Humankind

End Game Science Conversion for Humankind

Released (updated ago). Ranked 16 of 1,731 with 3,203 (3 today) downloads

Published by FoxFox1631014281 (mod ID: 1487432)

thibault-girard-humankind-girar.jpg

This mod increases both Money and Influence income by 10 percent of Science income for each end game technology. So with all 5 end game techs, 100% of Science is "converted" into Money and Influence.

Releases

FilenameSizeVersionAddedOptions
132826622312501188_1487432.zip10.15kb1.0.1

132809425451978677_1487432.zip10.15kb1.0.0

13 comments

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LM
LyuMir @lyumir

I really love this mod, but when I research one of the end game techs, Infl and Money got broken (overflow? maybe)
always -2M influence and money income become random from -2M to +2M

FoxFox1631014281
FoxFox1631014281 @foxfox1631014281

Thanks again for letting me know. I found the problem and fixed it!

DanzaDragon
DanzaDragon @danzadragon

I can confirm I was also having this problem before. What caused it by the way? I had around 30K-60K science but each end game tech was giving I believe 1.7M gold per turn. Was flipflopping from -2M to +2M all over the place hah.

Glad to hear you fixed it!

FoxFox1631014281
FoxFox1631014281 @foxfox1631014281

I haven't been able to duplicate this so far, it still seems to work fine on my end. Does this happen every time in your games? Are you using any other mods? I suspect there may be some specific circumstances where an infinite feedback loop is created with Money/Influence being converted into Science, which gets converted into Money/Influence, etc... But I'm not sure if any building/civic/cultural trait could be causing this.

FoxFox1631014281
FoxFox1631014281 @foxfox1631014281

Thanks for letting me know! I'm looking into it!

DanzaDragon
DanzaDragon @danzadragon

"This mod increases both Money and Influence income by 10 percent of Science income for each end game technology. So with all 5 end game techs"

Surely that's 50%? 5 techs that increase gold/influence by 10% per tech is 50%

?

FoxFox1631014281
FoxFox1631014281 @foxfox1631014281

It's +10% of Science to Money and +10% of Science to Influence, so each tech "converts" 2 x 10% = 20% Science.

DanzaDragon
DanzaDragon @danzadragon

Oh right got you! 50% goes to money and 50% to influence by the very end. Nice!

Great mod idea here!

FoxFox1631014281
FoxFox1631014281 @foxfox1631014281

Thanks! Technically the Science isn't converted, you just gain bonuses to Influence and Money. So you keep your Science income, but since you can't spend it on anything, the effect is the same.

M
Monokiro1636409219 @monokiro1636409219

For effect to be the same, you need to reduce science output by 20% for each tech reached.
And by the other hand it would increase importance and uniqueness of each endgame tech, but make last ones almost unreachable future.

FoxFox1631014281
FoxFox1631014281 @foxfox1631014281

Technically true, but once all techs are researched, the effect is still the same. I don't want to cut research before reaching the final tech. I just want to make sure that research output is still useful once there is nothing left to research. I get what you're saying, but that's not the aim of this mod.

Ningauble
Ningauble @ningauble

I wouldn't object to this. Except That it does mean your over all conversion yields might decrease. But honestly I ... I like the idea that the gains aren't 1 to 1. It's more like an investment - diverting science to a future tech.

mo201657502338
mo201657502338 @mo201657502338

Does this still work with the Ibn Battuta update?