Humankind

Industrial Swiss for Humankind

Released (updated ago). Ranked 313 of 1,986 with 1,301 (0 today) downloads

Published by Uncle2fire (mod ID: 1502075)

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This mod adds the Swiss as a selectable culture in the Industrial Era. No other cultures are replaced, and the mod does not change anything outside of this specific culture.

The Swiss are also part of my Swiss Culture Pack and my Culture Super Pack.

The Swiss have their own Legacy Trait, Emblematic Quarter, and Emblematic Unit. Info below:

Affinity: Scientist
Legacy Trait: National Redoubt: +5 Fortification on all districts per adjacent district; +1% Stability per Fortification on all districts; Must have 100 War Support to declare war on another empire
Emblematic District: Patent Office: +2 Industry; +2 Science; +1 Worker Slot; +1 Scientist Slot; +1% Science in this city per Worker; +1% Industry in this city per Scientist; Counts as both a Research Quarter and a Makers Quarter; -10 Stability; Must be built adjacent to a Makers Quarter; Unlocks at Encyclopedia
Emblematic Unit: Sharpshooters: Does not replace any unit; Gunner unit with 48 Combat Strength; May fire without line of sight; Unlocks at Nationhood

If you encounter bugs, please let me know! You can find me on Reddit, Steam, and Discord under the name uncle2fire.

Check out my other culture additions:


This mod is compatible with my other added culture mods EXCEPT FOR the Culture Super Pack. This mod has not been tested with any mods made by other creators.

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Why the Swiss?

During the Industrial Era, Switzerland was a center of scientific and industrial innovation, especially at the Polytechnic School (today the Federal Institute of Technology) and University in Zurich. Many famous scientists, including Albert Einstein, lived and worked in Zurich at this time to attend or teach at these institutions. Einstein also worked for the patent office in Bern for several years. By this time, much of the Swiss military, which was an entirely defensive force, was comprised of conscript forces that were expected to be extremely proficient marksmen.

Releases

FilenameSizeVersionAddedOptions
133067169897262269_1502075.zip310.34kb0.4

132853982115657503_1502075.zip310.4kb1.2.0

132832088351279775_1502075.zip26.23kb1.1.1

132816709867810757_1502075.zip24.08kb1.1.0

132813024966494897_1502075.zip217.54kb1.0.0

6 comments

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OX
OXXXX_XXXXO @oxxxx-xxxxo

I am not sure I understand "National Redoubt" or it's not working. Could you explain +5 Fortification on all districts per adjacent district; +1% Stability per Fortification on all districts?
Thanks!

Uncle2fire
Uncle2fire @uncle2fire

Sorry for the delayed response! The way it should work is that each district gets an adjacency bonus of +5 Fortification per adjacent district, and then that fortification bonus also provides extra stability. For example, if you have a normal Farmers Quarter, completely surround by other districts, it will have a fortification bonus of +30, which would then provide +30% Stability, or -7 Stability instead of the normal -10.

MO
monte_cristo @monte-cristo1

Hi, I like all of your mods. Do you have a plan to make a collection of your culture mods? I add your mods one by one each time I play the game, but there are so many mods now.

Uncle2fire
Uncle2fire @uncle2fire

Thank you so much! I'm glad you like them.

I'm definitely planning to release a pack with all of them in the future. Hopefully soon, once I have a few more and at least one in each era.

Nochilll
Nochilll @nochilll

As an additional legacy trait you should give them neutrality with the inability to start wars but some other defensive buff as compensation

Uncle2fire
Uncle2fire @uncle2fire

I definitely considered something like this, but it didn't seem to work well with gameplay. I'm definitely going to revisit it once I have a bit more experience with the modding tools.