HUMANKIND™
Civilkind
31 comentarios
Verminlord Supreme 15 NOV a las 19:25 
Plus you can Lure AI units into attacking you which gives you local numerical superiority for the first few rounds, because usually, even tho they get the first turn, you will probably have way more nearby reinforcement units streaming in towards the frontline.

Plus IMO it makes attacking and sieges more interesting this way. You have to really calculate if you think you can kill everyone or seize the victory point before the combat ends.
Verminlord Supreme 15 NOV a las 19:25 
No worries bruno!
On second thought, I realise another benefit of this mod having 1 turn (3 round) combat is that is does allow a defender to actually win by just holding their flag for 3 rounds, so its actually fine.

EG for defensive combat, a defender normally starts closer to the flag, and they can use a "Brick" of high CS CQC units to simply Hold the command tent in defensive stance for 3 turns, which forces the AI to lose the battle since they cant' kill you in 3 rounds. If they AI tries to human wave you again before you get time to heal, the Retreating status will instantly kill any of their Retreating status units.
brunocarvalhopaula  [autor] 12 NOV a las 8:04 
Thanks Verminlord. I can increase the power of defending (which currently gives +2 CS), but I fear that will make the AI even weaker as they don't tend to defend at all unless forced to.
Verminlord Supreme 12 NOV a las 3:13 
*sorry I meant "Guard Stance", which the defender is always forced to do for 1 turn because they go second.
Verminlord Supreme 12 NOV a las 3:12 
Can you please increase the power of Fortifying?
I think the DEFENDER should have the first turn advantage, to negate "Who clicks first wins".

1 Turn battles are already pretty good though I will say, you can "push back" the AI by simply tanking them for 3 turns, forcing them into a retreat.
Verminlord Supreme 12 NOV a las 3:11 
I actually really like this mod.
Its extremely unique and I always come back it every now and then.
Shivara 17 DIC 2024 a las 23:15 
(y) (y)
Knight of Vengeance 25 OCT 2024 a las 2:45 
Great idea! Are languages ​​other than English supported?
brunocarvalhopaula  [autor] 3 OCT 2024 a las 5:32 
Greetings! This has been a couple very busy weeks in work in preparation for a big vacation I had planned! I'll be away until Oct 20th in foreign shores but expect a new dev diary soon after I come back. Cya!
Captain Rex 2 OCT 2024 a las 13:46 
i agree with @IamLags combat in humankind is a lot more fun than the civ style
Cosmic Fox 19 SEP 2024 a las 17:58 
I will pass, only 3 eras is to much like civilization series in Humankind. I have played civ since civ 1. Played on an Atari computer, started playing on them 1978.

Combat rocks in Humankind compared to civ (I am burnt out on civ). civ 7 stole elements from humankind. I find that silly for a coder to do, innovation is always the best way with gaming and coding to get them there. I enjoy VIP and other mods for Humankind so much better however the bugs get me frustrated at times. Old age maybe lol
IamLags 19 SEP 2024 a las 2:33 
love the concept, except that combat is the one thing that humankind does better than civ IMO (and i love CIV). It would be great to have a version of this mod, that didn't modify the combat.
Cosmic Fox 18 SEP 2024 a las 18:46 
Will this work with the VIP mod and the other ones that go with it?
brunocarvalhopaula  [autor] 8 SEP 2024 a las 14:18 
Oh, thats a bug then, I'll fix it
joelsandkamp 8 SEP 2024 a las 13:38 
great concept a bug I have noticed is nomadic cultures don't get food curiosities or food from hunting animals they do get food from pillaging
Phlegmagicus 2 SEP 2024 a las 6:42 
Ah I see. It would be cool if we could connect the assets to yields or technologies (or both) somehow 🤔
brunocarvalhopaula  [autor] 2 SEP 2024 a las 6:17 
Yes @Phlegmagicus, the district assets follow the chosen cultures just like regular Humankind
Phlegmagicus 2 SEP 2024 a las 6:10 
Great Idea, looking forward on trying the mod!
I was wondering which assets do the buildings of the district's use? Are these based on the culture selected in the era?
brunocarvalhopaula  [autor] 2 SEP 2024 a las 5:34 
Thanks for the suggestion @oddball. I'm actually thinking about going in a different direction: to reduce sword type unit's base CS and give them an Anti-spear bonus like they do in the Civ series
oddball 1 SEP 2024 a las 14:03 
As a suggestion for balancing combat I'd personally recommend reworking spear units to be a "benefits from formation" style unit rather than an "anti cavalry" type of unit.

So instead of bonus versus cavalry they'd get bonus per adjacent unit with the phalanx trait. This would make it easier to balance shock cavalry, and it'd also reward building a line of battle around these guys while letting sword type units be more tactically flexible and operate independently without losing combat strength.

You could then change things up in the early modern period by making muskets weaker in direct combat but giving them a buff for standing adjacent to halberdiers. So instead of wanting a monotype line of spears backed by cavalry and archers on the flanks you'd want a mixed line of halberdiers and muskets emulating the tercio.
oddball 1 SEP 2024 a las 13:56 
When are you creating a discord for your modding work?
Maximus Combabilidade 1 SEP 2024 a las 13:09 
trabalho exelente.
Maximus Combabilidade 1 SEP 2024 a las 12:52 
grande ideia .
brunocarvalhopaula  [autor] 1 SEP 2024 a las 5:04 
Rural and base Urban districts do NOT cost any stability whatsoever. Also, base quarters do not exploit tiles around them so you have to build the rural districts to get the exploitations you want.
Lukin4u 1 SEP 2024 a las 4:18 
Do Makers Quarters need rural districts around them like Farmers Quarters?

Do rural and urban districts count towards stability cap?
brunocarvalhopaula  [autor] 31 AGO 2024 a las 6:51 
@no cussing: You need to subscribe here then enable the mod in the game. Look for Content > Mods in the main menu

@Guvernoren: Yes, it was revealed about 10 days ago. Civ 7 will have 3 eras and you'll change civilizations on each era.

@Kumiko Oumae, @Elhoim and @Xzq: Thanks for your kind words
Guvenoren 31 AGO 2024 a las 5:02 
Wait, there are only going to be 3 eras in civ 7?
no cussing 30 AGO 2024 a las 12:30 
how do i enable this?
Kumiko Oumae 30 AGO 2024 a las 2:34 
Looks great
Elhoim 29 AGO 2024 a las 19:58 
So awesome!
🐷丸宝导师🐷 29 AGO 2024 a las 19:20 
awesome