Xaviarlol
Warlord
- Joined
- May 27, 2011
- Messages
- 276
Hi all
Looking for some feedback and/or want to raise general awareness of the type of gameplay mod changes people would like to see. I'm not sure if I will do an Improvements Patch mod for Humankind (I'd have to wait and see what the modding tools are, and there are much better modders out there than me), but I thought it would be a good idea to build a foundation of changes for this type of mod.
This is not a definitive list, in fact its going to start pretty small, but hopefully build more as we play the game more and get a better idea of what changes would be desirable. Note that the vast majority of changes here are meant to be just simple mod tweaks, rather than overhauled systems, which I think can come later.
Gaz / Gedemon / Infixo / other modders - would love to see your thoughts.
Cities
General direction of changes - Make city growth feel more organic and city pop sizes feel more important. Make it feel more long-term. Slow down science and maxing out on population too quickly and snowballing.
Changes
- Pop growth rate reduced by at least 3x. Slighty reduce food consumption of pop so cities don't starve so easily.
- Assignable citizens (eg scientlsts, farmers etc) increased in yield relative to district yields.
- Possible nerfs to naval districts, which currently can give 40+ food and production.
- Stability cost of districts reduced.
Tiles/Terrain
General direction of changes - Terrain needs to feel much more varied (in terms of yields), and city placement locations should feel far more important. More 'lush super areas' and more 'crappy stagnant' areas. Some areas should suck for cities, and some should be awesome. Basically add a slight bit of RNG.
Changes
- Forests now have have +2 Food and +1 production base yields, up from just +2F.
- Flood irrigation (infrastructure) reduced from +2F per river to +1F
- Coastal Reefs now have +2F and +2P, up from +1F
- Following changed terrain names:
Prairie ->Grasslands
Rocky field -> Plains
Stone field -> Desolate Plains
Sterile Terrain -> Desert
Woodland -> Desolate Woodland
- Terrain features (eg waterfalls, hot springs etc) now have a special symbol on the yield graphic.
- Increased the spawn rate of terrain features.
- Created new Resource type called "Bonus" resources. Act like Luxury resources (uses the same code) however these resources increase the yield of the tile they sit on by about 2x more than standard Luxury resources, and have a (B) in front of their names. These can be traded as Luxury resources but do not provide stability bonuses and only provide small fixed bonuses.
- Algae tile feature now adds +4F
Buildings/Infra/Wonders
- Increased production cost of Districts and infrastructure
- Overhauled Wonder bonuses to be far more interesting
- Market quarter now reduces gold purchasing cost for units and buildings by 1% per market quarter.
- Artisan Workshop +2P to industry workers
- House of scribes +2 science to scientists
Natural Wonders
- Natural wonders now provide large benefits to nearby tiles.
Culture/ideologies
- Overhauled the majority of Civics to be more impactful (roughly 2-3x impact)
- Overhauled ideologies to be more impactful (roughly 2-3x impact)
- Sphere of influence should be more meaningful, but haven't yet decided how, or if changes can be made without a DLC or expansion.
Religion
- Religion is in a terribly unfinished state at the moment. Requires expansion pack or DLC for overhaul (which it sorely needs)
Science
- Greatly increased research tech times, especially towards the latter eras
Trade
- Each market quarter now increases pass-through trade gold income by 0.5 gold per turn.
Units
- Unit production cost roughly doubled.
Looking for some feedback and/or want to raise general awareness of the type of gameplay mod changes people would like to see. I'm not sure if I will do an Improvements Patch mod for Humankind (I'd have to wait and see what the modding tools are, and there are much better modders out there than me), but I thought it would be a good idea to build a foundation of changes for this type of mod.
This is not a definitive list, in fact its going to start pretty small, but hopefully build more as we play the game more and get a better idea of what changes would be desirable. Note that the vast majority of changes here are meant to be just simple mod tweaks, rather than overhauled systems, which I think can come later.
Gaz / Gedemon / Infixo / other modders - would love to see your thoughts.
Cities
General direction of changes - Make city growth feel more organic and city pop sizes feel more important. Make it feel more long-term. Slow down science and maxing out on population too quickly and snowballing.
Changes
- Pop growth rate reduced by at least 3x. Slighty reduce food consumption of pop so cities don't starve so easily.
- Assignable citizens (eg scientlsts, farmers etc) increased in yield relative to district yields.
- Possible nerfs to naval districts, which currently can give 40+ food and production.
- Stability cost of districts reduced.
Tiles/Terrain
General direction of changes - Terrain needs to feel much more varied (in terms of yields), and city placement locations should feel far more important. More 'lush super areas' and more 'crappy stagnant' areas. Some areas should suck for cities, and some should be awesome. Basically add a slight bit of RNG.
Changes
- Forests now have have +2 Food and +1 production base yields, up from just +2F.
- Flood irrigation (infrastructure) reduced from +2F per river to +1F
- Coastal Reefs now have +2F and +2P, up from +1F
- Following changed terrain names:
Prairie ->Grasslands
Rocky field -> Plains
Stone field -> Desolate Plains
Sterile Terrain -> Desert
Woodland -> Desolate Woodland
- Terrain features (eg waterfalls, hot springs etc) now have a special symbol on the yield graphic.
- Increased the spawn rate of terrain features.
- Created new Resource type called "Bonus" resources. Act like Luxury resources (uses the same code) however these resources increase the yield of the tile they sit on by about 2x more than standard Luxury resources, and have a (B) in front of their names. These can be traded as Luxury resources but do not provide stability bonuses and only provide small fixed bonuses.
- Algae tile feature now adds +4F
Buildings/Infra/Wonders
- Increased production cost of Districts and infrastructure
- Overhauled Wonder bonuses to be far more interesting
- Market quarter now reduces gold purchasing cost for units and buildings by 1% per market quarter.
- Artisan Workshop +2P to industry workers
- House of scribes +2 science to scientists
Natural Wonders
- Natural wonders now provide large benefits to nearby tiles.
Culture/ideologies
- Overhauled the majority of Civics to be more impactful (roughly 2-3x impact)
- Overhauled ideologies to be more impactful (roughly 2-3x impact)
- Sphere of influence should be more meaningful, but haven't yet decided how, or if changes can be made without a DLC or expansion.
Religion
- Religion is in a terribly unfinished state at the moment. Requires expansion pack or DLC for overhaul (which it sorely needs)
Science
- Greatly increased research tech times, especially towards the latter eras
Trade
- Each market quarter now increases pass-through trade gold income by 0.5 gold per turn.
Units
- Unit production cost roughly doubled.
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