Humankind

Docktor Kain's Miscellaneous adjustments for Humankind

Released (updated ago). Ranked 796 of 1,986 with 268 (0 today) downloads

Published by DocktorKain (mod ID: 1573582)

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This mod changes the following aspects of the base game:
1) Creates a new settlement package at Conquest (Classical Era), with all Ancient-era Infrastructures;
2) Removes the requirement of FIshing to the Phoenician, Carthaginian and Norse EQs;
3) Move Praetorian Guard unlock from Standing Army to Conquest;
4) Reduce Ebony, Sage, Papyrus and Porcelain's FIMS bonus from +3 on Main Plaza to +1 on Main Plaza (it still grants +3 on Admin Centers);
5) Removes the ability for Horse Nomads to multiply via battles (they still multiply via ransacking)
6) UPDATE V1.01: Added diminishing returns to Neolhitic hunting. The more tribes you have, the less influence hunts will give.

7) UPDATE V1.2: Added an influence bonus to empires UNDER city cap. The bonus kicks in when you have at least 1 city built, and they follow the table below:

Influence gains per unused city cap

Releases

FilenameSizeVersionAddedOptions
132890118534635085_1573582.zip13.53kb1.2

132831001986451818_1573582.zip15.23kb1.0.1

132829466606960531_1573582.zip15.15kb1.0.0

3 comments

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Chinag
Chinag @chinag

How does the new settlement package function exactly? Is it that when you construct a new city after unlocking the research, you will just automatically use the newest package? I assumed those packages were tied to specific settler units...

DocktorKain
DocktorKain @docktorkain

> Is it that when you construct a new city after unlocking the research, you will just automatically use the newest package?

Exactly that. When you spawn a new city with influence, it'll use the most advanced package you got. Settlers are locked to E.Modern Package and Construction teams use the Contemporary package.

A
Arphenix @frezoulsmaxance

noice