HUMANKIND™

HUMANKIND™

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Introducing the Stars Shine Cultural System
By 华1
   
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ideology
ideology
The targeting of the development of ideology in all directions is established, and the positioning of ideology to the country is strengthened, and the targeting of the development of the country is reinforced. 8 extreme axes correspond to the industrial, commercial, agricultural population, scientific and technological zones, the characteristic areas of the fine store capital, the storm store expansion military, religious stability, and the characteristic influence output.
Economy +20%I -20%M Industrial Zone +4I -5st> Industrial Zone +2I +5st >15st< +3M Commercial Zone +5st < +20%M -20%I Commercial Zone +5M -5st
Geopoilitics: +20%F -20%S Agriculture +4F -5st> Agriculture +2F +5st>15st< +2S Technology +5st< +20%S -20%F Technology +5S -5st
order: +2 capacity for all posts FIMS +10% for capital city +4st +1M for commercial roads -5st> +1 capacity for all posts +2st for all posts +5st >15st< +1 combat power -2 maintenance -15% +5st< +2 combat power -4 maintenance -5st city cap +1 maintenance -30%
Social:Territory +6f +25st>Territory +3f +20st>15st<+2i ED +5st< +4i ED -5st
Influence use (strategic, municipal, territorial)
Can build forts with influence
Can build forts with influence

Adjusted expansion formula for merging outposts Encouraged merging more territories

Cancellation price of municipalities reduced to very low, allowing players to adjust municipalities flexibly

Price inflation curve for municipalities has been slowed down, now it will be cheaper to open municipalities

Synchronized the impact of municipalities on the ideology axis, in line with the ideology system

Small airfields can be built at outposts with influence, at the same cost as forts
Independents in Starburst
Independents Agreements
Independents Agreements
Significantly reduced the cost of signing agreements with Independents
Slowed down the price inflation curve for investing in Independents, now it costs less to invest in Independents
Slowed down the price inflation curve for investing in Independents, now it costs less to invest in Independents
Merge price for Independents has been removed, players can merge directly after reaching full value for a relatively small cost
Hiring time for Indie armies has been significantly extended to 20 turn>60 turn
Independents' properties
Independents' properties
Independents will now have different numbers of troops, money, and cities at different times and stages, and may even expand their territories from the early modern era
Independents will provide more troops, resources, and production capacity, making it a higher priority for players to build cooperation rather than violent annexation
The tendencies of different Independents have been modified to make them more powerful
Optimization of the army allocation logic and army size (dozens of new options)
Independents will form more unified legions and possible powerful mixed legions
Accelerate the speed and iteration of Independents
Further configure some of the settings of the Mutineer Independents
Advance the birth time of the ancient Independents
The official configuration of the army is not configured for non-rebel Independents after Era 5, so it is not possible for Independents to have an army configuration after the early modern era, but the initial configuration has been made to increase the possibility of subsequent armies
Municipal effect adjustment
This is the first version of the record, now there are more municipalities have been modified, there are also very few municipalities changed again
Municipal effects adjustment
Municipal effects adjustment
This is the first version of the record, now there are more municipalities to get modified, there are very few municipalities changed again

army01
choice1 army cost -30%>-25%
army02
choice2 merge independent people's influence cost -50%>-100%
army03
choice1 : +20 stability for all cities +5 stability for forts
choice2 : looting combat power +4>+8
culture01
choice1:city center, municipal center +2i>+5i
choice2: change from influence to productivity, +20I for cities with independent people, +10I for administrative centers
culture04
choice1:influence consumption of municipal modifications -20%>-30%
economy03
choice1: each outpost, city center provide 1>2 scientist jobs
choice2: +1>+3 science for each commercial road
economy04
choice2:Spectacle claims to cost influence -40%
economy06
choice1: +1 agricultural jobs
choice2:business post +1
economy07
choice1:+1 per worker>+5 stability
govemment01
choice2:+3f>+10f
govemment02
choice2:add effect +30S+30M
govemment03
choice "eu+1
choice2:militia combat power+2
govemment04
choice1:ED-20%>-25%
choice2:spectacle construction cost-20%>-30%
govemment05
choice:Gold cost to buy units-20%>-30%
govemment07
choice1:Claim and surrender gold income +50%
choice2:public area +10S+10M
justice01
choice2:Merge outposts -20%>-35%
justice05
choice1:add effect +5S public area
justice06
choice1:public area+5I
regligion02
choice1:State religion territory+4i
regligion05
choice1:holy land+1%>+10%S
choice2:scientific area+1f1st>3f2st
society01
choice1public area 4F4I
choice2 fortress 5I5i
society03
choice1:25>30st
society04
choice1:+2 scientist post, post +2S
choice2:+2 worker posts, post +2I
Cultural invasionand technology penetration
Cultural invasion
On cultural invasion cities gain the effect -1i4M * (+1 per territory)*population -30st (this effect has been temporarily deactivated)

If rejected, the rebellion effect is updated to -30st -10%FI
The cooldown time for cultural invasion events caused by a change in cultural dominance is greatly reduced, and the loss of cultural dominance will cause a series of events to hit your country
Reduced tech values from cultural invasions
Cultural invasion-induced technology purchase events are now 1:1 in money spent for technology, and selecting the option to gain technology value will trigger the effect of technology infiltration events as well
Technology infiltration events triggered by cultural invasions will result in the affected country gaining gold based on technology output and the receiving country losing gold based on technology output.

In other words, when the cultural dominance of a city is given to another country under the current system, the municipality and money may be affected to the benefit of the other country.
Cultural invasion and technological penetration
Cultural invasion and technological penetration
Cultural Invasion
When a cultural invasion occurs, the city gains the effect -1i4M * (+1 per territory) * population -30st (this effect has been temporarily deactivated)

If rejected, the rebellion effect is updated to -30st -10%FI
The cooldown time for cultural invasion events caused by a change in cultural dominance is greatly reduced, and the loss of cultural dominance will cause a series of events to hit your country
Reduced tech values from cultural invasions
Cultural invasion-induced technology purchase events are now 1:1 in money spent for technology, and selecting the option to gain technology value will trigger the effect of technology infiltration events as well
Technology infiltration events triggered by cultural invasions will result in the affected country gaining gold based on technology output and the receiving country losing gold based on technology output.

In other words, when the cultural dominance of a city is given to another country under the current system, the municipality and money may be affected to the benefit of the other country.
Wonders
Changes to the effect of spectacles
Declared the influence of spectacle cost from the initial 250>100 and lowered the subsequent inflation curve
All spectacles now offer a uniform field of view of 1, influence of 10*per era, and stability of 10
(The following are the major changes to the spectacle over time, so some spectacles may have been changed repeatedly)

Giza Pyramids
-25% urban construction cost, +20I

Stonehenge
+15 Food per religious state
+5 Stability per religious state
+30% food for empire capitals that follow the same religion
+5 Stability of imperial capitals that follow the same religion

Temple of Artemis
+20 Unit life points restored
Unit ignores movement penalties from the forest.
+1 Mobility
+2 Combat Power
-2 Maintenance

Babylonian Sky Garden
Acts as a wonderful manufacturing plant for this luxury resource, +30M, +20S

Alexandria Lighthouse
+8 vision range
Regarding naval and embarkation forces:
+2 Naval Combat Power
+4 Naval movement speed



Halicarnassus Tomb
+3 Science per zone in city or outpost


Statue of Zeus
+5% Empire money per alliance, +30M per city

Pyramids of the Sun
+4F per zone

Colossus of Rhodes
Militia will not be lost due to siege
Militia level +2
Militia number +6

Angkor Wat
+2F2I per faith

Forbidden City
+80 war support at the start of the war
+3 force

Notre Dame de Paris
+5f10i per research technique

East Grand Temple
+100% of the time it takes for your own territorial beliefs to be converted
150f

Grand Mosque of Djenné
Deemed to be a holy place +150M
Clay rituals: -2M unit maintenance for each clay ritual you complete


Palace of Versailles
Owners' call to action consumption - 20%
Call to action consumption of other empires +20%.
Additional +35i

Pt. Topeka Palace
For cities or outposts .
+100% of the output of any shared item
For industrial zones +2i
+1 for symbolic units

Cathedral of Our Lady of Perpetual Help
Considered a holy place
+1f per 1 region
+10i per religious influence

Basilica of St. Vasily
Considered a holy place
+8 to the size of the city's militia, +3 to provide combat power, +20 to city defense

Machu Picchu
Gives other cities 20% F of the city where this wonder is located


Taj Mahal
+30% capacity of scientific posts in all cities

Eiffel Tower
+1I per population and +4I for worker jobs in all cities

Lady Liberty
+1% MS per commercial road

Big Ben
5% technology per alliance
When a unit stays on Big Ben, next turn he gains the special effect Needlepoint Boom (+300% mobility)

Maracana Stadium
Enable three events
Base output +1000M

Human Council Headquarters
+100% International Power

Statue of Christ the Redeemer
Host city +100% FI 100 faith

Sydney Opera House
All cities +20%M,+20%S,+20st,+1i per population

Empire State Building
Unit combat power +4
War support +20
Unit Maintenance -30
Temple of Artemis Delete +1 Mobility Unit Maintenance -2>-5 Bowmen +1 Power
Stables of Tal Ramses Remove +1 Mobility to Riding/Carrying Units +2 Power > +1
Babylonian Sky Garden +5IS to research areas in this city +2 force for anti-cavalry
Lighthouse of Alexandria New effect: +1 mobility for land units +1 height of vision -50% of the cost of being taken as a vassal
Notre Dame de Sion New effect +2 combat power near the holy site Faith: + number of municipalities *2f
Notre Dame de Paris effect adjusted to bring 1f1st for each technology completed in research
Zimbabwe Effect changed to Adjacent commercial area +15M Cost of nearby commercial area -50%
Angkor Wat Adjustment +1FI per faith
Jenai Grand Mosque Provide +1I for all cells that produce I
Pyramids of the Sun New effect: +3F5M for stone/rock land in the territory
Statue of Zeus +50M per city > +75M
Taj Mahal Scientific researcher capacity +30%>+10
East Cathedral New effect: +5F for holy land +2 force for anti-cavalry
St. Cyril's Cathedral +3>+4 force in combat near the cathedral
Church of Our Lady of Perpetual Succour +10i>+10M per religious territory
Palace of Versailles New effect: +3 force for gunners
Brussels Town Hall New effect > +3 force for field artillery
Topkapı Palace Shared project capacity +100%>50% Industrial area +2>4I
Big Ben New effect +8 support when winning a war
Statue of Liberty +0.5% MS per merchant route
Sydney Opera House Effect adjusted to +1iMS per population of the city where it is located
United Nations Headquarters New effect: International power +20 per turn, additional -7 support points when enemy loses the battle

The effect of the Babylonian Sky Garden has been adjusted to +4 merchant/scientist jobs per population for the city where the spectacle is located
Temple of Artemis Archer +1 force removed
Tomb of Halicarnassus effect changed to take effect on national cities after calculating current city area
Alexandria Lighthouse remove vision bonus to units
Alexander's Lighthouse new effect is Vision 8 +4 movement for units on the sea +1 F for lakes/near sea in the province where the spectacle is located
Rhode Island Colossus New effect +3 power for sea units
Roman Coliseum Blood and Athletics Event-A Bring a group of 6 militia B War Support +40
Great Mosque of Djenné effect changed to +1I for all plots in the country that yield I
Zimbabwe effect to The spectacle adjacent to the commercial area +20M Adjacent to the commercial area adjacent to the area cost -50%
Hundred flowers Religious territory +10>20
Angkor Wat +1FI for each faithful to the city where it is located
Taj Mahal +10st city to the corresponding city scientists +2st