HUMANKIND™

HUMANKIND™

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Culture Rebalance Mod Compendium (Unreleased)
By Tynendir
This guide aims to provide a compendium about a Culture Rebalance Mod that I aim to create as soon as the Modding Tools are released.

Currently the game is quite unbalanced in some aspects as flat bonuses you might get in the early game pale in comparison to some scaling bonuses. My goal is to make all cultures have at least one powerful bonus so they remain a good choice and not subpar compared to other cultures. If possible I'd also like to change some affinities so they are more interesting and/or fairer.
   
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Culture Affinities
In my opinion some culture affinities are just plain boring while other might be a bit too strong. Here are the way I'd like to change them if the modding tools allow for such in-depth change.

Aesthete:

Current bonus: Cultural Blitz: Immediately bring one of your Empire's Territories back into its sphere of influence, and gain Influence for each adjacent Territory already in your sphere.

Changed to: No change but can also use the action on a neighboring competitor territory gaining influence, starting to get the territory back into its sphere of influence AND gaining a grievance on the territory.

Thoughts: Otherwise this affinity is fairly balanced.

Agrarian:

Current bonus: Can attract 1 Population from each adjacent Territory's City or Outpost. It will create a Grievance against you for each impacted Empire.

Changed to: Instead of instantly giving population, it will attract the population for a number of turns depending on the pacing of the game. If the neighboring competitor territory that has its population leeched declares war on you, it will dramatically slow down the process and its efficiency.

Thoughts: Currently one of the most powerful affinity action in the game. Hopefully this change will bring some counter play to the table.

Builder:

Current bonus: Can set Cities into "Land Raiser" mode.
All the Money and Science output of the City are converted into Industry.
Cities will only produce Food and Industry when this mode is activated.
The mode lasts for at least 5 Turn turns until it can be deactivated.

Changed to: Can drastically speed up the Industry production of a city for 5 turns (+50%).

Thoughts: Builder cultures are usually pretty strong but I feel like their affinity action is quite boring compared to other cultures. Moreover contrary to some other cultures, it comes with a drawback. I've removed the drawback so that it should see a bit more use in game.

Expansionist:

Current bonus: Can forcibly annex Territory Territories occupied by other Empire's Outposts and Administrative Centers.
For annexing, you need to move an Army to stand on another Empire's Outpost or Administrative Center.
The process will take the Army a few Turn turns, cost a sum of Money, and can be interrupted when someone attacking the annexing Army.
You cannot trigger multiple annexations at the same time, and will need to wait a few Turn turns after each successful annexation before using this Affinity Action again.
Territories held by your Allies cannot be annexed.
Can always trespass.

Changed to: None.

Thoughts: This bonus is actually fairly balanced and I like the fact that it's the only affinity that can trespass. Some people complain that it can be interrupted but as the Agrarian affinity I feel like if it affects other competitors in a meaningful way then it needs to have a counter play.

Merchant:

Current bonus: Can use Influence Influence to marshal venture capital towards a Resource Deposit, either creating an Extractor or generating Money.

If no Extractor exists, then one will be created instantly on the deposit.
Otherwise, you will share a sum of Money Money with the owner. You'll both earn more Money the more Empires are buying the resource; and if the owner is an Independent People, their cut will count as a Bribe, improving relations.

Changed to: Reduced cooldown for the affinity action. Reduced influence cost. Boost used on own's extractor permanently boost the gold received from that tile.

Thoughts: It's actually a fairly weak bonus but an interesting. I feel like allowing it to be used way more often could lead to some potential interesting gameplay while making it more powerful.

Militarist:

Current bonus:Can periodically call upon able bodied patriots to take up arms in defense of the mother land.

Instantly raise Militia Armies in your Cities, these Armies can be used to attack or defend, and can move on the map.
The Militias only cost Population to raise.

Changed to: Double the production cost of units in the targeted city for X turns. In exchange once the production is complete, you will receive 2 units instead of 1.

Thoughts: I don't like instant bonus that create pop or troops. They are usually a bit too strong. With that change, it will still play out as a good bonus to military faction as they can raise twice the amount of armies at half the cost of population. It can only target one city and for a limited number of turns to avoid being too overpowered.

Scientist:

Current bonus:Can set Cities into "Collective Minds" mode.

All the Industry Industry and Money Money output of the City are converted into Science.
Cities will only produce Food and Science when this mode is activated.
The mode lasts for at least 5 Turn turns until it can be deactivated.

Changed to: Target a city that, for X turns, will add half its Industry and all its Money generated to Science for the duration. The city will still continue to produce Food, Industry, Money and Science while this mode is active.

Thoughts: Boring bonus that comes with a huge drawback of removing industry from a city. Here you get an actual powerful albeit temporary bonus. The industry is added is less than the full amount as otherwise it would be a bit OP. Even at half I still think it's a bit too strong but I would need testing to see if it needs to be reduced by a quarter or removed entirely.
Ancient Era
Assyrians






Trait: Raid Masters
+1 Land Movement Speed on Unit
+5 Combat Strength bonus when Ransacking on Army
Added: Permanent bonus to gold pillaged on Ransack (+20%).

Emblematic Quarter: Dunnu
Removed:+2 Influence
+10 District Fortification
+1 Combat Strength in combat for Units in or adjacent to the District
Added: +20 Stability
Added: +5 Influence

Babylonians







Trait: Brillant Philosophers
Removed:+2 Science per researched technologies on Capital
Added: +1% Research per researched technologies on Capital

Emblematic District: Astronomy House
+1 Food and +1 Science per Researchers
+3 Science per adjacent Farmers Quarter
+1 Researchers Slot on City or Outpost
Removed: -10 Stability

Egyptians







Trait: Grand Planners
+1 Industry on Tile producing Industry
Modify District Industry cost by -10%

Emblematic District: Egyptian Pyramid
+1 Influence
+3 Industry
Removed: -10 Stability
+3 Industry per adjacent Makers Quarter
+1 Workers Slot on City or Outpost

Harappans






Trait: Fertile Inundations
+1 Food on Tile producing Food Food
+1 Food on River

Emblematic District: Canal Network
Added: +1 Influence
+3 Food
Removed: -10 Stability
+3 Food per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost


Hittites






Trait: Lust for War
+1 Combat Strength
Added: +1 Combat Strength on Cavalry unit

Emblematic District: Awari
Added: +2 Influence
Added: +10 Stability
Automatically upgrades regular Outpost.
Can be used as a Land Unit Spawn Point for neighbor Cities.

Myceanans






Trait: Brutal Upbringing
Modify Unit Industry cost by -20%
+25 Experience on Creating Unit

Emblematic District: Cyclopean Fortress
Added: +1 Influence
+20 District Fortification
+3 Industry
+15 Stability
+3 Combat Strength in combat for Units in or adjacent to the District.
Acts as a Makers Quarter
Increase the Movement point cost of tiles within a range of 1 tile for hostile Armies.

Nubians






Trait: Golden Dreams
+5 Money on Luxury Resource deposit
+5 Money on Strategic Resource deposit
Added: +3 Money per Emblematic District
Added: -50% to cost of creating land trade routes for both export and import.

Emblematic District: Meroe Pyramids
+2 Industry
+2 Money
+3 Money per adjacent Industry Makers Quarter
+1 Traders Slot on City or Outpost
Removed: -10 Stability

Olmecs






Trait: Natural Harmony
Removed: +1 Influence on Territory
Added: +1 Influence per population

Emblematic District: Olmec Head
+1 Influence
+3 Food
Removed: -10 Stability
+1 Influence per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost

Phoenicians






Trait: Trading Pioneers
+2 Money per Traders on City or Outpost
Added: +1 Money per Population
Added: -50% to cost of creating sea trade routes for both export and import.

Emblematic District: Haven
Added: +1 Influence per adjacent Coastal Water
Removed: -10 Stability
+2 Money per adjacent Coastal Water
+2 Money per adjacent Lake
+1 Traders Slot on City or Outpost


Zhou






Trait: Harmonious Thoughts
+2 Stability on District

Emblematic District: Confucius School
Added: +1 Influence
+8 Stability
+1 Science
+5 Science per adjacent Mountain
+1 Researchers Slot on City or Outpost
Added: Can be built anywhere
Classical Era
Achaemenid Persians






Trait: Cyrus' Shadow
+2 City Cap
Removed +10 Stability on City or Outpost

Emblematic Quarter: Satrap Palace
+1 Influence
+5 Money
Removed:-10 Stability
+2 Influence per adjacent District
+1 Traders Slot on City or Outpost
Added: +5 Stability

Aksumites








Trait: Horn of Plenty
+2 Money on Tile producing Money
Added: +1 Money per population on Citiy or Outpost

Emblematic District: Great Obelisk
Added: +1 Influence
+1 Money per Territories under the Religion's influence
+3 Faith
+3 Money
Removed: -10 Stability
+3 Money per adjacent Market Quarter
+1 Traders Slot Traders Slot on City or Outpost

Carthaginians







Trait: Hard Bargainers
Modify all Constructibles Buyout cost by -25%.
Added: +2 Money per Traders in City or Outpost

Emblematic District: Cothon
+10 District Fortification
Removed: -10 Stabilityy
+3 Industry per adjacent Coastal Water
+2 Industry per adjacent Lake
+1 Workers Slot on City or Outpost

Celts






Trait: Druidic Lore
+2 Food per Farmers on City or Outpost
Added: +1 Food per Farmer's Quarter

Emblematic District: Nemeton
Added: +1 Influence
+3/+6 Food per number of attached territories
Removed: -10 Stability
+3 Food per adjacent Farmers Quarter
Added: +1 Farmers Slot on City or Outpost


Goths






Trait: Nimble Pillage
+10 Combat Strength from ransacking on Unit
+2 Influence on Garrison

Emblematic District: Tumulus
+3 Influence
+3 Faith
Removed: -10 Stability
+2 Faith per adjacent District
Added: +10 Stability


Greeks






Trait: Socratic Methods
+2 Science per Researchers on City or Outpost
Added: +2 Science per Research Quarters

Emblematic District: Amphitheatron
+1/+3 Influence per current Era
+3 Science per current Era
+2 Science per adjacent District

Huns






Trait: Formidable Steeds
+2/+1 Combat Strength on Cavalry Unit[/strike]

Added: +1 Influence per Garrison
Added: +2 Influence per Ordu

Emblematic District: Ordu
Added: +2 Influence
Automatically upgrades regular Outpost
They cannot be attached to Cities in this Era.
Can build the Emblematic Unit of the culture
In the case of the Huns, the Ordu can build the Hunnic Horde.
All newly created Outposts become Ordus. After switching to the next era, the Ordus will convert back to regular Outposts.

Mauryans






Trait: Guiding Light
+1 Influence on Emblematic District
-10% on Attach Outpost cost

Emblematic District: Stūpa
+1 Influence
+2 Faith
-10 Stability Stability
+3 Science
+2 Influence per adjacent District
+1 Researchers Slot Researchers Slot on City or Outpost

Maya






Trait: Tireless Spirit
+2 Industry per Workers on City or Outpost
Added: +1 Industry per Farmers on City or Outpost


Emblematic District: K'uh Nah
Added: +1 Influence
+3/+6 Industry per number of attached Territories
+2 Faith
-10 Stability
+4 Industry per adjacent Makers Quarter
+1 Workers Slot on City or Outpost


Romans






Trait: Legion's Finest
+1 Unit slot available for each Army
-30% Army Upkeep on Army

Emblematic District: Triumphal Arch
Removed:
+3 Influence
+3 Stability
On Victorious City:
+5 Influence
+10 Stability

Added:
Reduced the cost of Land Unit by 1%.
+4 Influence
+5 Stability
Counts as a Garrison
Medieval Era
Aztecs






Trait: Huitzilopochtli's Legacy
+2 Movement Land Movement Speed on Unit
Modify Unit Industry Industry cost by -20%

Emblematic Quarter: Sacrificial Altar
+5 Faith
+5 Stability
+2 Influence from adjacent District
Added: Sacrifices will apply a 10% bonus to all yields in City

Byzantines








Trait: Master of Whispers
+5%/+20% Money per Alliance on all Cities
Added: Garrison produces +3 Gold

Emblematic District: Hippódromos
+5 Money per Horse (including those bought from others)
Removed: +3 Gold
Added: +1 Influence per adjacent district
+25 Money per adjacent Horse deposit
Removed: -10 Stability
+1 Traders Slot Traders Slot on City or Outpost

English







Trait: Serfs' Labor
Removed: +7 Food per number of attached Territories on City or Outpost
Added: +5% Food per number of attached Territories on City or Outpost

Emblematic District: Stronghold
+5 Stability
+20 District Fortification
+3 Combat Strength in combat for Units in or adjacent to the District.
Acts as a Farmers Quarter
Added: +1 Influence per adjacent district
Added: Acts as a Garrison for the purpose of Stability bonus


Franks







Trait: Crown Lands
+10% Influence
Added: +1 Influence per Garrison
Added: +1 Combat Strength for Cavalry Unit

Emblematic District: Scriptorium
+3 Faith
Removed:-10 Stability
+5 Science
+2 Influence per adjacent District
+1 Researchers Slot Researchers Slot on City or Outpost


Ghanaians







Trait: Life of Luxury
Removed:+5 Money per Number of accesses to Luxury Resources.
Removed: +5 Money per Number of accesses to Strategic Resources.
Added: +1% Money per Number of accesses to Luxury Resources.


Emblematic District: Luxuries Market
+1/+3 Money per Number of Trade Routes
+5 Money
Removed:-10 Stability
Removed:+3 Money per adjacent Market Quarter
Added: +3 Money per adjacent District.
+1 Traders Slot on City or Outpost


Khmer






Trait: Servants of Magnificence
Removed:+3 Industry on Industry Makers Quarter
Added: +1 Industry per Population

Emblematic District: Baray
+5 Food
Removed: +1 Industry per Population
Removed: -10 Stability
+2 Industry per adjacent River
+1 Workers Slot on City or Outpost
Added: Counts as a River

Mongols







Trait: Mounted Mayhem/ Golden Horde
100% ransack on Army
Added: +10% to all yields per Vassal

Emblematic District: Orda
Automatically upgrades regular Outpost
They cannot be attached to Cities in this Era.
Added: +10 District Fortification
Added: + 2 Influence on Outpost


Norsemen







Trait: Stormborn
+3 Naval Movement Speed on Naval Units
+2 Combat Strength on Naval Units

Emblematic District: Naust
Removed: -10 Stability
+5 Food per adjacent Coastal Water
+5 Food per adjacent Lake
+50 Money from ransack on Empire
+1 Farmers Slot on City or Outpost


Teutons







Trait: Spurred by Faith
+1 Money per State Religion Follower.
+1 Science per State Religion Follower.

Emblematic District: Kaiserdom
+1 Faith per District
+3 Faith per adjacent District
+3 Influence
Added: +5 Stability
Removed: -10 Stability

Umayyads







Trait: Learned Friends
+5%/+20% Science per Alliance on all Cities
Added: Research Center produces +2 Science

Emblematic District: Grand Mosque
+3/+10 Science per Number of attached Territories
+5 Faith
Removed: -10 Stability
+1 Researchers Slot Researchers Slot on City or Outpost
Early Modern Era
Dutch





Stock Wisdom
+1 Money per Population on all Cities
Added: Doubles the Money generated by sea trade routes.

Emblematic Quarter: V.O.C Warehouse
+1 Money
+20 Money per adjacent Harbor
Removed: -10 Stability
+2 Money per Traders on City or Outpost
+1 Traders Slot on City or Outpost

Edo Japanese







Trait: Shogun's Authority
+1 Influence per Population on City or Outpost.

Emblematic District: Tera
+3 Faith
+2 Influence
+5/+10 Influence per adjacent Mountain
Removed: -10 Stability

Haudenosaunee







Trait: Land of Plenty
+1 Food on Exploitation

Emblematic District: Three Sisters Plantation
+5 Food per number of attached Territories
Removed:-10 Stability
+3 Food per adjacent Farmers Quarter
+1 Farmers Slot on City or Outpost


Joseon







Trait: Hall of Wothies
+3 Science on Tile producing Science
Added: +1 Science per adjacent Research Quarter.

Emblematic District: Seowon
Removed:-10 Stability
+2 Influence
+2 Science
+3 Science per adjacent Research Quarter
+1 Science per Researchers on City or Outpost
+1 Researchers Slot on City or Outpost


Ming







Trait: Grand Secretariat
-25% cost of enacting Civic
-25% cost of revoking Civic
+1 Influence on Territory
Added: -25% Cost on absorbing Cities.


Emblematic District: Grand Teahouse
+1 Influence per District
+10 Stability
Removed: +2 Influence per adjacent District

Mughals







Trait: Imperial Magnificence
+2% Industry per number of Territories in your Sphere of Influence on Capital

Emblematic District: Jama Masjid
+3 Industry per Workers
+2 Influence
+3 Industry
+3 Industry per adjacent Makers Quarter
Removed: -10 Stability


Ottomans






Trait: Supremacy of Fire
-50% on Heavy Weapon Industry Industry cost
+3 Combat Strength on Heavy Weapon
Added: Reduced the resource requirement for Heavy Weapon by half.

Emblematic District: Sultan Camii
+1 Faith per District
+3 Influence
Removed: -10 Stability
+3 Influence per adjacent District


Poles







Trait: Deadly Ramparts
+10 District Fortification on District
+2 Stability on District

Emblematic District: Barbican
+2 Influence
+20 District Fortification
+8 Stability
+3 Combat Strength in combat for Units in or adjacent to the District.
Added: Counts as a Garrison


Spanish







Trait: Honor and Glory
+3 Strength Combat Strength on Units starting their turn in a non-allied Territory
Added: +25% Gold on Ransack

Emblematic District: Catedral Gótica
+1 Faith per Population Population
+3 Faith per adjacent District
Removed: -10 Stability
Added: Counts as a Market Quarter

Venetians







Trait: Learned Friends
+1 Money per number of Trade Routes on City or Outpost
+2 Money per number of Naval Trade Routes on City or Outpost
Added: Doubles the Money generated by sea trade routes.

Emblematic District: Botteghe di Artisti
+4 Influence
+1 Money
+1 Influence per adjacent Money Market Quarter
+1 Money on Tile producing Money
Removed: -10 Stability
Industrial Era
Contemporary
6 Comments
Doomed World 3 Oct, 2023 @ 8:14pm 
To bad it could never happen
ZeeCowboyT 2 Nov, 2021 @ 3:07pm 
This is amazing on many levels. Many needed changes that I'll be curious to see if whether or not the devs add them before your mod comes out. They're some seriously needed balances
Tynendir  [author] 25 Aug, 2021 @ 1:08am 
Early Modern Era have been added.
Tynendir  [author] 24 Aug, 2021 @ 11:55am 
Medieval Cultures have been added
Tynendir  [author] 24 Aug, 2021 @ 7:00am 
Classical Era cultures have been added.
Tynendir  [author] 24 Aug, 2021 @ 1:57am 
Currently on development, I'll update you when I add something.