Humankind

Vanilla Improvement Project for Humankind

Released (updated ago). Ranked 2 of 1,731 with 35,504 (17 today) downloads

Published by DocktorKain (mod ID: 1576013)

quentin-de-warren-intro03.jpg

This mod is intended to overhaul most of the vanilla game by combining several other mods. It is intended to have a "vanilla" feel, so no extra content such as new cultures, new districts or new technologies will be added. As of the latest Humankind Update, this mod broke and the only way I found to make it work again is to rename it in-game to "VIP Modpack", so here we are.

For full patch notes, check Docs.google.com

Currently, this mod includes the following mods:
Realistic Calendar: Humankind.mod.io

Fame-based Era Thresholds: Humankind.mod.io

Docktor Kain's New Commons Quarter: Humankind.mod.io

Simpler Buyout Costs: Humankind.mod.io

Rebalanced Infrastructures: Humankind.mod.io

Docktor Kain's Revised Tenets: Humankind.mod.io

Authority and Liberty Ideologies Rework: Humankind.mod.io

Bugfix for Naval CS Buffs: Humankind.mod.io - No longer in the pack as it is obsolete

Docktor Kain's Miscellaneous Adjustments: Humankind.mod.io

Docktor Kain's Culture Rebalance: Humankind.mod.io

Docktor Kain's Civic Rework: Humankind.mod.io

Reduced Vassalization Costs: Humankind.mod.io

Docktor Kain's Pollution Rework: Humankind.mod.io

Docktor Kain's Unit Rebalance: Humankind.mod.io

Missiles don't cost Population: Humankind.mod.io

(Partially) Diminishing Luxury Returns: Humankind.mod.io (Only the Stability part)

Denser Districts: Humankind.mod.io

Desertion: Mod.io

Enhanced Events: Humankind.old.mod.io

Also added a new Event that punishes players that don’t have religious unity. It may happen whenever you have cities converted to other player’s religions and can make you lose stability or population. Picking Secularism (Irreligion civic) will stop it from happening, and picking either option of the Unbelievers Civic can mitigate it. Intention is to give more importance to religion gameplay and encourage players to change state religion.

Added Ningauble's suggestion for City Cap Management: Being Bankrupt will remove Influence instead of Stability, and going over City Cap will lower your stability directly instead of removing influence. To avoid creating a death spiral, added an effect to revolution that will help bring your influence and money close to zero. Also incorporated a nerf to unattached outposts, which will not generate money or science anymore.

Your suggestions and comments are very much welcome, either down here in the comment section or as a commenter directly on the patchnotes file.

Special thanks to ProPAIN!, Kcazthemighty, SmileyDA, Ningauble, Shakee, FreeThinker and FurryProfilePic for inspiration and for your help in making mods. Thanks also to Tonlo for the inspiration on a few of the Religious Civics and Arphenix for the great feedback in the Amplitude Discord. Thanks Atvishees for the inspiration behind the Denser Districts mod. Thanks @asfasdfasdfsdafasdfa for pointing out the cut forest timer scales with gamespeed but it shouldn't. Special thanks to all comments and feedback, I am reading you and will keep updating this as we go on.

A huge thank you to the amazing kul for the Religion Woes event custom art and stygma for the Carbon Recapture repeatable custom art.

COMPATIBILITY
This game is 100% compatible with the Progressive Difficulty and Community Progressive Difficulty Mods.

True Endless Speed: To play this Mod alongside Baraquoi's True Endless Speed, be sure to use this Compatibility Patch.

Culture Super Pack: To play this Mod alongside Uncle2Fire's Culture Super Pack, be sure to use this Compatibility Patch.

Extended Naval Combat: To play this Mod alongside FreeThinker's Extended Naval Combat, be sure to use this Compatibility Patch.

If you'd rather use both CSP and ENC together and this mod, use the Triple Alliance Compatibility Patch.

POPful: The version of POPful compatible with this mod is this one.

For more compatibility patches, ask in the comments below and I'll try to contact the modder to make one.

MODFILES
You can find the modfiles (including a unitypackage to import using the modtools) in Github.com . Feel free to use anything there


TRANSLATIONS

I'm working on the new Localization system to make translation mods not required anymore. Check for news here in a few days (or weeks)

If you'd rather play this mod in German, add the following mod to your setup: Humankind.mod.io

If you'd rather play this mod in French, add the following mod to your setup: Humankind.mod.io

If you'd rather play this mod in Spanish, add the following mod to your setup: Humankind.mod.io

If you'd rather play this mod in Chinese, add the following mod to your setup: Humankind.old.mod.io

If you want to help translate this mod to your language, please contact me!


Releases

FilenameSizeVersionAddedOptions
vip_modpack.4.02.zip396.95kb4.02

vip_modpack.4.01.zip391.29kb4.01

vip_modpack.4.0.zip391.26kb4.0

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.42.zip261.11kb3.42

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.40.zip261.04kb3.40

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.38.zip262.73kb3.38

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.36.zip263.15kb3.36

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.34.zip256.77kb3.34

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.32.zip253.29kb3.32

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.30.zip253.23kb3.30

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.28.zip252.78kb3.28

vip_modpack.1b84761f607944dcb2a9e05f93ce30bc.3.26.zip251.96kb3.26

vipmodpack.1b84761f607944dcb2a9e05f93ce30bc.3.24.zip251.95kb3.24

133016773338565963_2124869.zip283.54kb3.22

133009312576775040_2124869.zip282.28kb3.20

133006527074956256_2124869.zip269.8kb3.18

133004832007981121_2124869.zip265.76kb3.16

133004061962133943_2124869.zip265.96kb3.14

133003123104722746_2124869.zip265.95kb3.12

133002390997151761_2124869.zip264.92kb3.10

132998114285342642_2124869.zip263.65kb3.08

132996179801143674_2124869.zip268.54kb3.4

132993527479694736_2124869.zip261.96kb3.2

132992887644516538_2124869.zip260.92kb3.0

132970287312030507_2049587.zip245.21kb2.8

132966087235019929_2049587.zip244.95kb2.6

132964195949021783_2019802.zip199.59kb2.5

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132930283947437218_1940238.zip200.89kb2.3

132906533668557395_1848402.zip198.17kb2.2

132902217077435852_1848402.zip197.46kb2.0

132899475136009737_1784563.zip197.91kb1.5.6

132894375858895473_1784563.zip197.91kb1.5.5

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132878833595777900_1735181.zip191.58kb1.3.5

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132871702975531436_1735181.zip193.27kb1.2.1

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132870979239982441_1576013.zip189.89kb1.1.0

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132855975166216650_1576013.zip159.35kb0.7.4

132855423663414829_1576013.zip156.52kb0.7.3

132854847288164941_1576013.zip156.53kb0.7.2

132854841060645378_1576013.zip156.52kb0.7.1

132853055485387131_1576013.zip156.72kb0.7.0

132852523620480194_1576013.zip147.58kb0.6.6

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132851971762417479_1576013.zip145.95kb0.6.3

132851306119943216_1576013.zip143.59kb0.6.2

132851261194573874_1576013.zip140.5kb0.6.1

132850998912468884_1576013.zip83.61kb0.6.0

132845041737574676_1576013.zip82.58kb0.5.0

132842328481281938_1576013.zip45.49kb0.3.7

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132838256223795414_1576013.zip46.17kb0.3.5

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341 comments

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Exscalibur
Exscalibur @exscalibur

Hello DocktorKain,

I don't know if it's intendend (I have not read what every mod in the pack does). But "enable mandatories" in the UI settings does not work with your mod it seems (tested by only loading your mod after restarting the game), the setting is turned on in the menu and turning it on or off does not help. So it's basically like playing with it off since I can now end my turn with idle units etc. I have watched some youtube vids where this is not happening while playing with your mod (Like at 8.56 here in this video: Youtube.com he is showcasing your mod and he also has "enable mandatories" on)

DocktorKain
DocktorKain @docktorkain

Hello Exscalibur,

Thats not a but of this mod, but rather a bug in the base game that can happen with any and all mods named the "missing uimapper bug". It happens whether you change your mod loadout mid-session. To avoid it, open up the game, select all mods you want, choose apply, play. If you go back to the mod screen and apply another mod loadout the game UI will break. If you want to play with different mods, close the game, reopen it, then select your mods. This works to avoid the MISSING UIMAPPER bug on any and all mods you choose.

MISSING UIMAPPER can ALSO show if you open the game, try to load your last modded game by clicking "continue", fail, go to the mod screen and apply the correct mods, then load the game. Always always always make sure you open the game and select the mods as the first thing you do.

Exscalibur
Exscalibur @exscalibur

Oh, ok I will test if it works properly when doing like you said just now.

Edit: Its working now! Thank you! Came back to the game after a year so wanted to try some mods

DocktorKain
DocktorKain @docktorkain

Update 30/11: It seems there's no way currently to integrate the translations into the main mod, so I'll be updating the separate language submods so you can play it in your language. Its the best we can do for now, unfortunately.

xuzheqi
xuzheqi @na1642852263

it's a pity

DocktorKain
DocktorKain @docktorkain

Update 20/11: I've prepared the backend for the translations, and have prepared a master translation document so we can add any languagues we can do. For now, I have already fully translated (on the document) the mod to English and Portuguese, and have partial translations to Chinese, French, Spanish, German and Russian. While we wait for the modtools to update so I can implement the translations into the mod itself, I would love to gather help to finish the incomplete translations and add any other languages I could. If you would like to help, please contact me here, at the Amplitude Discord, or in the Humankind subreddit.

Here's the current translation document as is: Docs.google.com

DocktorKain
DocktorKain @docktorkain

Update 24/11: Released a new patch with several new changes. Will focus now on the translations part. As soon as I can get the translations to work I'll reupdate the mod with them. Will keep you informed.

BetasimpinaGigachad-
BetasimpinaGigachad- @betasimpinagigachad

Great, thank you! If you don't have anyone for the German translation yet, I could do it.
One question regarding the latest update: Does the AI understand that their embassy treaties now cost something? Or will they still spam them regardless?
I haven't looked into the code ever, but I guess such things are hardcoded?!

DocktorKain
DocktorKain @docktorkain

We have few tools to interact with AI behaviour. I'm pretty certain that the most "friendly" AI personalities will keep spamming those treaties. As for the others, I hope they can do a calculation to see whether they should do it or not.

DocktorKain
DocktorKain @docktorkain

There you go, updated VIP to Metternich. The 4.0 version was sorta rushed to let you play now, with minimal adjustments. Expect several new patches in the following days (or weeks), covering the following areas:

1) Rework Scottish LT (I'm not happy with it at all)
2) Add costs to Embassy Agreements
3) UI adjustments to several units since now they can have multiple specialties
4) (maybe) Adjustment to era goals from 7 to 8 stars
5) Localization backend work to allow for better translations
6) Translations baked into the main mod (expect for the first wave Chinese, Portuguese, Spanish, French and German).

And, of course, other adjustments that the community suggests (along with more translations if I can have the help of translators for other languages)

BetasimpinaGigachad-
BetasimpinaGigachad- @betasimpinagigachad

Thank you so much! We want to start a mp soon, but will wait for you to catch up with the patch. Just my thoughts:
1) Easy fix would be to change it from 10% for each player to share of players * 0.5 (or a different factor here.
2) ongoing costs would be great, but guess the game does not let you do that. I got the feeling that there is a lot influence in the game now, maybe also make the cost influence based?
4) what is your intention with it? Slowing progression down? That I think is good, but is there more to it?

DocktorKain
DocktorKain @docktorkain

> We want to start a mp soon, but will wait for you to catch up with the patch.

Oh you can absolutely begin right now, it is working right now and the roadmap will take some time to be implemented :D

> 2) ongoing costs would be great, but guess the game does not let you do that. I got the feeling that there is a lot influence in the game now, maybe also make the cost influence based?

Thats a great idea. I'll give more info once I've settled on a few options and have the numbers jolted down.

> 4) what is your intention with it? Slowing progression down? That I think is good, but is there more to it?

Base game requires 7/21 stars to advance, or a third of the total stars. With the expansion, the total stars is increased to 24, so keeping a third would mean to buff it to 8/24. However, I don't think I can make that increase only for expansion owners, so players with only the base game will require 8/21 stars to advance. Is it ok?

BetasimpinaGigachad-
BetasimpinaGigachad- @betasimpinagigachad

Ah! It did not appear to me that the number of stars required actually matches the number of affinities. So yeah, great call imo. And concerning non-dlc players I would say it's fine. It is not game-breaking for them and I guess the majority of players use the DLC anyway.

DocktorKain
DocktorKain @docktorkain

A little update: I was away in a work trip and just came back home. I'll be working to update the mod ASAP, but for now it unfortunately isn't working with Metternich/Together We Rule.

While we wait, I have a question for you. Should I update the star requirements to progress to 8/24 instead of 7/24 ?

F
Fabbrogas1 @fabbrogas2

Yes, if it does not require a major effort on your end. It's not a game-changing mechanic.

Arkalis
Arkalis @arkalis

8/24 would be a nice little adjustment I think, having the most effect in Era 1 when most players will struggle to gain Diplomatic stars but by Era 3 with multiple agents the pacing would hypothetically feel about the same as it was before the expansion.

KO
komting91 @komting91

I would prefer 8/24 stars

F
Fabbrogas1 @fabbrogas2

Will this be updated to work with the latest DLC "Together we rule"?
Thanks!

EL
elmattador666 @elmattador666

would love to test and use this mod, but loading screen gets locked...

F
Fabbrogas1 @fabbrogas2

Just flagging: Foreign Innovation does not grant +1 science on resources being sold.
Tried in multiplayer to confirm, Science remains stable when selling the resources

DocktorKain
DocktorKain @docktorkain

Did you check the extractor themselves? They should gain the science. Also, it is on "resources being sold", not "per export trade route" so if you're selling a resource thats already being sold they should not gain extra science

F
Fabbrogas1 @fabbrogas2

Good catch. So it's per unique resource being sold. I initially ready as "per each export trade route"