The goal of Extended Naval Combat (ENC) is to create a longer, more interesting, and historicaly accurate game experience with the addition of new technologies, military units and tweaks to existing units, technologies, steath and pollution to keep it overall balanced. I tried to make this mod as compatible as possible with other mods by putting most new units and bonuses spread over the new Technologies, and minimal changes to cultures, districts and civics. The new Technologies help to make the late game last significantly longer, especially the late Industrial and early Contemporary era (WW1/WW2) period which is almost non exist in Vanilla. One of the main motivations of this mod was to improve the sence of historical accuracy. Due to the lack of intermediate units you often experience battle that would never happen durring real history. For example, in vanilla Knights aren't upgraded until Industrial Era, resulting in many comical battles between knight and musket infanty. Although a game will always remain an abstraction of the true complexity of history, with the introduction of more intermediate units, like the Lancers, it becomes significantly less likely and therefore improve overall historical feeling.
Combat:
Combat lies at the core of this mod. ENC does not only add more naval units, but also more land, and air units. Existing units are tweaked to achieve a longer more satisfying end game experience. in general Industrial and Contemporary units have been made stronger, giving them a more substantial edge over Early Modern units. Late combat has been been made more interesting with new rock scissor paper mechanics between the classes. For example, Submarines are more effective versus Battleship, Destroyers are more effective versus Submarines and Battleship are more effective versus Destroyers. Classes now progress through identifiable Pre WW1, WW1, WW2, Cold War and Post cold war era , making it feel more historically accurate. For optimal gameplay I recommend you also install Better Combat Damage Mod and configure it with Comparison Based (Vanilla Baseline), which will make elite and modern units more survivable and therefore more cost effective.
General Combat changes:
Scout
Upgrades path changed to Skirmisher, Yeomen, Rangers, Partisans, Commandos, Special Forces
Archers
Unlocked later with Archery instead to Woodworking
Upgrades to Bowmen/Longbowmen, Organ Gun/Rocket Cart, Gatling Gun, Machine Gun, Arnoured Personal Carrier
Scout Horses
Unlocked later with Horsemanship, which also unlock Horses Strategic resource
First unit capable of detecting hidden units
Chairots
Upgrades to Cataphract instead of Horsemen
Swordmen
Requires Strategic resource Bronze
Upgrades to Iron Swordmen
Siege engines
increased range and battle strength
Galleys: (Pentekonter, Quadrireme, Galleass)
Increased speed in Shallow Water
Half speed and reduced Combatstrength when in Deep Water,
Increased speed in Battle
Increased strength against adjacent targets
Embarked units
Significantly improved speed which improves with more advanced technology
Increased visual range with advanced technologies
Lost ability to detect stealth units
Has Upkeep Cost
Galleass
Unlocked earlier at end of Medieval Era,
Acces to Salpeter is changed to Alchemy
Upgrade path changed to Privateer, Steam Corvette, Steam Torpedo Boat, Motor Torpedo Boat, Missile Boat, Stealth Corvette
Gallions
Unlocked with Naval Artillery (Carrack is instead unlocked with Gunpower and Navigation )
Gains Shatter special ability (ability to destroy Walls and Entrenchments)
Field Gun (formaly known as Howitzer)
Reduced attack range
Can defend agains melee units with -8 Combat Damage (rather than not at all)
Mortar and Bomb Ketch
Reduced attack range and Damage
Gains explosive shells effect, which partially supreses unarmoured targets
Gain ability to barbardment outside of battle
ManOWar
Must be build. Does not upgrade from any predecessor
Is the strongest wooden ship until it becomes replaced by the Ironclad
Gains Shatter special ability (ability to destroy Walls and Entrenchments)
Anti Air Gun has increased Zone of Control and gains Attack Bonus Versus Attack Helicopters and Helicopter Gunships
Missile Cruiser special ability Anti Air is replaced by special ability Multiple Missile Bombardment
Commando gains ability to move through cliffs and forest without penalty
Unit Balance Changes:
All Naval Transporters +2 speed
Scout; upgrades to Skirmisher/Noble Javelineers
Javelin Throwers; -1 range, +ignore line of sight, upgrades to Skirmisher/Noble Javelineers
Noble Javelineers: -1 range, +ignore line of sight, +pathfinder, upgrades to Yeomens
Spearmen: +1 strength
Ballista; +2 strength +1 range
War Elephant: +2 strength
Crossbowmen; +1 range, reduced upkeep cost
Trebuchets, +4 strength
Arquebusiers, reduced upkeep cost
Pentekonter; +1 strength, +2 bonus movement in battle, +4 bonus strength on Shallow Water, upgrades to Quadrireme, move at half speed though ocean tiles
Quadrireme; +2 strength, +2 bonus movement in battle, +4 bonus strength on Shallow Water, upgrade to Galleass
Gajnal; +1 Strength, replaces Dragoon, upgrades to Armored Car
Jaguar Warriors; +1 speed
Hunnic Rider and Mongol Horde gain +1 attack range and can upgrade from Chariot Archers
Mortar; -1 Land Speed, -5 strength, but gains partial suppression effect
Man O' War; +4 strength, +Shatter , increased construction and upkeep cost
Nuclear weapons have become more useful with increased range and accesibility (with reduced minimum strategic resource requirements) and with the addition of a true ICBM (unlocked after researching Rocket Science and completing 2th Nuclear Test project) and MIRV (unlocked after researching Rocket Science and completing 3th Nuclear Test project). The finial Nuclear Test project, The ICBM weapon project, now requires the same amount of space as the 2th nuclear project. All of this will make it more likely, the most power nuclear weapons will be build and actually used by the AI with devastating effects. The state of Nuclear weapons proliferation is made more intuitive as the National Nuclear Weapon Test Programs strategic resource requirements are made the same as the missile weapons they unlock, meaning if someone manages to build a nuclear weapon test project they can also build and use them.
Terrain:
Movement have been made more tactical.
Rocky Forest: +1 movement cost for cavalry/vehicals
Rocky Field: +1 movement cost for cavalry/vehicals
Deep Water: +1 movement cost for Galleys
Technology Tree:
In order to create a more historically accurate experience, it was necessary to add a lot more intermediate technologies and restructure the tech tree, mostly in the industrial and contemporary era. To minimize the detrimental effect of "skipping technologies", combat related technologies have been put on long technology paths. For example Firearms tech path starts at the end of the medieval (with Aqubusier), passes through the Early Modern Era, Industrial Era and ends in the Early Contemporary Era (with Commandos). Starting from the early modern age, the minimum research cost increases, with a sharp spike with the end game technologies. To compensate for the longer endgame, Era stars requirement has been increased for the Early Modern and Industrial Era. These changes and the introduction of many new technologies have the effect of creating a significantly longer end game. Although the turn limit is doubled from vanilla, even that might not be enough so I still recommended you disable the turn limit when creating a new game. Several additional endgame technologies have been added with fame bonus. To compensate for the added Fame, the Fame Bonus of other endgame technology have been reduced making the overall Fame bonus from technology the same.
New Technologies:
Anchient Era:
Horsemanship, requires Domestication, unlocks Horses or Scout Riders
Archery, requires Wood Working, unlocks Archers
Classical Era
Iron Working, requires Bronze Working, unlocks Skirmishers or Noble Javelineers
Heavy Cavalry, required Mounted Warfare, unlocks Cataphracts
U-Boat is unlocked later with Submarine Warfare (Germany gains 50% research bonus)
Medium Tank is unlocked later with Sloped Armor
Commando is unlocked earlier with Insurrection Theory
Missile Silo is unlocked earlier with Ballistic Missiles
Helicopter Gunship is unlocked later with Helmet-mounted display
Missile Destroyer (originally called Missile Cruiser) unlocked later with Guided Missiles
Nuclear Submarine is unlocked with Nuclear Reactor
Saltpeter is unlocked earlier with Alchemy
Aluminium is unlocked earlier with Aluminium Melting
Era stars requirement changes:
Anchient Era: 8 stars (instead of 7)
Classical Era: 9 stars (instead of 7)
Medieval Era: 10 stars (instead of 7)
Early Modern Age: 11 stars (instead of 7)
Industrial Age: 12 stars (was 7)
Strategic Resources:
Strategic Resource acquisition is a major pain late game as there is often an shortage in vanilla, resulting in players unable to build many strategic resource hungry units. ENC solves this by making strategetic resource to be visible earlier, reducing the strategic resource requirement to a minimum and provide more option for alternatives. Instead of high strategic resources cost, elite units will have a variable cost which depends on the excess availability of strategic resources. As a result, units will be more accessible and will be easier to upgrade, but at increased construction cost or gold price (up to double or triple the base cost). Late game strategic resources like oil are introduced more gradual and when not available you can always fall back on older units. Coal plays a longer important role in naval combat as it will power naval units from frigate at the start of the industrial up to dreadnought at the end of the industrial age.
Resource Visibility Changes:
Iron becomes visible in Ancient Era (instead in classical)
Saltpeter becomes visible in Medieval Era (instead in early modern)
Coal becomes visible in Early Modern (instead in Industrial Era)
Oil becomes visible in Early Modern (instead in Industrial Era)
Aluminum becomes visible in Industrial Era (instead of contemporary)
Uranium becomes visible in Industrial Era (instead of contemporary)
Population Cost Changes:
Longbowmen from 1 up to 2
Halberdiers from 3 down to 2
Line infantry (and all emblematic variants) from 4 down to 2
Riflemen (and all emblematic variants) from 4 down to 2
Medium Tank (and all emblematic variants) from 2 up to 3
Armored Personnel Carrier (and all emblematic variants) from 2 up to 3
Helicopter Gunship from 2 up to 3
Cruise Missile, Nuclear Missile from 1 down to 0
Thermonuclear Missile from 2 down to 0
Missile unit changes:
Cruise Missile: reduced maintenance cost, and increased range
Nuclear Missile: reduced maintenance cost, and base attack range doubled
Thermal Nuclear Missile: reduced maintenance cost and base attack range doubled
Heavy Naval : Man O'War => Ir0nclad => Dreadnought => Battleship => Guided Missile Cruiser => Stealth Missile Cruiser
Light Cavalry: Scout Riders => Horsemen => Cataphracts => Knight => Lancers => Cuirassiers => Infantry Tank => Medium Tank => Main Battle Tank => Stealth Tank
Anti Cavalry: Spearmen => Phalanx => Pikemen => Halberdiers => Field Gun => Breechloader Cannon => Anti Tank Gun => TOW Infantry => Anti Tank Guided Missile Team
Besides the addition of five intermediate transport vessels , naval Transports has been augmented; The Type of unit can now have an effect on the combat strength and attack range of the Naval transport, making them more strategically important
Naval transport modifiers:
Melee +2 strength in Galley or Cog
Ranged: -1 strength, +2 range in Galley or Cog
Mounted Ranged: +1 range in Galley or Cog
Gunner +2 strength in Caravel, Steamer or Landing Craft
Field Artillery: +3 strength, +3 range in Caravel or Steamer
Marine: +5 strength in Landing Craft
Pollution
Pollution in vanilla Humankind was a serious problem in late-game which needs to be corrected to keep the game playable and not prohibit the player strategic options with late-game military districts and infrastructure. Pollution will now mostly be unavoidable but its effects will be more gradual and less shocking and public order can be mitigated by giving your population fewer industrial and science occupations and more financial and agricultural occupations.
Global Warming:
Increased Level 1 Global Warming Threshold by 44%
Increased Level 2 Global Warming Threshold by 216%
Public order effect depend on Net Global Pollution
Food reduction is affected by Net Global Pollution
Added Infrastructure:
Level 5 Coal Power: Underground Coal Gasification
Infrastructure changes :
Animal Barns generate +3 extra food
Palisades construction cost doubled
Stone Walls construction cost doubled
Financial District generates 50% less pollution
Hydroelectric Dam now generate -10% pollution in all districts instead of its normal pollution reduction
Wind Farm now costs 9055 industry to build, but now generate -25% pollution in all districts instead of its normal pollution reduction
Solar Farm now generate -20% pollution in all districts instead of its normal pollution reduction
Nuclear Plant now generate -15% pollution in all districts instead of their normal pollution reduction
Sewage System now generate -10% pollution in all districts instead of its normal pollution reduction
Factory Farming, Industrial Silos, Anti-Air Surveillance, Command Compound, Tech Park, Financial District, Surface-to-Air Missile, and Supercomputer Lab do not generate pollution anymore.
Bomb Shelters are unlocked earlier with Bunker Construction (at end of the Industrial Era)
District changes:
Saltpeter Extractors now produce 1 pollution.
Coal Extractors now produce 3 pollution.
Oil Extractors now produce 2 pollution.
Aluminum Extractors now produce 1 pollution.
Uranium Extractors now produce 2 pollution.
Train Stations gain +3 money now produce 2 pollution instead of 5.
Aerodromes gain +10 Fortification Bonus and now produce 2 pollution instead of 5, can be built at outposts but requires access to oil
Airports gain +3 money and produce 3 pollution instead of 15.
Missile Silos gain + 20 Fortification Bonus now produce 3 pollution instead of 15.
Attaching a Territory reduces Public Order by 10 instead of 20
Natrual Reserve gains +2 Gold and +2 Science
Emblematic District tweaks:
Assyrians Dunnu produces 4 influence (instead of 2)
Hittites Awari can exploit all FIMS (instead of only food and industry)
Goths Tumulus does not cost stability (instead of -10) and can be build without restrictions and exploit food and industry
Aztecs Sacrificial Altar produces 10 stability (instead of 5)
Teutons Kaiserdom does not cost stability (instead of -10)
Dutch VOC Warehouse can be build without restrictions
Russian Sobor produced +6 influence (instead of +3)
Ottomans Sultan Camii does not cost stability (instead of -10)
Edu Japanese Tera does not cost stability (instead of -10)
German Coking Works produces 3 pollution (instead of 10)
Australia Strip Mining produces 5 pollution (instead of 15)
Japans Robotics Lab produces 2 pollution (instead of 5)
Soviets Arms Factory produces 3 pollution (instead of 10)
Civics Tweaks:
replaced state Atheism +25% spread bonus by 10% science bonus
Civilization Legacy Trait Tweaks:
Assyrians +10 ransack strength (instead of +5)
Dutch +2 gold per population (instead of +1)
Hittite +2 unit strength (instead of +1)
Edo Japanese: +2 Influence per population (instead of +1)
Installtion :
After installation of the Extended Naval Combat you need to activate it in the Mods screen. Find and activate the ENCReload in the Mods list (its usualy loacated near the bottom)
Recommended Mods and Configuration
Configurable Territory Size and configure it with Large Territory size
Better Combat Damage and configure it with Comparison Based (Vanilla Baseline)
Compatibility:
In general it is recommended to load this mod before any other humankind mods.
compatible with Uncle2Fire Resources Expanded with ENC & Resources Compatibility last
compatible with End Game Science Conversion, but should be loaded last
compatible with Docktor Cain Vanilla Improvement Project, but it requires you to load the ENC VIP Compatible Patch last
compatible with Vanilla Improvement project and Unclefire Super Pack when used with the Tripple Aliance Patch loaded last
compatible with Deep Sea Mod, when used with ENC & DeepSea Compatibility mod for Humankind - mod.io loaded last
mostly compatible with Unclefire Super Pack for Humankind Mod, but for the best experience, you should also load the Superpack Compatibility Patch last
mostly compatible with Official ENDLESS™ Mod, but for the best experience, you should also load the Techtree Patch for Extended Naval Combat last
not compatible with Nuclear Missiles Mod but it is already integrated
not compatible with Docktor Kain's Pollution Rework, but it is already integrated
not compatible with Lancers for Humankind, but it already integrated
License
None of the art used in this mod is created or owned by me full credit to artists
Until now I couldn't make a full play with your mod (I only start tests game and look at it). Mostly because I need to playtest my own mod.
I plan to start a game with starting era Early Modern, so the last half of the game. With this mod and some others with.
I see you merged all your mods. For now, it's more easy for players, but also more easy for the modder, it's difficult to do the maintenance of too many mods.
About ICBM.
I wanted to do a mod about this. But as you already have nice feature about that, I have just a suggestion.
And if you can do that in your mod, that would be great.
Last version of your mod, I saw you up the range of missiles. What was really needed in the game.
But what I would prefer, it's not a given. So, some projects/unlock/infrastructures only can up the range.
For example : ICBM test. This project is very difficult to do in-game. But it should provide what is made for.
Vanilla game give no reward for this (except Fame), when it should unlock long range nuclear missiles!
So my proposal is when the players have done the ICBM test, they get the most significant Range bonus for missiles.
I think it's the best way, but I've no idea if it's doable.
Until now I couldn't make a full play with your mod (I only start tests game and look at it). Mostly because I need to playtest my own mod.
I plan to start a game with starting era Early Modern, so the last half of the game. With this mod and some others with.
I see you merged all your mods. For now, it's more easy for players, but also more easy for the modder, it's difficult to do the maintenance of too many mods.
About ICBM.
I wanted to do a mod about this. But as you already have nice feature about that, I have just a suggestion.
And if you can do that in your mod, that would be great.
Last version of your mod, I saw you up the range of missiles. What was really needed in the game.
But what I would prefer, it's not a given. So, some projects/unlock/infrastructures only can up the range.
For example : ICBM test. This project is very difficult to do in-game. But it should provide what is made for.
Vanilla game give no reward for this (except Fame), when it should unlock long range nuclear missiles!
So my proposal is when the players have done the ICBM test, they get the most significant Range bonus for missiles.
I think it's the best way, but I've no idea if it's doable.
Good suggestion but if I'm not mistaken, the vanilla ICBM test already had the effect of increasing the range (with Veterency level), but it was insignificant (+1 or +2 range I believe). I still like the idea of extending the range of missiles after some effort, (I check and it could be achieved by applying a descriptor), but not sure if I should only be with the ICBM technology because for many players and AI it is very hard to find a suitable place to of territory to actually build the national ICBM test project. Instead, I could add it as an upgrade unlocked with Rocket Science or Communication Satellites technology, that will increase the effective range of nuclear/thermal nuclear missiles, giving them the same effective range as they do now for free. I do something similar right now with the Angled Flightdeck technology. It also fits better with my design philosophy of synergy between technologies (in this case fission and rocket science) and simplicity as both players and AI can pull it of without much difficulty
Until now I couldn't make a full play with your mod (I only start tests game and look at it). Mostly because I need to playtest my own mod.
I plan to start a game with starting era Early Modern, so the last half of the game. With this mod and some others with.
I see you merged all your mods. For now, it's more easy for players, but also more easy for the modder, it's difficult to do the maintenance of too many mods.
About ICBM.
I wanted to do a mod about this. But as you already have nice feature about that, I have just a suggestion.
And if you can do that in your mod, that would be great.
Last version of your mod, I saw you up the range of missiles. What was really needed in the game.
But what I would prefer, it's not a given. So, some projects/unlock/infrastructures only can up the range.
For example : ICBM test. This project is very difficult to do in-game. But it should provide what is made for.
Vanilla game give no reward for this (except Fame), when it should unlock long range nuclear missiles!
So my proposal is when the players have done the ICBM test, they get the most significant Range bonus for missiles.
I think it's the best way, but I've no idea if it's doable.
Good suggestion but if I'm not mistaken, the vanilla ICBM test already had the effect of increasing the range (with Veterency level), but it was insignificant (+1 or +2 range I believe). I still like the idea of extending the range of missiles after some effort, (I check and it could be achieved by applying a descriptor), but not sure if I should only be with the ICBM technology because for many players and AI it is very hard to find a suitable place to of territory to actually build the national ICBM test project. Instead, I could add it as an upgrade unlocked with Rocket Science or Communication Satellites technology, that will increase the effective range of nuclear/thermal nuclear missiles, giving them the same effective range as they do now for free. I do something similar right now with the Angled Flightdeck technology. It also fits better with my design philosophy of synergy between technologies (in this case fission and rocket science) and simplicity as both players and AI can pull it of without much difficulty
Yes, no need to put all on ICBM test. See it as the cherry on the cake. Making you send ICBM nuclear missiles everywhere from home.
But otherwise, range could be increased step by step with many other means, tech, infra, etc.
Until now I couldn't make a full play with your mod (I only start tests game and look at it). Mostly because I need to playtest my own mod.
I plan to start a game with starting era Early Modern, so the last half of the game. With this mod and some others with.
I see you merged all your mods. For now, it's more easy for players, but also more easy for the modder, it's difficult to do the maintenance of too many mods.
About ICBM.
I wanted to do a mod about this. But as you already have nice feature about that, I have just a suggestion.
And if you can do that in your mod, that would be great.
Last version of your mod, I saw you up the range of missiles. What was really needed in the game.
But what I would prefer, it's not a given. So, some projects/unlock/infrastructures only can up the range.
For example : ICBM test. This project is very difficult to do in-game. But it should provide what is made for.
Vanilla game give no reward for this (except Fame), when it should unlock long range nuclear missiles!
So my proposal is when the players have done the ICBM test, they get the most significant Range bonus for missiles.
I think it's the best way, but I've no idea if it's doable.
Good suggestion but if I'm not mistaken, the vanilla ICBM test already had the effect of increasing the range (with Veterency level), but it was insignificant (+1 or +2 range I believe). I still like the idea of extending the range of missiles after some effort, (I check and it could be achieved by applying a descriptor), but not sure if I should only be with the ICBM technology because for many players and AI it is very hard to find a suitable place to of territory to actually build the national ICBM test project. Instead, I could add it as an upgrade unlocked with Rocket Science or Communication Satellites technology, that will increase the effective range of nuclear/thermal nuclear missiles, giving them the same effective range as they do now for free. I do something similar right now with the Angled Flightdeck technology. It also fits better with my design philosophy of synergy between technologies (in this case fission and rocket science) and simplicity as both players and AI can pull it of without much difficulty
Yes, no need to put all on ICBM test. See it as the cherry on the cake. Making you send ICBM nuclear missiles everywhere from home.
But otherwise, range could be increased step by step with many other means, tech, infra, etc.
Yes, I intend to do that. I think the Humankind developers original intended to have an ICBM unit, otherwise, why have a ICBM Test project? ICBM should not only dramaticly increase range, but more importantly, destructiveness (range). The ICBM is technically a Thermal Nuclear intercontinal delivery system that has enough capacity to contain multiple Warheads. The First Nuclear Rockets are technically Cruise missiles with a single nuclear payload, its capacity should be significanly lower that an ICBM which also uses MIRV to make it both more deadly and harder to intercept. The Nuclear Missile has a destruction range of 2 while the thermal nuclear is 4, but I think this should have been 3 and only the ICBM (which in the test requires much more room) should have a destruction range of 4. To compensate, the Nuclear and ThemralNuclear could be made cheaper, with lower strategic resource cost, lower construction and maintenance cost, and no population cost, allowing you to create large nuclear standof stockpiles (the US has over 500). The ICBM units however, which are much bigger, require more maintance and security, justifing a population cost and high construction and maintenance cost.
The goal of this mod is to create a longer, more interesting, and realistic end game experience with the addition of new technologies and military units and tweaks to existing unit strength, production, and pollution to keep it overall balanced. I tried to make this mod as compatible as possible with other mods by putting most new units and bonuses spread over the new Technologies, and no changes to any cultures, or civics. The new Technologies also help to make the Industrial and Contemporary Era last significantly longer, especially the late Industrial and early Contemporary era (WW1/WW2) period with 12 new technologies.
Nuclear Proliferation:
Nuclear weapons have become more useful (with increased range) and accessible (with reduced minimum strategic resource requirements) and with the addition of a true ICBM weapon (unlocked after researching Rocket Science and developing Thermal Nuclear Weapons) making it more likely they are built and actually used by the AI with devastating effects. The state of Nuclear weapons proliferation is made more intuitive as the National Nuclear Weapon Test Programs strategic resource requirements are made the same as the missile weapons they unlock, meaning if someone manages to build a nuclear weapon test project (including ICBM weapon test), they can also build and use them (given they also constructed a Missile Silo).
Science:
In order to create a more historically accurate experience, it was necessary to restructure the tech tree with separate branches starting at the end of the industrial era. Starting from the modern age the minimum research cost increases up to double the cost for the end game technologies. The final research cost depends inversely on the number of unlocked technologies, meaning the more technologies you have unlocked from a previous technology generation, the relatively easier it becomes to research additional technologies. This mechanic makes beelining technologies (skipping technologies) excessively expansive and the most economical way to unlock the entire tech tree is to always choose the cheapest unlockable technologies. These changes and the introduction of 21 new technologies have the effect of creating a significantly longer end game and it is therefore recommended you disable the turn limit when creating a new game.
New Technologies:
Ship of the Line; requires Chartered Companies, unlocks Man O' War
Naval Steam Engine; requires Steam Engine, unlocks Steam Frigate and Steam Transport
Railroad; requires Steam Engine, unlocks Train Station, Rail Freight Transportation and Industrial era Settlement package
Automobile; requires Combustion Engine, unlocks Armoured Car and freight trucks trade bonus
Breachloader; requires Line Formation, unlocks Siege Artillery and Horse Drawn Siege Artillery
Anti Torpedoboat Warfare; unlocks Torpedo Boat Destroyer
Transport Galley is unlocked earlier with Sailing (with an event)
U-Boat is unlocked later with Submarine Warfare (Germany gains 50% research bonus)
Medium Tank is unlocked later with Sloped Armor
Commando is unlocked earlier with Insurrection Theory
Missile Silo and Cruise Missile is unlocked earlier with Jet Engine
Helicopter Gunship is unlocked later with Precision-guided munition
Missile Destroyer (originally called Missile Cruiser) unlocked later with Guided Missiles
Nuclear Submarine is unlocked with Fluid Dynamics and upgraded with Nuclear Reactor
Combat:
Both naval, land, and air units have been added and existing units are tweaked to achieve a longer more satisfying end game experience. The naval unit's role progressively gets more important as the era advances with longer attack and bombardment ranges. Combat has been been made more interesting with new rock scissor paper mechanics between the classes. For example, Submarines are more effective versus Battleship, Destroyers are more effective versus Submarines and Battleship are more effective versus Destroyers. Classes now progress through identifiable WW1, WW2, Cold War en Stealth era generation, making it feel more historically accurate. The early (WW1) units have reduced strategic resource requirements, making them more likely to appear in combat.
While maintaining a minimum strategic resource requirement, Unitcost is no longer fixed but depends on the excess availability of strategic resources. This means that units will be more accessible and will be easier to upgrade, but at increased construction cost or gold price (up to double the base cost).
New Naval units:
Added Galleass, unlocked with Gunpowder (with an event), upgrades to Man O War
Added Galleon, unlocked with Naval Artillery, upgrades to Steam Frigate
Added Steam Transport, unlocked with Propeller, upgrades to Landing Craft
Added Dreadnought, unlocks with Dreadnought design, upgrades to Battleship
Added Fleet Submarine. unlocked with Submarine Warfare, upgrades to Diesel Submarine
Added Torpedo Boat Destroyer, unlocked with Dreadnought Design, upgrades to Destroyer
Added Destroyer, unlocked Anti Submarine Warfare, upgrades to Missile Destroyer
Added Diesel Submarine, unlocks with Fluid Dynamics, upgrades to Missile Submarine
Added Guided Missile Destroyer, unlocks with Guided Missiles, upgrades to Stealth Missile Cruiser
Added Nuclear Aircraft Carrier, unlocks with Angled Flightdeck, upgrades with Advanced Nuclear Reactors
Added Guided Missile Submarine, unlocks with Guided Missiles upgrades with Advanced Nuclear Reactors
Added (common) Stealth Corvette, unlocks with Stealth Technology
Added Stealth Missile Cruiser, unlocks with Stealth Technology
New Land units:
Added (common) Cuirassiers, unlocked with Line Formations, upgrades to Light Tank
Added Armoured Car, unlocked with Automobile, upgrades Armoured Recon
Added Towed Artillery, unlocked with Automobile and Breechloading, upgrades to MLRS
Added Light Tank unlocked with Continuous Track, upgrades to Medium Tank
Added Armoured Recon, unlocked with Anti Tank Warfare upgrades to Attack Helicopter with Jet Engine
Added Self-propelled Howitzer, unlocked with Mechanized Infantry Doctrine
Added Marines, unlocked Amphibious Warfare, upgrades to All-Terrain PMV with Mechanized Infantry Doctrine
Added Attack Helicopter, unlocked with Jet Engine, upgrades to Helicopter Gunship with Precision-guided munition
Added Multiple Launch Rocket System (MLRS), unlocks with Computing
Added (common) All-Terrain PMV, unlocks with Mechanized Infantry Doctrine
New Air units:
Added (common) Stealth Fighter, unlocked with Stealth technology
Added (common) Stealth Cruise Missile, unlocked with Stealth technology
Added Intercontinental Ballistic Missile (ICBM) unlocked after researching Rocket Science and building 2nd Nuclear Test Project
Special ability changes:
Land-based Archer and Gunner units are less effective (-10 strength) versus naval units in battle
Transport Galley and all other naval transport Units now require upkeep when used
Cog is converted into a Transport vessel
Man O' War gain special ability Shatter (similar to Howitzer)
Indirect ranged attacks by Archer units on Fortified units get reduced by 6 strength
Units that cannot attack fortifications (Cavalry, Tanks, etc) require 2 movement points in Rocky Field
Ironclad special ability Inner Sea Mastodonte (+11 in Coastal Waters) is replaced by Bombard (similar to Battleship)
Oar propelled units (Pentekonter, Quadrireme, Galleass ) gain +5 strength in Coastal Waters and +2 speed in combat
Dreadnought, Battleship en Missile Cruiser gain extended Zone of Control
Torpedo Boat and all Submarines gain +5 attack bonus versus Armoured Vessels (Ironclads, Battleships, Carriers, Cruisers)
Submarines can hide better in deep Ocean water, giving them a +5 strength bonus when fighting on Ocean tiles
Line Infantry => Riflemen => Marines => All Terrain PMV
Heavy Machinegun => Anti Aircraft Gun
Biplane => Monoplane Fighter => Multi Role Fighter => Stealth Fighter
Transport Galley => Cog => Caravel => Steam Transport => Landing Craft
Saṃnāhya => Dhanvī-gaja => Gajnal => Armoured Car
Transportation
Besides the addition of two intermediate transport vessels during the medieval and industrial era, naval Transporting has been augmented; The Type of unit can now have an effect on the combat strength and attack range of the Naval transport, making them more strategically important
Naval transport modifiers:
Melee +2 strength in Galley or Cog
Ranged: -1 strength, +2 range in Galley or Cog
Mounted Ranged: +1 range in Galley or Cog
Gunner +2 strength in Caravel, Steamer or Landing Craft
Field Artillery: +3 strength, +3 range in Caravel or Steamer
Marine: +5 strength in Landing Craft
Pollution
Pollution in vanilla Humankind was a serious problem in late-game which needs to be corrected to keep the game playable and not prohibit the player strategic options with late-game military districts and infrastructure. Pollution will now mostly be unavoidable but its effects will be more gradual and less shocking and public order can be mitigated by giving your population fewer industrial and science occupations and more financial and agricultural occupations.
Global Warming:
Increased Global Warming Threshold by 44%
Public order effect depend on Net Global Pollution
Food reduction is affected by Net Global Pollution
Added Infrastructure:
Level 5 Coal Power: Underground Coal Gasification
Infrastructure changes :
Hydroelectric Dam now generate -10% pollution in all districts instead of its normal pollution reduction
Wind Farm now costs 9055 industry to build, but now generate -25% pollution in all districts instead of its normal pollution reduction
Solar Farm now generate -20% pollution in all districts instead of its normal pollution reduction
Nuclear Plant now generate -15% pollution in all districts instead of their normal pollution reduction
Sewage System now generate -10% pollution in all districts instead of its normal pollution reduction
Factory Farming, Industrial Silos, Anti-Air Surveillance, Command Compound, Tech Park, Financial District, Surface-to-Air Missile, and Supercomputer Lab do not generate pollution anymore.
Bomb Shelters are unlocked earlier with Bunker Construction (at end of the Industrial Era)
District changes:
Saltpeter Extractors now produce 1 pollution.
Coal Extractors now produce 3 pollution.
Oil Extractors now produce 2 pollution.
Aluminum Extractors now produce 1 pollution.
Uranium Extractors now produce 2 pollution.
Train Stations now produce 1 pollution instead of 5.
Aerodromes now produce 1 pollution instead of 5, can be built at outposts but requires access to oil
Airports now produce 3 pollution instead of 15.
Missile Silos now produce 2 pollution instead of 15.
Attaching a Territory reduces Public Order by 10 instead of 20
Compatibility:
I general it is recommended to load this mod before any other humankind mods.
compatible with End Game Science Conversion, but should be loaded last
mostly compatible with Deep Sea Mod, but for the best experience, you should also load the DeepSea Compatibility Patch last
mostly compatible with Super Pack for Humankind Mod, but for the best experience, you should also load the Superpack Compatibility Patch last
mostly compatible with Official ENDLESS™ Mod, but for the best experience, you should also load the Techtree Patch for Extended Naval Combat last
not compatible with Nuclear Missiles Mod but it is already integrated
not compatible with Docktor Kain's Pollution Rework, but it is already integrated
License
Non of the art used in this mod is created or owned by me full credit to artists
hey but can you explain to me what are you doing ?? !! i see you are putting your mod here to make it known wow ok. But holy god do you want to update your holy mod please? after the bolivar update a hotfix came out and after that your mod started not being displayed in the mod menu of the game !!!! WE ARE ALL WAITING FOR YOU THAT YOU UPDATE YOUR MOD! thank you!
Updated 2 years ago.
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It should be fixed now. I mainly trying to get some feedback as there is virtualy none. I only seem to get question when it somehow got broken by an update.
Hey there! I feel bad there is no feedback. Since my game has been crashing (mostly due to some outdated mod, I pray), I haven't been entirely able to pursue the late game techs yet.
However, there is one feedback I will give, which is the one most impacted me. I believe the ability to transport troops on coastal waters begins too soon, maybe leaving it 1 tech before vanilla? Not quite sure it's not like that already. Since I mostly play continents with huge landmasses, it is far too common to begin settling the new world as soon as the classical era starts, which is not at all bad, but quite odd, you see? That may be a problem on my particular world creation configs, but I do feel that transports are available a little bit too soon.
Other than that, when I could get to the industrial age before losing the save, having your variety of ships really made the experience a whole lot better, more ships, more fun. I still have to experience the contemporary era and see how it plays out.
The one time I managed to play and not crash by late game I've got one quite amazing battle where I had my whole 8 ship fleet of a few torpedos, a sub and 4 dreadnoughts (along some land units) managed to stave off dozens and dozens of enemy ships (outdated sail ships and many transports), it was quite a spectacular battle, I say. Thanks to your mod.
One last thing, I'm not entirely sure it is your mod or the games AI, but by the late game, other nations began building tons and tons of tanks (the soviets, I remember it was, because I lost most of my armies to their medium tanks lol), by the time I began training more AT, I lost my save, so never quite got to counter it.
Along VIP and super culture pack, your mod is on the top 3 best mods. The game truly lacks variety of units, especially at the later eras, and your mod seems to be the only one that adds more variety, along with a nice flavor twist to them. I would regard the lack of feedback as a sign that people take your mod for granted, that it is too good, quite necessary to enjoy some more bittersweet conflicts. If not most people, at least I consider it so.
Thanks for the feedback. Fishery might indeed a bit too soon for unlocking Naval Transport. I probably change it to Sailing instead, which would be better fit, and improve balance, I think
The AI building lots of Tanks might be a direct consequence of the fact that Tanks are much easier to be build (as the strategic resource required now is only 1 iron and 1 oil ) and preferring to build strong units. I will try to look into this more and figure out if its a real problem that needs to be fixed (by removing the strong flag).
Ey, thanks for the reply! Finally got to the later eras without mod conflicts. Indeed, the AI on civ and humankind difficulties tend to create huge numbers of tanks and ships, saw a big number of fleets huddled together with a lot of aircraft carriers, sp its not just the tanks, but definitely the lower requirements of resources. Didnt really look much, but not sure i saw any marines and rifles. Still, very fun to see those hundreds of units around, though it really scares me.
Not sure you embedded the medieval sieges mod into yours, or added similar units. but using both together led to some duplicates, up until the siege artillery (ww1 cannons), but that is quite irrelevant, most likely because the other mod is "outdated"
First off thanks a lot for creating this mod, so much great content I really enjoyed it! Adds a whole DLCs worth of content. As far as feedback I noticed for some reason upgrading from Reiters to Dragoons was costing around 36K per unit for some reason and also the attack helicopter wouldn't upgrade to helicopter gunship. Also certain units that have a unique unit equivalent such as the Cuirassiers seem to be a bit too power making the unique units seem almost useless since they don't really provide an advantage. Again thanks a lot for this, I had a great time :)
First off thanks a lot for creating this mod, so much great content I really enjoyed it! Adds a whole DLCs worth of content. As far as feedback I noticed for some reason upgrading from Reiters to Dragoons was costing around 36K per unit for some reason and also the attack helicopter wouldn't upgrade to helicopter gunship. Also certain units that have a unique unit equivalent such as the Cuirassiers seem to be a bit too power making the unique units seem almost useless since they don't really provide an advantage. Again thanks a lot for this, I had a great time :)
Hello, I have done the reaserch to gwt the hypersonic bomber however haven't been given the unit, I have been given the missile and helicopter for this tab but is there anything extra I need to get the bomber (had same issue with nuclear attack sub)
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