Full multiplayer compatible balance pass on Leaders, Terrain, Improvements, Buildings, Beliefs and Policies. The goal is to make every Civilization's unique attributes impactful and interesting for varied gameplay.
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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
Pro tip, all the basic game mechanics have XML values that control how they behave. XML files are loaded in order starting with the base game and then moving through the content releases from oldest to newest. As a result, if you edit an XML value row for the base game, but there is a duplicate value row in Expansion2, then the Expansion2 value will overwrite the new one you tried to add to the base game. So either edit the value in all XML's or make sure to update the newest content release version.
cheers, HawsJon
File credits
This author has not credited anyone else in this file
Natural Wonders: Balanced yields and doubled spawn rate.
Starting Unit SuperSettler: Replaces starting settler only, has 10 movement. (Was 2 movement).
Starting Unit: Scout (Was warrior).
Tile Desert base yiels: Now 1 Production 1 Gold. (Was nothing).
Tile Tundra base yield: Now 1 Food 1 Production. (Was 1 Food).
Tile Snow base yield: Now 1 Gold 1 Science (Was nothing).
Tile Coast base yield: Now 2 Food (Was 1 Food).
Resource Crab base yield: Now +2 Gold. (Was +2 Food +1 Gold).
Resource Whales base yield: Now +2 Gold. (Was +1 Food +2 Gold).
Resource Pearls base yield: Now +2 Gold. (Was +1 Food +2 Gold).
Building Lighthouse: Now +1 Food on Water Tiles. (Moved to Technology "Navigation").
Building Harbor: Added +1 Food on Fishing Boats. (Moved to Technology "Optics").
Building Seaport: Added +1 Production on Fishing Boats. (Moved to Technology "Astronomy").
Building Corral: New, provides +2 Horses in city.
Building Foundry: New, provides +2 Iron in city.
Building Deep Mine: New, provides +2 Coal in city.
Building Biofuel Refinery: New, provides +2 Oil in city.
Building Enrichment Facility: New, provides +2 Uranium in city.
Wonder Great Lighthouse: Added +1 Production on Fishing Boats. (Moved to Technology "Navigation").
Wonder Colossus: Added +1 Gold on Fishing Boats. (Moved to Technology "Compass").
Improvement Lumber Mill: Now available on Jungle Tiles.
Improvement Farm: Now available on Tundra Tiles.
Improvement Farm: Now available on Snow Tiles.
This mod started for two reasons. The first is that I was only playing two or three of the most powerful civilizations because the unique attributes they had were the most powerful. The second was that whenever I found cool mods, I could not use them with my friends. Tinkering I found out that mods were mostly loading XML value sheets, which if they overwrote a basic game values would take precedence. I thought, well, what if I just edit the original XML files in the game folder, wouldn't that work in multiplayer? It did.
I spent a couple of months looking through XML files of various mods I liked and integrating some of the changes I wanted. As I became more and more familiar with how the XML's worked, I got more creative with my changes. I did publish a couple of versions years ago and I took quite a long break and got back into it recently. I did another balance pass on all the leaders with my greater knowledge and was able to make them each unique and interesting. I played many games and adjusted a lot of properties. Nerfing some things that I found myself always leaning into and buffing things that felt to weak to use. The goal of the changes were not perfect balance, but more to make every gameplay style feel compelling and fun. I hope you enjoy my changes as much as I did.
I feel like this mod is too fun not to share, but the part I am least looking forward to is all the niche cases where things break for people and they want me to fix it. I will help to some extent, but this is a free passion project and I do have a full time job and little kids, so we will see.