STEAM_WORKSHOP creator
Phlegmagicus
13 projects across 3 games, 64.8k downloads in total.
- Projects
- 13
- Games
- 3
- Downloads
- 64.8k
- Last shipped
- 2 mo ago
- Extended Techtree [GS]============== Patch Notes============== Made compatible with tech shuffeling game mode Updated sniper tech eureka: Kill a unit with a Ranger (instead of Scout) (screenshots not updated) Updated and replaced some tech-icons (screenshots not updated) Adapted mod to new WarfareExpanded mods Adjuste...37.1k downloadsupdated 5 y ago
- Extended CivtreeAdded several new Civics to the tech tree. Some for more historically accuracy and logical reasons, other for more interesting gameplay mechanics. This mod adds a total of 9 new Civics. 1 New ancient civic 2 New civics in the classical era 1 New civic in the medieval era 2 New civics in the renai...10.4k downloadsupdated 5 y ago
- Rise and FallThe Rise and Fall Mod brings a lot of new dynamic to your HUMANKIND™ game, promising a more balanced and dynamic experience. Brace yourself for unexpected twists and turns, challenging crises, and a plethora of narrative events that will shape the destiny of your empire. Balanced Gameplay: Experi...4.4k downloadsupdated 15 mo ago
- Adjust progress to dificultyThere are many mods out there adjusting the game pacing in there own way. In my opinion the game pacing on standart speed for beginners is quite good. But when you start to optimize your game and increase the difficulty level the ai and the player starts rushing through all the ages. This mod tri...3.7k downloadsupdated 8 y ago
- Infrastructure ReworkThis mod adds 15 new buildings and makes several changes to the existing infrastructure. The goal is to provide more diversity and more intresting decicions for the player. Futher more this mod aims to reward the construction of more organic and beatuiful cities. The effects of the new and change...2.6k downloadsupdated 16 mo ago
- Additional InfrastructureAdds 10 new infrastructures to the game, designed to increase the variance in playstyle and decision making. You can see the new Infrastructure in the screenshot + Hunting Ground which provides +1 food on all fields with a forest or smth alike. Technology Infrastructure Domestication Hunting Grou...2.4k downloadsupdated 3 y ago
- DistrictOverhaulDistrict Costs Overhaul District costs are now determined by the population in each city. As the number of pops per district increases, the cost of districts decreases. If you have fewer than 4 pops per district, the cost increases exponentially, hence the larger the gap between the number of dis...1.2k downloadsupdated 15 mo ago
- Infrastructure Rework VIPEnsure Compatability with VIP982 downloadsupdated 16 mo ago
- Additional Infrastructure VIP PatchAdditional Infrastructure Compatability Patch for VIP (highly recommended) Load VIP first, then Additional Infrastructure and then this patch., Without this patch the Classical and Medival Packe City Starting Packages are not working 100% correct937 downloadsupdated 3 y ago
- GP - Warehouse AdjacenciesAncient Warehouse Adjacencies Brickyard • Quarry: Placing a Brickyard next to a Quarry improvement grants +0.5 Production. • Clay Pit: Placing a Brickyard next to a Clay Pit improvement grants +0.5 Production. Fishing Quay • Fishing Boat: Placing a Fishing Quay next to a Fishing Boat improvement...795 downloadsupdated 2 mo ago
- GP - National Building UpgradeGP - National Building Upgrade 42 national building upgrade projects across 3 ages 13 Antiquity projects: Grand Academy, Great Altar, Grand Theatre, Circus Maximus, Heroic Epic, Great Bath, Master Blacksmith, Paradise Garden, Royal Library, Divine Tower, Heroic Monument, Emperor Market, Governor'...157 downloadsupdated 2 mo ago
- GP - District Maintenance (Less City Sprawl)GP - District Maintenance - Urban District maintenance in Antiquity, Exploration, and Modern Ages - Wonder Gold maintenance that scales by age - Building cost scaling that makes it harder for larger cities to scale even more GP - District Maintenance adds a downside to uncontrolled city sprawl wh...59 downloadsupdated 3 mo ago
- GP - Carryover TagsGP - Carryover Tags Preserves building tags across age transitions so surviving older buildings still count for tag-based effects in later ages. What this mod does When buildings carry over into a new age, some of their original tags are no longer available for the game's tag-based effects and ch...59 downloadsupdated 3 mo ago