage Costs reverted to vanilla
(Together We Rule) Congress of Humankind Mild World Doctrine:
+20 ⇒ +40 Minimum War Support to declare a Surprise War
(Together We Rule) Influence cost of refusing a Law to change a Civic reverted to vanilla
Fixed a bug introduced by the mod related to Stationed Units ("It should work fine now.")
(Together We Rule) Changed the Influence Cost to Refuse a Civic from the Congress in order to account for Game Speed ("which it was ignoring before.")
[Removed] Influence = ((20 + NumberOfEnactedCivic ^ 3 + NumberOfEnactedCivic * 5) / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 55
[New] Influence = ((20 + (NumberOfEnactedCivic - 1 ) ^ 3 + NumberOfEnactedCivic * 5 / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 60) * GameSpeedMultiplier
Fixed more incompatibilities with the Enheduanna update related to Stationed Units and Cities on Foreign Continents
Fixed a bug introduced by the mod that wasn't applying the Stability per garrisoned Units on Army Wages ("thanks xuzhequi for the report")
Fixed a bug introduced by the mod that wasn't applying the Industry Worker on Capital Punishment ("thanks xuzhequi for the report")
Fixed a bug introduced by the mod that wasn't correctly applying the effects of Religious Civics that deal with non-believers
Compatible with Humankind version 1.0.27.4539 - "Enheduanna Update"
Fixed a base game bug where the Capital Punishment Civic was applying its Stability on District effect on Exploitation (in both choices)
Fixed a bug introduced by the mod that wasn't applying the Natural Right Civic effect on Emblematic Outposts
Fixed a bug introduced by the mod that made effects of Tier 2 and 3 governments to be incorrectly applied ("as reported by Momosundeass")
(Together We Rule) Fixed a bug introduced by the mod that was caused by the Han Paper Mill
Influence Cost for refusing a Law to change a Civic has been increased
[Removed] Influence = 20 + NumberOfEnactedCivic ^ 2.8 * EraLevel
[New] Influence = ((20 + NumberOfEnactedCivic ^ 3 + NumberOfEnactedCivic * 5) / 5000) ^ 1 * 5000 + 90 * EraLevel ^ 2 - 55
"[T]he new civic refusal formula is just 'cost to cancel a civic' plus 'cost to enact a civic'"
Aesthete Era Star Requirements lowered slightly in the early game
Merchant Era Star Requirements lowered slightly in the early game
Affinities
Aesthete Cultural Blitz Action
Action Cost: [Vanilla]
Action Gains: [Vanilla]
Merchant Power Investor Action
Action Gains: [Vanilla]
Scaling Formula:
[Removed] NumberOfResourceDepositInvestmentDone ^ 0.125 + 1
[New] NumberOfResourceDepositInvestmentDone ^ 0.5 + 1
Achaemenid Persians
Cyrus' Shadow Legacy Trait: [Vanilla]
Army Civics
Army Wages
Paid Wages
[New] +5 Stability per Stationed Unit [Vanilla]
Culture Civics
Artistic Expression
Censored Arts: [Vanilla]
Free Arts: [Vanilla]
Foreign Customs
Unlock Requirements:
[Removed] Earn at least 7 Aesthete Stars since the beginning of the game
[New] Unlock the Centralized Power Technology, have a Territory under another Empire's influence and have 7 or more Aesthete stars
Press Freedom
Freedom of Speech
[New] -20% Cost of canceling Civic [Vanilla]
[New] -20% Cost of enacting Civic [Vanilla]
Propaganda: [Vanilla]
Economy Civics
Knowledge Authorities
Foreign Innovations
[Removed] +1 Science per bought resource on your Capital
[New] +1 Science per bought resource on all Cities
International Trading
Unlock Requirements:
[Removed] Trade with at least 3 Empires
[New] Unlock the Free Trade Technology
Isolationism
On Resource Extractor:
[New] +2 Industry per Access [Vanilla]
[New] +1 Money per Access [Vanilla]
Government Civics
Founding Myths
Natural Right
[New] +2 Influence on Main Plaza if Capital
Leadership
Small Council
[Removed] +1 Food | Industry | Money | Science per City in all Cities
[New] +20% Money from Grievance
[New] +20% Money from Surrender
Autarch
[Removed] +20% Food | Industry | Money | Science on Capital
[Removed] -10 Stability per non-Capital Cities in all non-Capital Cities
[New] -10% on Shared Project Industry cost
Republic Evolution
Unlock Requirements:
[Removed] Enact a choice in the "Political Influence" or "Political Entitlement" Civics, have extreme Liberty ideology, have at least 50 Population in your Empire, and be in the Industrial Era or above
[New] Be at extreme Liberty ideology axis, have at least 50 Population in your Empire, have researched the Nationhood technology and be in the Industrial Era or above
Democratic Republic: [Vanilla]
Oligarchy: [Vanilla]
Aristocracy Evolution
Unlock Requirements:
[Removed] Enact a choice in the "Political Influence" or "Political Entitlement" Civics, have neither extreme Authority nor Liberty ideology, have at least 50 Population in your Empire, and be in the Industrial Era or above
[New] Be at neither extreme Liberty nor Authority ideology axis, have at least 50 Population in your Empire, have researched the Nationhood technology and be in the Industrial Era or above
Democratic Republic: [Vanilla]
Monarchy Power
Unlock Requirements:
[Removed] Enact a choice in the "Political Influence" or "Political Entitlement" Civics, have extreme Authority ideology, have at least 50 Population in your Empire, and be in the Industrial Era or above
[New] Be at extreme Authority ideology axis, have at least 50 Population in your Empire, have researched the Nationhood technology and be in the Industrial Era or above
Justice Civics
Punishment
Physical Punishment
[Removed] +1 Stability per Population
+3 Stability on Garrison
Religion Civics
Religious Minorities
Untaxed Minorities: [Vanilla]
Taxed Minorities: [Vanilla]
Religious Rites
Communal Rites
Unlocks action Procession:
+10 ⇒ +1 Stability per State Religion Follower [Vanilla]
Brazilians: Agronomy Lab: +3 ⇒ +2 Science per Farmer
Fixed a bug introduced by the mod that was not allowing Mexican Soldaderas, Brazilian Jungle Brigades or Cuban Guerrileros to have Stealth.
"Thanks FurryProfilePic for noticing and reporting it"
(Notre-Dame Pack) Fixed a bug with Notre Dame that was causing a turn pending error in specific circumstances.
Reduced scaling for Independent People Profit Sharing with Population and increased scaling when mercenaries are hired
The cost of Pacifying conquered Independent Cities increased from 15% to 25% of the cost of founding a new City, but its duration is fixed at 5 Turns for all game speeds.
"This will reduce the total cost from about 150% to 125% spread in five turns."
Naval units (not transports) that start the Turn on a non-Emblematic Harbor will gain +3 Movement Speed for that Turn
Fixed a bug introduced by the mod that was having Bronze Working as a requirement to Standing Army instead of Organized Warfare
Added +1% Population loss per -10 Food when the City is Starving
Tooltips for the Government Civics unlock conditions have been updated to match the mod's effects.
Neolithic Tribes: [New] +1 Bonus Population on Ransack.
Nubians: Meroe Pyramids: +2 ⇒ +3 Industry | Money
Domestication Technology: [New] Beasts of Burden: +10% Growth Gain on Administrative Centers
Territory Attachment Cost:
[Removed] 30+30*AttachedTerritories*TotalAttachedTerritories
[New] 30+10*AttachedTerritories*TotalAttachedTerritories+5*TotalAttachedTerritories^2
Where AttachedTerritories is the amount of Territories attached to the City and TotalAttachedTerritories is the amount of Territories attached to All Cities.
"In practice, this means that attaching territories is cheaper for bigger cities and more expensive for small cities, with the breakeven point (where it costs the same as vanilla) starting at 1 territory when you have 1 city, 2 territory when you have 2 cities, 3 territories when you have 4 cities, and between 3 and 4 territories at 5+ cities."
Administrative Center District:
[Removed] +5% Growth Gain
[New] +1 Influence
Outpost District: +2 ⇒ +3 Industry
Grain Stockage Infrastructure Line:
Level 1 - Granary: [New] +1% Growth Gain per Farmer
Level 2 - Grain Silos: [New] +1% Growth Gain per Farmer
Level 3 - Industrial Silos: [New] +1% Growth Gain per Farmer
Lowered the threshold for Aesthete, Merchant and Science stars.
Slightly lowered the threshold for Agrarian stars.
Tooltip for the Agrarian Star has been updated to match the mod's effects.
Fixed a vanilla bug where the "An Outstretched Hand" Narrative Event was not applying the Cheerleading Status correctly.
Religious Woes:
[New] Relief:
Requires: Religious Minorities Civic
[New] Segregate:
Requires: Religious Minorities Civic
Fixed a tooltip bug introduced by the mod when attacking Horde units.
Market Quarter: [New] +1 Money per adjacent Coastal Water
Fixed the "A Harsh and Distant Front II" Narrative Event so it provides +1 Combat Strength instead of -1.
(Cultures of Oceania) Fixed the "The Shape of Seas" Narrative Event not triggering correctly.
Ghanaians
Life of Luxury: [New] -25% Market Quarter Industry Cost
Hawaiians (Cultures of Oceania)
Koa Warriors: Population Cost: 4 ⇒ 3
Aesthete Star goals have been reduced by ~20% for Eras 1-3, 5% for Era 4 and 0% for Eras 5 and 6.
Merchant Star goals have been reduced by ~25% for Eras 1-3, 5% for Era 4 and increased by 5-10% for Eras 5 and 6.
Fixed a bug that caused Hunnic and Mongol Hordes to receive -8 Combat Strength Melee penalty instead of -4
Fixed a tooltip bug with the Be Virtuous As Water Tenet
Aesthete and Merchant Star Goals have been slightly reduced, especially in the late game
Civil Engineering
Long-Span Bridges
[Removed] +1% Money per Land Trade Route on all Cities
[New] +1% Money from Trade Routes per Land Trade Route on all Cities
Naval Air Strategy
Container Shipping
[Removed] +1% Money per Naval Trade Route on all Cities
[New] +1% Money from Trade Routes per Naval Trade Route on all Cities
(Together We Rule) Monumental Contractors Embassy Agreement
[New] +2% bonus Influence when contributing to another Empire's Wonder for 10 Turns (normal speed, non-stacking)
Trade Resources Material Procurement Civic Choice
-20% ⇒ -40% Required Resource Deposits to be able to create Wondrous Resource Deposits
Endgame Technologies: +300 ⇒ +100 Fame
NATIONAL PROJECTS
Fission Test and Fusion Test Industry Cost increased by 25%
Space Station, Lunar Lander and Mars Colony Industry Cost increased by 50%
PUBLIC CEREMONIES
All of these effects stack and are permanent after construction
Feast
[New] +1 Food per Farmers
Festival
[New] +1 Influence on Commons Quarters
Parade
[New] +1 Stability on Garrison
Trade Fair
[New] +1 Money per Traders
Games
[New] +3 Stability
Symposium
[New] +1 Science per Researchers
CULTURES
Harappans
Canal Network: +3 ⇒ +4 Food
(Cultures of Oceania) Pama-Nyungan
Fish Traps: +4 ⇒ +3 Food
(Cultures of Africa) Garamantes
Desert In Bloom
[New] +2 Influence on Administrative Center if the City is Growing
+5 ⇒ +3 Influence on Main Plaza if the City is Growing
Khmer
Servants of Magnificence: +7 ⇒ +6 Food per number of attached Territories on City or Outpost
Knowledge Neolithic Curiosity Rewards
I: +1 Knowledge | +3 ⇒ +5 Influence
II: +2 Knowledge | +2 ⇒ +3 Influence
Collective Minds
[Removed] -10% Money | Industry conversion per City Under the Cap
[New] Gains capped at 100% of Science before Affinity Action
Land Raiser
[Removed] -10% Money | Science conversion per City Under the Cap [Vanilla]
(Amplified 2022) Church of Our Lady Mary of Zion
+5 ⇒ +2 Faith per Number of enacted Civics
Saint Basil's Cathedral
[Removed] +5 Health gain on Unit
Expansionist Era Star Thresholds were slightly reduced for Silver and Gold Stars in Classical Era and later
Researching Technologies from previous Eras will cost 50% more Science per Era difference
"[S]o a Medieval empire researching an Ancient tech will have that tech cost double”
(Together We Rule) Monumental Contractors Embassy Agreement
Money gained reduced to be equal to the Industry invested in the Wonder
Influence gained reduced to be equal to half of the Industry invested in the Wonder
CULTURES
"Removed the tech requirement for the hordes as it was having a unintended result”
Babylonians
Brilliant Philosophers: +3 ⇒ +2 Science per researched technologies on Capital [Vanilla]
Huns
Hunnic Horde: Technology Required: Conquest ⇒ None [Vanilla]
Mongols
Mongol Horde: Technology Required: War Summons ⇒ None [Vanilla]
Spanish
Catedral Gótica:
[Removed] +1 Faith per Population
[New] +1 Faith per Trader
Fixed a bug that was causing the value of the Gold Scientist Era Star to be lower than intended
Global Pollution Thresholds increased by 20% for all game speeds
Swapped descriptions of Influence and Money Neolithic Legacy Trait's Event choices
"[s]o they make more sense with the flavor text (this is just cosmetic)”
(Cultures of Oceania) The Royal Palace of Pape'ete Cultural Wonder
+5 ⇒ +10 Science per past Osmosis Event
Be Virtuous As Water Religious Tenet
+5 ⇒ +4 Stability on River
FAME & STARS
Era Star Thresholds
Scaling based on Fame has been reduced by half
"[S]o your era star goal would be the same now with 3000 fame as it was with 1500 fame before"
Scaling based on total amount of Era Stars accrued added
"[R]oughly 20 stars equating to 1 era for Bronze, 16 stars equating to 1 era for Silver, and 12 stars equating to 1 era for Gold.”
"The effect of this rework will mean that players that gather fame from wonders, deeds and other non-star sources will gain stars easier than players that only get fame from era stars.”
CULTURES
Power Investor Merchant Affinity Action
[New] +25% Money on Target Empire when used on a foreign Extractor
[New] +50% Money on Empire when used on Extractor
[New] +100% Money on Empire when used on a foreign Extractor
Collective Minds Science Affinity Action
[New] -10% Industry | Money conversion per City Under the Cap
"For example, if your city count is 2 and your city cap is 5, Collective Minds will only turn 70% of your money + industry into science”
Land Raiser Builder Affinity Action
[New] -10% Money | Science conversion per City Under the Cap
"For example, if your city count is 2 and your city cap is 5, [Land Raiser] will only turn 70% of your money + [science] into [industry]”
Assyrians
Raid Masters: [New] +10% Ransack gains on Army
Dunnu: +5 ⇒ +10 Stability
Assyrian Raiders: Pillager: +20% ⇒ +10% bonus Money when ransacking [Vanilla]
(Cultures of Africa) Bantu
Harmonious Amalgamation: [New] +15% Growth Gain on City or Outpost
Egyptians
Egyptian Pyramid: +3 ⇒ +2 Industry
Olmecs
Olmec Head: +3 ⇒ +2 Influence
(Cultures of Oceania) Pama-Nyungan
Fish Traps:
+2 ⇒ +4 Food
+2 ⇒ +1 Food per adjacent River
(Together We Rule) Sumerians
Eduba: [New] +6 Science per adjacent Embassy
Zhou
Confucian School: [Removed] Counts as "Religious District"
Mauryans
Guiding Light: [New] +5 War Support on Grievance
(Cultures of Latin America) Nazca
Headhunters: Shared Ardor: [New] +10% Damage resistance
Mississippians
Cahokia Raiders: Shared Ardor: [New] +10% Damage resistance
BUGFIXES
Fixed a tooltip bug that caused the Statue of Liberty to display incorrect yields
Fixed a bug introduced by the mod that was causing Hunnic Hordes to be upgraded into Mongol Hordes for free
Fixed a bug that caused the Influence bonus from being Under City Cap to be calculated incorrectly
"The result was supposed to be (EraLevel²)*(2c²+2c) but the wrong formula was resulting into (EraLevel²)*((2c)²+2c))”
(Together We Rule) Fighters' Fate Narrative Event
[New] Will only trigger if at least one of the winning Armies has more than 5 Units in it
Integrate: +1 ⇒ +4 Population on City
CULTURAL WONDERS
Wonder Claiming Cost Formula
[Removed] Influence = (150 * (WonderCulturalClaimedCount + 1) ^ 2 + 50 * WonderCulturalClaimedCount ^ 2 + 10) * GameSpeedMultiplier
[New] Influence = (100 * (WonderCulturalClaimedCount + 1) ^ 2 + 50 * CityCount ^ 2 + 50 * WonderCulturalClaimedCount ^ 2 + 10) * GameSpeedMultiplier
Hanging Gardens of Babylon
[[New] -100% Trade Route Maintenance
"Reduces to 0 the trade upkeep cost of all territories in its city”
Stables of Pi-Ramesses (Para Bellum)
[Removed] +1 Land Movement Speed on Unit
On Mounted Unit:
[New] +1 Land Movement Speed
Stonehenge
[Removed] +20 Food per Coreligionist States
[New] +20 Food
[New] +20 Food to be redistributed to other Cities of your Civilization per Coreligionist States
Temple of Artemis
+2 Combat Strength on Unit has a Ranged Attack
[New] Only applies to Ranged, Mounted Ranged and Mounted Nomad Class Units
"[Does] not apply to naval units, gunners, helicopters, tanks nor to artillery anymore”
CULTURES
Achaemenid Persians
Immortals: Combat Strength: 28 ⇒ 27
Huns
Hunnic Horde: [New] -4 Combat Strength when attacked by Melee Units
Mongols
Mongol Horde
[New] -4 Combat Strength when attacked by Melee Units
Resources required: 8 ⇒ 10 Horse
Joseon
Geobukseon: Technology required: None ⇒ Naval Artillery
Venetians
Galleass: Technology required: None ⇒ Naval Artillery
(Contemporary) Egyptians
Valley of Kings: [New] +2% Bonus on future Fame gains per Cultural Wonder on Empire
Fixed a bug introduced by the mod on the Phoenician Bireme tooltip in version 5.19
Power Investor Merchant Affinity Action
Money gain Trade Route Factor increased from (1 + Trade Routes) to (1 + Trade Routes) ^ 1.5
Stone Weapons Neolithic Legacy Trait
[New] Bonus Combat Strength only applies on Units with a Melee attack
The Sands of Time Narrative Event
Venerate: -50% ⇒ -10% on Religious District Industry cost
Be Virtuous as Water Religious Tenet
[New] Tenet only applies to Districts built on River
+2 ⇒ +5 Stability on River
Curiosity Unit Spawn Probability Table
Era I: 100% Warriors ⇒ 20% Warriors | 30% Scout Riders | 50% Levies
Era II: 100% Swordsmen ⇒ 20% Horsemen | 30% Swordsmen | 50% Citizens
Era III: 100% Great Swordsmen ⇒ 20% Great Swordsmen | 30% Pikemen | 50% Peasants
Era IV: 100% Musketmen ⇒ 20% Musketmen | 30% Arquebusiers | 50% Draftees
(Together We Rule) Placate Embassy Action
Fixed a bug where Leverage Action cost modifiers were not applying to Placate
Base cost: 8 ⇒ 10 Leverage
Cost increase for each on-going War: x2 ⇒ x1.5
"This means that placate is 5 leverage costlier at 0 or 1 wars and 2,5 leverage costlier at 2 wars. No change at 3+ wars”
Traitor Reputation Badge
[New] -2 War Support per Badge Level on Target Empire per District Ransacked
+2 ⇒ +1 War Support per Badge Level on Traitor Empire per Target Unit destroyed
-2 ⇒ -1 War Support per Badge Level on Target Empire per Target Unit destroyed
"The traitor badge rework means that when killing a unit, the Traitor will gain 3 WS (instead of 2) and the killed will lose 1 WS (instead of 2). However, when ransacking, the traitor will drain much more WS than normal (from 3 to 5-9 depending on badge level).”
CULTURES
Phoenicians
Bireme: Navigator: -35 ⇒ -65 Health per Turn by consecutive Turns Lost at Sea
Achaemenid Persians
Immortals: Resources required: 5 ⇒ 7 Iron
Celts
Gaesati: Fervor: [New] 5% Damage reduction
Romans
Praetorian Guards: Combat Strength: 29 ⇒ 30
Aztecs
Jaguar Warriors: Fervor: [New] 5% Damage reduction
Byzantines
Master of Whispers
+3 ⇒ +2 Money per Religious District on all Cities
+2 ⇒ +1 Money per Emblematic District on all Cities
Swahili (Cultures of Africa)
Mtepe: Nimble Craft: -55 ⇒ -65 Health per Turn by consecutive Turns Lost at Sea
French
Exhibition Hall: +2 ⇒ +1 Science per number of Trade Routes on City or Outpost
Zulu
Warrior's Izindlu: +10 ⇒ +25 Experience on creating Units on City or Outpost [Vanilla]
CULTURAL WONDERS
Santa Maria del Fiore
+7 ⇒ +5 Influence per Territories following your State Religion
NATURAL WONDERS
Aitutaki Lagoon (Cultures of Oceania)
[New] Food on Harbor only applies to Wonder's Territory, not the City
Kawah Ijen
+2 ⇒ +1 Industry per Worker on City or Outpost
Lake Baikal
[Removed] +10 Faith on Main Plaza
Lake Natron (Cultures of Africa)
+2 ⇒ +3 Food per Farmers on City or Outpost
Mount Roraima
+3 ⇒ +2 Industry per Worker on City or Outpost
Salar de Uyuni (Cultures of Latin America)
[Removed] +3 Food per Farmers on City or Outpost
[New] +5 Food on City or Outpost
+2 ⇒ +3 Money per Farmers on City or Outpost
Vinicunca
[New] +3 Money on Tile producing Money
Whakaari Volcano (Cultures of Oceania)
[New] Science on Coastal Water only applies to Wonder's Territory, not the City
+5 ⇒ +1 Science on Coastal Water
(Together We Rule) Sumerians: Aga-Ush: Industry cost level: Era I Medium ⇒ Era I Low
"[From] same as Spearmen [to] same as Warriors"
BUGFIXES
Neolithic Influence gain from Ransacks reduced to match vanilla
"[...] it was bugged and I couldn't fix it"
Some files were cleaned up (no gameplay changes)
Compatible with Humankind version 1.0.26.4406 - "George Sand Update"
Tripled Stability loss speed when at exactly 0 Stability target
Holy Site District
[Removed] +2 Faith per adjacent Farmers | Makers | Market | Research Quarter
[New] +2 Faith per adjacent District
PUBLIC CEREMONIES (Repeatables)
All Effects and costs reverted to Vanilla
Holy Day: +2 Faith per Religious District (as before)
CULTURES
Assyrians
Raid Masters: [Removed] +100% Ransack gains on Army
Assyrian Raiders: Pillager: +10% ⇒ +20% bonus Money when ransacking
Caralans (Cultures of Latin America)
Healers: Plant Lore: [Vanilla]
Ceremonial Plaza: [Removed] -10 Stability
Egyptians
Markabata: [Vanilla]
Olmecs
Javelin Throwers: Combat Strength: 20 ⇒ 21
Han (Together We Rule)
Paper Mill: [Removed] +2 Science per Paper
Byzantines
Varangian Guards: Combat Strength: [Vanilla]
Swahili (Cultures of Africa)
Mtepe: Technology required: Seafaring Mastery ⇒ None [Vanilla]
"I can't make it unlock with tech so I'm giving up on that change"
Taíno (Cultures of Latin America)
Zemis Worship: [Vanilla]
Teutons
Teutonic Knights: Combat Strength: 38 ⇒ 39
Haudenosaunee
Rotiskenrakehte: Combat Strength: [Vanilla]
Joseon
Geobukseon: Industry cost level: Era III Medium ⇒ Era IV Medium
Zulu
Impi: Combat Strength: [Vanilla]
Chinese
Silk Railroad: [Vanilla]
New Zealanders (Cultures of Oceania)
Call of the Ocean: [Vanilla]
Fixed a bug introduced by the mod that made the Aztecs' Jaguar Warriors unbuildable.
Aztecs: Jaguar Warriors: Replaces: None ⇒ Great Swordsmen
Fixed a vanilla bug that was causing the CS bonus from the Sapper specialty to be added in situations where it shouldn't, as well as not adding the bonus in situations where it should.
Turks: Public School: +2 ⇒ +1 Money per Traders
Fixed a vanilla bug that was causing some Infrastructures to generate Industry in tiles even without any District that could exploit them: Lumber Yard, Stoneworks, Watermill, Conveyor Belt and In-Situ Mine
(Together We Rule) Reduced the impact of the number of players in determining the Diplomat Era Star thresholds for the Bronze / Silver / Gold Stars by about 37.5% / 30% / 25%.
"This will make all diplomat stars easier to get, especially with higher player counts.”
UNITS
Knights
Combat Strength: 36 ⇒ 38
Mortar
[New] Sapper: Gain bonus (+8) Combat Strength when attacking an enemy Unit behind City Walls.
Combat Strength: 40 ⇒ 33
CULTURES
Mauryans
Saṃnāhya:
Upgrades From: Markabata ⇒ None
Upgrades Into: Bagaturi ⇒ Dhanvī-gaja
Franks
Franci Milites: Combat Strength: 39 ⇒ 41
Ghanaians
Meharists: Combat Strength: 36 ⇒ 38
Teutons
Teutonic Knights: Combat Strength: 37 ⇒ 39 (reverted to vanilla)
Umayyads
Haras: Combat Strength: 36 ⇒ 38
UNITS
Anti-Tank Gun
Combat Strength: 54 ⇒ 56
Industry cost level: Era VI Medium ⇒ Era VI Low
Upgrades Into: None ⇒ Main Battle Tank
Armored Personnel Carrier
Industry cost level: Era VI Medium ⇒ Era VI High
Commandos
Industry cost level: Era VI Low ⇒ Era VI Medium
CULTURES
(Cultures of Oceania) Pama-Nyungan
Boomerang Throwers: Upgrades Into: Musketeers ⇒ Crossbowmen
Olmecs
Javelin Throwers: Upgrades Into: Musketeers ⇒ Crossbowmen
Huns
Hunnic Horde: Upgrades Into: Medium Tank ⇒ Dragoons
Aztecs
Jaguar Warriors: Upgrades From: None ⇒ Healers | Gaesati
Mongols
Mongol Horde: Upgrades Into: Medium Tank ⇒ Dragoons
HOTFIX - Savegame compatible with 5.11
Fixed Train Stations and Airports not reducing Trade Maintenance
"Both effects were introduced in the Bonny update but weren't affecting players with the mod"
Compatible with Humankind version 1.0.25.4263 - "Anne Bonny Update Patch 2"
Fixed a bug introduced by the mod that sometimes prevented Biplanes from being built
Removed the +1 Influence on Academy of Arts and Artist's Studio Infrastructures as they can now be built in vanilla again.
(Together We Rule) Modified the Embassy Agreement tooltip to make it clear that they have a 2% Influence upkeep
"This is just a UI change to make it clearer, the cost was already in the mod."
BUGFIXES
Fixed a tooltip bug with Vassal Income that was not mentioning the source of the income
RANSACK
Ransack Yield Formula:
[Removed] Money = ((TechnologicalEra + 1) ^ 1.1 * BaseRansackValue + TradeRouteDestructionBonus) * RansackOwnershipFactor * RansackBountyGlobalFactor
[New] Money = ((TechnologicalEra + 0.8) ^ 2 * BaseRansackValue + 4 * TradeRouteDestructionBonus * TechnologicalEra ^ 2) * RansackOwnershipFactor * RansackBountyGlobalFactor
"This will increase by a LOT the importance of protecting your trade routes as ransacking them will yield lots of money."
LUXURY RESOURCES
Wondrous Effect:
[Removed] +2% Food | Industry | Money | Science per Resource on all Cities
[New] +5% Food | Industry | Money | Science on all Cities
INDEPENDENT PEOPLE
Science Collaboration Treaty Formula:
[Removed] Science = PopulationCount + DistrictCount * GlobalEra * PatronageShare
[New] Science = (PopulationCount + DistrictCount) * GlobalEra ^1.5 * PatronageShare ^ 0.5
CULTURES
Caribbean Pirates: Sparkling Plunder: +2% ⇒ +5% Food | Industry | Money | Science on all Cities per Army Poaching Resources
Mughals: Jama Masjid: Industry per Worker: +2 ⇒ +1
Neolithic Era starts now with 2 Tribes instead of 1
Neolithic Growth Star requirement:
[Removed] Population = 5 * Gamespeed
[New] Population = 3 + 4 * Gamespeed
(Cultures of Latin America) Fixed a bug introduced by the mod where Argentinians Salted Beef deposit would not work correctly
UNITS
Biplanes
Combat Strength: 51 ⇒ 57
"[S]o they can survive better against anti-air and more modern fighters"
Fighter Class
Combat Strength Penalty on Bombardment: -10 ⇒ -16
"[S]o Biplanes bombard is unchanged, but both Monoplane Fighter and Reisen now are weaker on bombardment. This does not affect Strategic Bombers, Multirole Fighters nor the American Lightning.”
Changed the "Damage Received" UI text to "Damage Resisted" to match the actual effect of the modifier
BUGFIXES
Reverted the Trade Upkeep Formula to vanilla and added a 30% linear discount to trade upkeep.
"This fixes the UI problems with the trade screen the mod was introducing.”
Fixed a bug introduced by the mod that made the Americans LT Influence effect not work correctly
(Cultures of Latin America) Fixed Cubans Empresa Farmaceutica which was providing 0 Pharmaceuticals instead of 1
(Together We Rule) Fixed Han Paper Mill UI description
(Together We Rule) Fixed Han Paper Mill which was providing 0 Paper instead of 1
Fixed "Resource being sold" incompatibilities by reverting the French Exhibition Hall and Knowledge Authorities (Foreign Innovations) Civic effects to vanilla.
Mod reuploaded due to files not being included correctly (same patch notes as 5.06)
(Together We Rule) Leverage cost of the Placate Action capped at 30 Leverage
BUGFIXES
Removed the Game Speed modifier to the Independent People's increased Lifetime from Patronage
"It was causing a Turn Pending bug.”
Fixed a bug introduced by the mod that made the Tech Tree look weird in the Contemporary Era
Increased the AI willingness to research both Encyclopedia and Nationhood technologies
"[...] in order for them to not be pushovers in the late game in defensive wars"
Reverted the Phoenician Bireme to be unlocked at Fishing (vanilla)
(Together We Rule) Leverage cost of the Placate Action doubled for each on-going War
"[...] so five leverage at peace, ten at 1 war, twenty at 2 wars, forty at 3 wars, so on and so forth"
BUGFIXES
Fixed a vanilla bug that was preventing Artist's Studio and Academy of Arts to be built by adding +1 Influence to each
Fixed a bug introduced by the mod that made the Financial District generate way more Money than it should
Fixed several tyops typos such as "Enviromental" and "eficiency"
TECHNOLOGY
Research Institute
Technology required: Trench Warfare ⇒ Amphibious Warfare
Adjusted the Tech Tree UI to match the new Research Institute prerequisite
Electricity
Coal Generators
[Removed] +2 Pollution per Coal on Main Plaza
[New] +1 Industry per Worker per Coal on City or Outpost
[New] +1 Pollution per Coal on Administrative Center
Nuclear Fission
Uranium Isotopes
[Removed] On City or Outpost:
+1 Industry per Workers per Uranium
+1 Science per Researchers per Uranium
[New] +1 Science per Researcher per Uranium on City or Outpost
Continuous Track
Cracking
[Removed] +1 Food | Industry | Money | Science per Farmers | Workers | Traders | Researchers per Oil
[Removed] +1 Pollution per Oil on Administrative Center
[New] +1 Money per Trader per Oil
+2 ⇒ +1 Pollution per Oil on Main Plaza
Power Lines
Aluminium Smelting
[New] +1 Food per Farmer per Aluminium on City or Outpost
Air Pollution Regulations
[Removed] -1 Pollution per Oil on Main Plaza
[New] -50% Pollution on Main Plaza
Civil Engineering
Clean Coal
[Removed] -1 Pollution per Coal on Main Plaza
[New] -50% Pollution on Administrative Center
INFRASTRUCTURE
Charcoal Kiln
[New] +2 Access on Copper Deposit (vanilla)
High Furnace
[New] +2 Access on Iron Deposit (vanilla)
Coal Plant
[Removed] +1 Pollution per Coal
[New] +1 Pollution on Administrative Center
Conveyor Belt
Reverted to vanilla
Quarrying Machinery
[Removed] +2 Industry on Tile producing Industry
[Removed] +2 Pollution on Makers Quarter
[New] +3 Industry on Mountain
[New] +2 Pollution on Aluminium Deposit
INDEPENDENT PEOPLES
Patronage Gains are no longer modified by Game Speed
Added a Game Speed modifier to the Independent People's increased Lifetime from 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."
BUGFIXES
Removed several unnecessary files to make the mod lighter
Fixed a bug introduced by the mod that made Trade Route Upkeep free for everyone
Fixed a bug introduced by the mod that made the Vassal's tribute too small
(Cultures of Oceania) Fixed a bug introduced by the mod that made the Maori Legacy Trait not work correctly
CIVICS
Foreign Customs
Cultural Eradication
[New] +1 Influence per Trade Route
Cultural Respect
[Removed] +1 Influence per Trade Route
[New] -25% Trade Upkeep Cost
BUGFIXES
Fixed a vanilla bug that made Tourney Fields unbuildable for cities without Horse Deposits by adding +2 Influence
Fixed a bug introduced by the mod where Forges were giving 5x more industry per Copper
Fixed a bug introduced by the mod where Coal Plants were giving 2x more industry per Coal
Fixed a bug introduced by the mod where Nuclear Plants were giving 2x more industry per Uranium
Fixed a bug introduced by the mod where Financial Districts were producing a completely wrong Money value
UNITS
Reverted all Contemporary Upkeep Costs to vanilla
Updated Unit Industry Cost Levels: Era IV Very High, Era V Very High, Era VI Very High, Era VI Extreme
Updated Unit Upkeep Cost Levels: Era IV Tier 4, Era V Tier 4
Man-O-War
Industry Cost: 2 915 ⇒ 4 575
"Adjusted Industry Cost [...] to have a ratio of being as costly as 2.5 Carracks"
Upkeep Cost: 30 ⇒ 55
Ironclad
Industry Cost: 7 730 ⇒ 9 137
"Adjusted Industry Cost [...] to have a ratio of being as costly as 2.5 Steam Frigates"
Upkeep Cost: 70 ⇒ 100
Battleship Industry Cost: 18 250 ⇒ 22 825
"Adjusted Industry Cost [...] to have a ratio of being as costly as 2.5 Destroyers"
Missile Cruiser Industry Cost: 29 605 ⇒ 30 975
"Adjusted Industry Cost [...] to have a ratio of being as costly as 2.5 Frigates"
TRADE
Removed the 0.5 Influence per turn cost from Trade Routes the mod had introduced
Adjusted Trade Route Upkeep cost modifier:
[Removed] Upkeep Cost = 0.2 * (NumberOfDifferentResourceTraded ^ 1.5 - 4)
[New] Upkeep Cost = 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.”
Fixed a bug introduced by the mod where Saltpetre, Coal, Oil, Uranium and Aluminium weren't being collected
Fixed a bug introduced by the mod that was making Destroyers buildable without the prerequisite Technology
Polynesians (Cultures of Oceania): Faulua Detection: 0 ⇒ 1
Caribbean Pirates: Buccaneers
"Couldn't make the Buccaneer Trespass work at all so I had to remake it again"
Upgrades From: None ⇒ Halberdiers
Specialties:
[Removed] Trespass: Can always Trespass (Reverted to vanilla)
[New] Stealth: Able to enter any foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units
Compatible with Humankind version 1.24.4218 - "Anne Bonny Update"
Electricity, Nuclear Fission and Continuous Tracks had their FIMS and Pollution effects reduced to 25% of its old effects.
"UI may be wonky and this is a placeholder fix until I remake pollution design"
Merchant Affinity was reverted to vanilla
RESOURCES
Reverted all Luxury Resources' effect back to vanilla
Paper (Together We Rule): Science when a Leverage Intel is collected per Paper: +10 ⇒ +6
Weapons
[Removed] Cumulative Effect: -10 Stability per Weapon on all Cities
[New] Diversification Effect: -20 Stability on all Cities
CULTURES
Doubled Food gain from Nomadic Pasture Curiosities for Huns and Mongols
Achaemenid Persians: Immortals Resources required: 5 Copper ⇒ 5 Iron
Carthaginians: War Elephants Resources required: 5 Copper | 5 Iron ⇒ 8 Copper | 5 Iron
Mauryans: Saṃnāhya Resources required: 0 ⇒ 5 Copper | 5 Iron
Garamantes (Cultures of Africa): Javelin Riders Resources required: 3 Horse ⇒ 4 Horse | 2 Iron
Rapa Nui (Cultures of Oceania): Maori Tangata
Upgrades From: Swordsmen ⇒ None
Upgrades Into: Great Swordsmen ⇒ Mortars
Caribbean Pirates: Buccaneers
Combat Strength: 43 ⇒ 46
Replaces: None ⇒ Musketeer
Technology required: Gunpowder Warfare ⇒ Flintlock
Upgrades From: None ⇒ Halberdiers | Arquebusiers
Specialties:
[New] Move or Attack: Unit can move or attack during its turn, but not both.
[New] Trespasser: Can always Trespass.
Siamese: Gatling Elephant Resources required: 0 ⇒ 21 Copper | 21 Iron
Argentinians (Cultures of Latin America): Gauchos Resources required: 15 Horse ⇒ 16 Horse | 5 Saltpetre
Soviets: Red Tide
[Removed] -3 Stability per Number of Accesses to Luxury Resources on all Cities
[New] +3 Combat Strength on Unit (Reverted to vanilla)
New Zealanders (Cultures of Oceania): Call of the Ocean Science on Coastal Waters: +20 ⇒ +8
UNITS
Missile Units
Cost 1 Population as the 0 Cost was messing with the AI
Range: Reverted to vanilla
All Air and Naval Units' Combat Strength reverted to vanilla
All Naval Unit abilities reverted to vanilla
Armoured Vehicle Class
[Removed] Shatter
[New] 25% Reduced damage in combat
Adjusted new Units to only be buildable on Cities that are not Mutinous
Chariot, Markabata, Gigir and Zhànche resource costs reverted to vanilla
Hotfix to reduce Money gain from Independent People's Profit Sharing treaty as it was too overtuned.
CULTURES
[New] Germans EQ now adds +3 Industry per Coal
[New] Russians LT now adds +10% Industry per Workers on City or Outpost per Train Station
Umayyads LT Science on Religious District: +3 ⇒ +4
Ming EQ Stability Cost: +0 ⇒ -10
Brazilians EQ
[Removed] +1 Food per Population
+2 ⇒ +3 Science per Farmer
WONDERS
Taj Mahal
[Removed] +50% Money on Settled City
[New] +100% Money per Traders on Settled City (only applies to its City)
Statue of Liberty
[New] +10 Science | Money per adjacent District
+15 ⇒ +10 Money | Science per Number of Territories in your sphere of influence (Vanilla)
Eiffel Tower Industry per Population: +3 ⇒ +2
Undertake Pilgrimage Tenet Maximum number of Holy Sites: +1 ⇒ +2
BUGFIXES AND ADJUSTMENTS
Increased Money gain from Profit Sharing Independent People Treaty
Adjusted Science Star Fame scaling to be slightly lower in the later Eras
Fixed a bug with the Science Silver Star threshold that made it too hard to reach
Adjusted Calendar to better match Era transitions
Fixed a bug that made Outposts grow huge populations
Fixed a vanilla bug that showed an unlocalized string in the "A Harsh and Distant Front" narrative event
The Pacifist reputation badge will only drain the opponent's War Support during a Defensive War.
A Pacifist empire attacking another empire will not trigger the War Support drain.
Battles now require a higher number of units to increase the total number of Battle Turns.
Normally a battle requires between 3 to 6 units engaged for it to last 2 turns.
Now battles require between 8 and 23 units engaged for it to last 2 turns.
Battles can still last up to 6 turns but the number of units engaged needs to be substantially larger.
DOCTRINES (Together We Rule)
Mild Collectivism Doctrine effect now also adds +5 Stability per Strategic Extractor.
Mild Individualism Doctrine effect has been replaced for -25% Resource Buy Cost and +25% Resource Sell Gain.
Fixed a bug with the Lost Cities of Gold Event yielding the wrong effects.
FINALLY fixed a bug with the bonus Fame from Wonders not applying correctly.
Be Virtuous As Water Civic reverted to vanilla
CULTURES
Harappans LT changed to +1 Food on River and +2 Food on Farmer
Celts LT changed to +1 Food on Tile producing Food and -25% Industry cost on Farmers Quarters
Increased yields from Aesthete Active ability in Ancient and Classical Eras; reduced yields in later eras.
Fixed a bug with the bonus Fame from Wonders not applying correctly.
Added extra text to Civic descriptions to describe unlocked constructibles as a workaround for the tooltip bug.
HOTFIX: Fixed Byzantine LT not working as intended
Indians LT now only provides its Money bonus on Capital
TENETS
Observe Fasts nows adds +3 Food on Holy Sites for Religious Leader
Abstain from Intoxicants now adds +3 Industry on Holy Sites for Religious Leader
Be Virtuous as Water now works again in all River Districts and Exploitation, but only adds +1 Stability to them
BUG FIXES
Fixed a bug where the extra 2% Fame gain on Wonder was not applying
Fixed a bug where the Italian Teatro was not counting as a Common's Quarter
Fixed a bug where the Children's Rights Civic had its options inverted
The Children's Rights Civic requires the Urban Planning technology to unlock once again.
BUG FIXES
Fixed a bug with the "Angel Wings" Event that caused it to decrease less Money than it should.
Fixed a bug with the Ironclad Bombardment action that caused it to delete a district's 3D model.
Fixed a bug with the Bankruptcy tooltip that caused it to not inform of its Influence penalty.
(Together We Rule) Fixed a bug with the Han Paper Mill tooltip.
CIVICS
Criminal Slavery (Slaves) no longer gives +5 Stability per unemployed pop, now gains -20% Population Buyout cost.
Industrial Production reworked
Nationalized Industry: +2 Industry on Farmer and +2 Stability on Overpopulation
Privatized Industry: +2 Science on Trader and +2 Money on Overpopulation
Children's Rights reworked
Child Employment: +2 Money on Worker, +3 Industry on Overpopulation and -15% Population Growth speed
Child Education: +2 Food on Researcher and +2 Stability on Overpopulation
Unemployed (Overpopulation) now increase Population consumption again
Farmers do not increase Population consumption
Nuclear Missile base range increased from 14 to 20, and from 14 to 20 per Veterancy star.
Science Curiosities now provide 1-3 Influence instead of 1.
Influence gains from Neolithic Hunts reverted to be equal to Food gains.
Ransacking animal spawners (Sanctuaries, Lairs) in the Neolithic now also yield 15 Influence.
Unemployment (Overpopulation) Rework
Instead of costing extra 16 Food per unemployed pop, these now produce 2 Food, 1 Industry and 2 Money
Your cities receive -10 Stability per unemployed population
Slavery Civic reworked: Criminal Slaves now produce 2 Food and 5 Stability per unemployed pop. War Slaves now produce 2 Industry per unemployed pop and grant 1 Population on Ransack.
Punishment Civic reworked: Physical Punishment now produces 5 Stability per unemployed population instead of per Garrison and Forfeiture produces 2 Money and 2 Stability per unemployed pop instead of 5 Money per Garrison.
The following Civics now require 7 Stars instead of 9: Colonization, Conquered Empires, Foreign Customs, International Trading, Industrial Production, Children's Rights, Scientific Facts.
(Cultures of Latin America) Caralan EQ now counts as a Common's Quarter
Assyrian EQ now counts as a Common's Quarter
Be Virtuous as Water Civic's Stability on River bonus now only count Districts built on River
Farmers and Unemployed Population won't increase the per pop food consumption
Agrarian Stars were made slightly harder to obtain
Compatible with Humankind version 1.0.22.3819 - "Vauban Update"
Fixed a bug that prevented building districts adjacent to districts adjacent to Harbors
Elder's Wisdom Civic reverted to vanilla
Foreign Innovations Civic increased to +2 per exported resource
Mauryans
LT changed from +1 Influence on Emblematics to +5% Science on Capital per Client State
Stupa lost 1 Science on adjacency and 2 Science base but gained 1 Influence base
Byzantines
LT changed to +4 Money on Common's, +3 money on Religious and +2 money on emblematic quarters
Varangian Guard upkeep increased from 20 to 25
Ming EQ no longer causes -10 Stability
(Cultures of Africa) Nigerian LT increased to +4 industry per Farmer
WONDERS
Colossus of Rhodes reverted to vanilla
Temple of Artemis reverted to vanilla
(Amplified 2022) Church of our Lady Mary of Zion
[New] +5 Influence on Religious District on all Cities
Todai-Ji reverted to vanilla
(Great Zimbabwe) Great Zimbabwe
Bonus reduced from 2% per unique resource to 1% per unique resource
Now gains 2% extra money on empire per adjacent district
Santa Maria del Fiore Influence per religious territory reduced from 10 to 7
Foreign Custom Civics: Cultural Respect choice now also adds 1 Influence per trade route in your empire
Neolithic food and influence from hunt adjusted, should yield little more influence
Aesthete and Scientist Silver and Gold stars were made a little harder to achieve
Musketeers’ pop cost reverted to vanilla (2)
Celtic Gaesatae industry cost reduced by about 10% (they'll be cheaper than regular Swordsman)
Gothic Cavalry will now be on the upgrade path for scouts and light cav, just like Medieval Knights
A Carcass of Riches event middle option reverted to vanilla
An Expedition for the State event will only trigger with new world on
Science stars rebalanced to be slightly harder on low fame and slightly easier on very high fame
Hunts now give extra rewards on exactly 1 pop and can no longer yield less than 5 food and 5 influence
Included the Don’t Starve mod into the modpack: Cities and outposts will not starve as long as the food deficit is lower than one pop’s food consumption
More Terrain types and natural modifiers now also affect Movement costs
Oasis now set movement cost of its tile to 1
Dimension Stones now add 1 to the movement cost of its tile
Geisers, Craters and Hot Springs now add 2 to the movement cost of its tile
Marshes now add 3 to the movement cost of its tile
Rocky Fields and Rocky Forest now have a movement cost of 2
Sterile terrain (Deserts and Snow) now have a movement cost of 3
Fixed Secret Police's Detection
(Together We Rule) Influence cost from Embassy Agreements has been re-enabled
Increased money gain from Independent Cities
Reduced science gain from Independent Cities
Compatible with Humankind version 1.0.21.3727 - "Shackleton Update"
(Together We Rule) Temporarily disabled Embassy Agreement Influence costs; will be re-enabled in a future update
The Fame bonus gained after a Revolution has been doubled
(Together We Rule) Doctrine Influence cost has been increased
Fixed a bug in the narrative event "World Aflame"
Fixed localization issues with certain DLC Emblematic Units
Fixed a turn pending bug caused by the narrative event "From Distant Shores” incorrectly applying a City Status on Empire
Compatible with Humankind version 1.0.20.3629 - "Metternich Update Hotfix 3"
Base patch for the notes