HUMANKIND™

HUMANKIND™

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149.669 MB
2 Dec, 2023 @ 4:37am
19 Aug @ 3:39am
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Description
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. New Naval units:
  1. Harpax War Galley
  2. Galleass
  3. Galleon
  4. Bomb Ketch
  5. Privateer
  6. Frigate
  7. Steam Corvette
  8. Steam Gunboat
  9. Steam Submarine
  10. Torpedo Boat Destroyer
  11. Protected Cruiser
  12. Dreadnought
  13. Fleet Submarine
  14. Cruiser Submarine
  15. Light Cruiser
  16. Destroyer
  17. Motor Torpedo Boat
  18. Diesel Submarine
  19. Missile Boat
  20. Missile Frigate
  21. Missile Destroyer
  22. Nuclear Aircraft Carrier
  23. Missile Submarine
  24. Stealth Corvette
  25. Stealth Missile Cruiser
  26. Fuel Cell Submarine
  27. Stealth Aircraft Carrier
New Land units
  1. Slingers
  2. Spear-throwers
  3. Spearmen
  4. Reenforced Battering Ram
  5. Chariot Archers
  6. Skirmisher
  7. Ballista
  8. Cataphracts
  9. Iron Swordmen
  10. Bowmen
  11. Yeomens
  12. Mounted Crossbowmen
  13. Sappers
  14. Rangers
  15. Siege Cannon
  16. Organ Gun
  17. Lancers
  18. Reiters
  19. FIeld Howitzer
  20. Cuirassiers
  21. Gatling Gun
  22. Breechloader Cannon
  23. Mounted Infantry
  24. Towed Artillery
  25. Armored Car
  26. Infantry Tank
  27. Towed Gun Howitzer
  28. Armored Recon
  29. Tank Destroyer
  30. Marines
  31. Self-propelled Howitzer
  32. TOW Infantry
  33. Attack Helicopter
  34. Special Forces
  35. Missile Anti Air Defence
  36. Multiple Launch Rocket System
  37. All-Terrain PMV
  38. Anti Tank Guided Missile Team
  39. Augmented Infantry
  40. Stealth Tank
  41. Stealth Helicopter
New Air units:
  1. Zeppilin
  2. Torpedo Bomber
  3. Short Range Ballistic Missile
  4. Multirole Combat Aircraft
  5. Strategic Bomber
  6. Jet Fighter
  7. Supersonic Bomber
  8. Interceptor
  9. Stealth Fighter
  10. Stealth Bomber
  11. Stealth Cruise Missile
  12. InterContinental Ballistic Missile (ICBM)
  13. Multiple Independently Targetable Reentry Vehicle (MIRV)
  14. Hypersonic Missile
  15. Hypersonic Bomber
Technology
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.
  1. Horsemanship
  2. Archery
  3. Iron Working
  4. Heavy Cavalry
  5. Crossbow
  6. Medieval Warfare
  7. Clinker Boat Building
  8. Freehold
  9. Gunpowder Artillery
  10. Land Clearance
  11. Full Rigged Ship
  12. Wheellock
  13. Musket Warfare
  14. Ship of the Line
  15. Military Tradition
  16. Chemistry
  17. Railroad
  18. Naval Steam Engine
  19. Nature Conservation
  20. Telephone
  21. Gatling Gun
  22. Ironclad Shipbuilding
  23. Breechloader
  24. Rifling
  25. Steam Turbine
  26. Sanitation
  27. Oil Refinement
  28. Combustion Engine
  29. Anti Torpedo Boat Warfare
  30. Dreadnought Design
  31. Bunker Construction
  32. Submarine Warfare
  33. Intermodal Container
  34. Aerial torpedo
  35. Radio Communication
  36. Tank Warfare
  37. Anti Tank-Gun
  38. Aluminium Melting
  39. Camouflage
  40. Modern Highways
  41. Fire Control System
  42. Assault Rifles
  43. Sewage Treatment
  44. Antitank Warfare
  45. Domestic Refrigerator
  46. Reverse Osmosis
  47. Fax Machine
  48. Anti Submarine Warfare
  49. Air Transportation
  50. Balistic Missiles
  51. Electronics
  52. Pharmaceuticals
  53. Gas Turbine
  54. Guided Missiles
  55. Self Propelled Artillery
  56. Helicopter
  57. Modem
  58. Color Television
  59. Mechanized Infantry Doctrine
  60. Compact Nuclear Reactors
  61. Fuzzy Logic
  62. Video Game Console
  63. Precision-guided munition
  64. Dart Ammunition
  65. Cellular Network
  66. Helmet-mounted display
  67. Hydraulic fracturing
  68. Nuclear Fuel Reprocessing
  69. Multimedia Computer
  70. Ethernet
  71. Breeder Reactor
  72. Reactive Armor
  73. Stealth Technology
  74. Fuel Cells
  75. Active Protection Systems
  76. Stealth Ship
  77. Drone Technology
  78. Smartphone
  79. Vitual Reality
  80. Supercruise
  81. Superdonductor
  82. Active Camouflage
  83. Hypersonic Weapons
  84. Interplanetary spaceflight
  85. Nanotechnology
  86. Artificial Inteligence
  87. Quantum Computing
109 Comments
PDF Terra 26 Oct @ 8:12am 
Yeah, been going back and forth between Civ VI and D4.
BlueSpeed 24 Oct @ 8:52am 
No idea. Maybe mod.io, but you will hav to play in offline mode (so it doesnt update automatically) and the game might still be unstable. I am playing civ v and vi now
PDF Terra 23 Oct @ 4:32am 
That would be very helpful. Keep looking back to see.
AudioTaperStery 23 Oct @ 1:44am 
is there a way to download a older version of this mod
BlueSpeed 18 Oct @ 4:48pm 
If someone finds the old version we can try that.
BlueSpeed 18 Oct @ 4:47pm 
Honestly, unless someone redo it, I dont think it will get patched. Mod author inactive for long, probably has some real life things to attend to. I tried reaching out. Also unactive on discord. Sorry.
PDF Terra 18 Oct @ 2:45am 
Yes, but no sustainable solution. *sad face*
AudioTaperStery 16 Oct @ 8:43pm 
yah i just hope he is working on fixing this mod
BlueSpeed 16 Oct @ 9:29am 
Anyone else visiting here from time to time to check if any solution is present? :D
AudioTaperStery 15 Oct @ 4:30am 
when is this mod getting a update?