Hello everyone and hope you are having a wonderful day,


On Mods in general:


Now before i tell you what the mod incorporates i just want to tell you why you should even bother playing with this and mods in general. I used to be very aversive to playing with mods, since i assumed that a professional game designer would know better than some random guy on the Internet. However after playing through many games and afterwards playing with mods i can't tell you how wrong i was. You see developers are humans too they can be biased and make huge mistakes too and specifically relating to balance. Since in order to get a good grip on something as subjective as balance you need to play many hours of a game, which most of the devs can't do since they are trying to build it. Even though i love Amplitude and i think they are amazing there are some issues with Humankind which i hope to slightly help with.

The mod itself:


So my main focus with this mod was variety, I generally like playing in way that feels somewhat optimal. However humankind allows us to choose between 60 different cultures and very often some of those choices feel just worse. You are picking them only to pick a different option, so i tried to change the numbers in such a way where you would have more choices to make. This a collection of my mods to make underused Culture more viable and playable. My original plan was to only make a Cultures mod, but as i was doing it i realized i need to change many other things to make those cultures actually viable. I have tried to add some uniqueness and flavor where possible. The changes include better civics, to give influence producing cultures a edge, also better wonders to make spending influence on those worth it. Also bonuses from religion and religious wonders were changed to scale better with religion, to give cultures with religious bonuses a nice buff, the Indian Cultures was given a faith scaling LT as well. I tried to give underpowered expansionist and military cultures some form of economic boosts to mimic the excellent German and Mycenaean cultures. I have mostly not touched agrarians except in the final era, because after the changes with Fabius Maximus food now scales into the Late game. Science and Builder Cultures are also mostly untouched since they are strong based on their special abilities. You can check out all the exact changes on the mod site and also only parts of the mod: https://humankind.mod.io/balance-buffs-and-changes-collection 

I highly suggest to also check the other 2 Mods in the description since they are very important to get more enjoyment out of the game.


I am willing to listen to any suggestions, since i always want to improve. I would be appreciated if you could give constructive advice instead of saying 'x' is bad, please say how 'x' would be better or what to change about it.


Thank you all for taking the time to read this and i hope you enjoy my mod!