HUMANKIND™

HUMANKIND™

Civilkind
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Update: 17 Dec, 2024 @ 6:11am

CIVILKIND 1.04 Patch notes

- Made the mod compatible with Enheduana

Update: 14 Sep, 2024 @ 4:28pm

Civilkind 1.03 Patch notes

ADJUSTMENTS
- Base Urban Districts do not exploit terrain anymore
- Unnatached Outposts now convert all Industry and Science generated in it to Money with 20% efficiency

LATEGAME UNIT REWORK
- Added a new unit called Heavy Tank. It has 66 strenght base and has +8 CS against other armored units. It upgrades from the Anti-Tank Gun. Its model is of 2 medium tanks side by side.
- Added a new unit called Light Tank. It has 50 strength base and gain +8 CS against infantry gunner units. It upgrades into Medium Tank. Its model is the same as the soviet Red Army Tank.
- Howitzer now it also has the Piercing specialty and upgrades into contemporary Anti-Tank Gun
- Red Army Tank and Medium Tank gain the new Anti-Personnel Ammo specialty that grants +8 CS against infantry gunners
- Main Battle Tank loses the Piercing specialty and gains the new Anti-Personnel Ammo specialty
- Changed model of the Soviet's Red Army tank to be two tanks. This is just a cosmetic change to make it different from the Light Tank

Update: 9 Sep, 2024 @ 1:26pm

Civilkind 1.02 Patch notes

ADJUSTMENTS
Reduced the scaling on Merchant star goals
Increased the scaling on Aethete star goals
Added custom icons to the Rural district, Urban District and Mountain Mine. Thanks Oscar and BubbleHunter for the help!


BUGFIXES AND QOL
Fixed bug that was preventing food curiosities spawning for Huns
Fixed bug that was preventing late game civics to spawn
Fixed bug that was preventing the Congress of Humankind to spawn
Removed the Starvation Cycle: now you'll only lose population if you're losing lot of food, small losses of food will stabilize your population

MELEE UNITS REWORK
Warriors, Promachoi, Shotelai, Gaesatae, Headhunters, Swordsman, Praetorian Guards, Jaguar Warriors, Varangian Guards, Cahokia Raiders, Great Swordsmen, Maori Tangata all had their base CS reduced but gained the Shock Troop specialty, gaining +8 CS vs Anticavalry units.
Caral Healers gained the Shock Troop specialty, gaining +8 CS vs Anticavalry units

Update: 1 Sep, 2024 @ 12:45pm

Civilkind 1.01 Patch Notes

General Adjustments

- No Line of Sight ranged penalty increased from -4 to -8
- Scouts (but not scout replacements) Combat Strenght reduced from 13 to 12
- Reinforcement Blocking damage increased from 5 per unit to 15 per unit
- Scout Riders Combat Strenght increased from 16 to 18
- Chariot Combat Strenght increased from 22 to 24
- Zhou Zanche and Hitite Gigir Combat Strenght increased from 23 to 25
- Star goals other than the Scientist Star made generally harder
- Aesthete Affinity action payoff reduced in early game and buffed in lategame
- Merchant Affinity action payoff increased
- Added a Mine rural district (unlocked at Masonry) to allow exploiting Mountains
- Slightly increased Rural districts cost scaling with the amount of districts you have

Bugfixes/Quality of Life
- Independent People scaling reduced so you don't fight Musketeers while unlocking Swordsmen
- Implemented a tag on all districts that exploit tiles around them so you can read that in their tooltip

Emblematic District Adjustments
- Several districts were made Urban: Babylon Astronomy House, Zhou Confucian School, Aksumite Great Obelisk, Greek Amphiteatron, Mauryan Stupa, Persian Satrap Palace, Byzantium Hippodromos, Frankish Scriptorium, Umayyad Grand Mosque, Dutch VOC, Joseon Seowon, Ming Teahouse, Ottoman Sultan Camii, Spanish Catedral Gótica, Venetian Botega di Artisti, French Exhibition Hall, Italian Teatro, Australian Strip Mine, Brazilian Agronomy Lab, Swedish Research Institute, Turkish Public School, USA Defense Agency, Soviet Weapons Factory, Sumerian Eduba, Han Paper Mill, Bulgarian Knyaz Library, Scottish College, Taino Batey, Inca Terrace Farm, Argentinian Saladero, Cuban Empresa Farmaceutica,
- Several districts were made Urban AND only exploit their own tile: Egyptian Pyramids, Harappan Canal Network, Nubian Meroe Pyramids, Olmec Heads, Celtic Nemeton, Mayan K'uh Nah, Teuton Kaiserdom, Khmer Baray, Mughal Jama Masjid, Persian Caravanserai, German Coking Works, Japanese Robotics Lab, Garamantes Foggara,
- Mycenean Cyclopean Fortress now only exploit its own tile
- Pama-Nyungen Fish Traps now only exploits its own tile
- Polynesian Marae now costs 1 Urban District Capacity (but is NOT an urban District)
- England Stronghold now only exploits its own tile but gains adjacency bonus to rural districts
- Mississippian Sacred Mound is now an Urban District but refunds one Urban District Capacity on build
- Maasaai Enkang now costs 2 Urban District Capacity (but is NOT an urban district)
- Iroquois Three Sister Plantation is now a Urban District and also gains +3 food per adjacent Rural district
- Mexican Hacienda now only exploit its own tile and costs one Urban District Capacity, but is NOT an urban district

Update: 29 Aug, 2024 @ 5:57pm

Civilkind 1.0 Initial Release patch notes:

-Non-emblematic Districts now only exploit their own tile
-You have to build the exploitations, now named "rural districts"
-Admin centers gains extra 3 food and industry base
-City Centers gain extra 5 food and industry base
-Game only has 3 eras now
-All ancient and classical cultures can be selected at 1st era change; all medieval and e.modern cultures can be selected at 2nd era change; all industrial and contemporary cultures can be selected at last era change
-Extractors now don't count as a district for increasing district costs
-Eras require double the number of stars to advance
-Techs rebalanced to have the same number each era (31 techs per era)
-Base districts (base Farmer's/Makers/Market's/Researcher's/Common's/Garrison) limited to 1 per squareroot of population per territory (aka 1 district per territory at 1 pop, 2 districts per territory at 4 pops, 3 districts per territory at 9 pops, 4 districts per territory at 16 pops, so on and so forth)
-Having more districts than your population allows will cost you 10 stability per urban district over capacity
-Science affinity now gives +10% science instead of allowing you to research one era ahead
-Battles now only last 1 turn (3 battle rounds)
-Independent peoples now spawn in all eras of the game
-Most Emblematic Districts now require techs to unlock. Ancient Cultures and Nomadic Cultures don't require techs.
-Added +1 Urban district capacity to all cities for Bantu, Hittites, Huns and Mongols to compensate they can't build emblematic districts in their cities.
-Money buyout inflation removed. Money exchange rate to Industry fixed at 3 money per 1 industry
-Pop buyout conversion rate increased from 5* Worker output (starting at 30 and ending by around 60 in lategame) to +3* all poptypes output (starting at around 90 and ending by 150 late game).
-Common's Quarter now adds +5 stability for every adjacent urban district that is NOT a common's quarter
-Farmer's Quarters now adds +1 food per adjacent rural district instead of adjacent farmer's quarter
-Merchant's Quarter now adds +1 money per adjacent urban district instead of adjacent Merchant's Quarter
-Factory Farming now adds 6 food on Farmer's Quarters instead of 2
-Animal Barns and Factory Farming now add food per rural district adjacent instead of Farmer's Quarter adjacent
-Irrigation infrastructure now adds 1 food on river and 3 food on Farmer's Quarter instead of 2 food on river
-Stoneworks now only adds +2 industry to Mountains
-Lumberyard now adds +2 industry on maker's quarter instead of +1 industry on woodlands
-Sawmill now adds +4 industry on urban districts producing industry instead of +2 industry on all tiles producing industry
-Forge infrastructure line now adds + industry per worker instead of + industry per maker's quarter
-Conveyor Belt now adds +1 industry to stone fields and rocky fields instead of +2
-Quarrying Machinery now adds +4 industry on urban districts producing industry instead of +2 industry on all tiles producing industry
-Watermill now adds +1 industry to river tiles instead of +2
-Hydroeletric Dam now adds +6 industry to maker's quarters on river tiles instead of +3 on all river tiles
-Food Market now adds +1 money per adjacent urban district instead of adjacent Merchant's Quarter
-Food Plaza now adds +2 money per adjacent urban district instead of adjacent Merchant's Quarter
-Levy Administration now adds +2 money per admin center in addition to +3 money to city center
-Theater now adds +3 influence per common's quarter instead of +4 influence per city
-Playhouse now adds +6 influence per common's quarter instead of +4 influence per city
-Cinema now adds +10 influence per commmon's quarter instead of +6 influence per city
-Doubled the requirements for Builder, Militarist, Aesthete and Merchant Stars
-Increased the requirements for Expansionist Stars
-Disabled Base star requirements so you can't do a star before the era begin