Rule Them All
A better game for humans and machines.
This mod brings additions and rule changes that try to present more interesting choices and challenges to the player. Every change is made with an eye for AI behaviour and how it will be affected. Most of the changes made are quite subtle and are meant to retain the flavour and design of the original game.
This mod includes (and is based upon) AI Equalizer.
Highlights: No crazy AI bonuses. 6 new buildings. 5 new Techs. Improved happiness system. Improved buildings and bonus resources. AI tweaks.
Important: Luxuries now give 3 and every time you adopt a social policy you receive 2 . Due to the AI losing some crazy bonuses, it's recommended you increase the difficulty level a notch or two.
Current version: V.3
(compatible with patch 1.0.1.217)
Important Changes
Handicaps: The AI no longer receives bonus happiness, starting techs or starting units. It still builds things faster. This is the major change upon which the mod is based. No longer do you overcome the ais head start and begin a snowball of domination. The AIs bonuses are the same from turn 1. You will probably find winning easier, so its recommended going up a notch or 2 in difficulty.
Happiness: Luxuries now give +3 happiness and every time you adopt a social policy you receive +2 happiness. The main effect of this change is that over expansion will be stifled by happiness unless attention is given to culture. Also, smaller civs or civs unlucky with luxuries will be hurt less and bolstered by attaining more social policies. Either way, culture is more important now, so youve been warned!
AI: Coaxed a bit to favour quality over quantity. Builds barracks and upgrades units more often. Repairs pillaged improvements more often. Builds more culture and happiness.
Puppets: Puppets now have a low priority for building culture. In this version, a puppet city will occasionally build monuments but nothing else culture related. Puppets still focus on gold and gold buildings.
Buildings: Some new buildings have been added and several changes to existing buildings have been made with the intention of improving the usefulness of many buildings and creating a relationship with resources.
Economy: Rush-buying and upgrades are now balanced so that buying and upgrading is no longer saving gold over buying a more advanced unit. Specialists feature more heavily in later stages.
Social Policies: Some buffs to Autocracy, Commerce, and Order. Commerce and Order are now mutually exclusive.
Science: Research agreements are now more expensive. Fives techs have been added to extend the classical era. Early Scientist is back, but with limitations.
UI: Improved building tooltips: now displays specialists, culture and food modifiers, and resource requirements.
Other changes: All changes are documented in the tooltips and the Civilopedia. Or have a look below:
A better game for humans and machines.
This mod brings additions and rule changes that try to present more interesting choices and challenges to the player. Every change is made with an eye for AI behaviour and how it will be affected. Most of the changes made are quite subtle and are meant to retain the flavour and design of the original game.
This mod includes (and is based upon) AI Equalizer.
Highlights: No crazy AI bonuses. 6 new buildings. 5 new Techs. Improved happiness system. Improved buildings and bonus resources. AI tweaks.
Important: Luxuries now give 3 and every time you adopt a social policy you receive 2 . Due to the AI losing some crazy bonuses, it's recommended you increase the difficulty level a notch or two.
Current version: V.3
(compatible with patch 1.0.1.217)
Important Changes
Handicaps: The AI no longer receives bonus happiness, starting techs or starting units. It still builds things faster. This is the major change upon which the mod is based. No longer do you overcome the ais head start and begin a snowball of domination. The AIs bonuses are the same from turn 1. You will probably find winning easier, so its recommended going up a notch or 2 in difficulty.
Happiness: Luxuries now give +3 happiness and every time you adopt a social policy you receive +2 happiness. The main effect of this change is that over expansion will be stifled by happiness unless attention is given to culture. Also, smaller civs or civs unlucky with luxuries will be hurt less and bolstered by attaining more social policies. Either way, culture is more important now, so youve been warned!
AI: Coaxed a bit to favour quality over quantity. Builds barracks and upgrades units more often. Repairs pillaged improvements more often. Builds more culture and happiness.
Puppets: Puppets now have a low priority for building culture. In this version, a puppet city will occasionally build monuments but nothing else culture related. Puppets still focus on gold and gold buildings.
Buildings: Some new buildings have been added and several changes to existing buildings have been made with the intention of improving the usefulness of many buildings and creating a relationship with resources.
Economy: Rush-buying and upgrades are now balanced so that buying and upgrading is no longer saving gold over buying a more advanced unit. Specialists feature more heavily in later stages.
Social Policies: Some buffs to Autocracy, Commerce, and Order. Commerce and Order are now mutually exclusive.
Science: Research agreements are now more expensive. Fives techs have been added to extend the classical era. Early Scientist is back, but with limitations.
UI: Improved building tooltips: now displays specialists, culture and food modifiers, and resource requirements.
Other changes: All changes are documented in the tooltips and the Civilopedia. Or have a look below:
Spoiler :
General
Large and huge maps follow the same rules as standard. All maps are sized to give roughly the same amount of tiles per player.
Barbarians: only require one fog tile to spawn. (barbarians can now spawn in a greater variety of locations.)
Luxuries Give 3 .
Puppet Cities: now have a distaste for culture.
New rush-buy and unit upgrade cost formula: Its now equal or more expensive to buy a unit and upgrade it vs buying the upgraded version. Upgrades are now roughly 50% more expensive. Theres no longer a penalty for rush buying certain early buildings and units except the settler and courthouse. Rush-buying is slightly more expensive (about 10%). The formula for rush-buying is 35p^0.75 and the formula for upgrades is 12p^0.82+10.
Handicaps:
Both the player and AI receive no bonus happiness, science, culture, free starting units or free starting techs.
Barbarian bonus 20% on all levels.
AI receives 15/30/45/60 % discount on maintenance, upgrade costs, and production on King/Emperor/Immortal/Deity respectively. Also AI growth bonus adjusted to 10/20/30/40 %.
AI Enhancements:
Builds barracks and upgraded units more often. (sometimes even builds heroic epic)
Seeks a bit more culture and happiness.
Higher priority on repairing improvements.
Specialists
Merchant Specialist: 3 (a buff to balance the nerf to trading posts.)
Improvements
(All around buffs to great person improvements. It should no longer be a bad choice to build them.)
Customs House 6
Manufactory 5
Trading Post: increases to +2g at combustion. (economics was too early... and who can deny what the automobile has done for the suburbs?)
Buildings
Abattoir (new): +1 and +1 for every cow, sheep, and deer worked by the city.
Airport (new): 1 per 4 citizens in the city. Requires 1 oil.
Auction House (new): +2 and +2 for every pearl, gem, and marble worked by the city.
Freight Station (new): +50% food
Police (new): +2 requires 1 horse.
Prison (new): +2 requires 1 iron.
Market: +1 (down from 2)
Bank: +1 (up from 0)
Broadcast Tower: requires 1 iron, 3 artists
Theatre: +2 when city has cotton, silk, or dye.
Barracks: +1 fur
Reseach lab: +5 to uranium, aluminum, whales, 3 scientists
Granary: +1 wheat, bananas, spices, and sugar.
Forge: 1 maint. (down from 2)
Military Academy: Req armory
Armory, Military Academy, Arsenal: cost and maint lowered (It shouldnt feel like you have to sacrifice your military production as much to improve your military production.)
Harbour: req Lighthouse
Seaport: req Lighthouse
Circus: 1 (down from 2), cost reduced.
Theatre/stadium: now give 3/4 respectively (To balance Prison/Police)
Garden: scientist specialist, moved to philosophy, req library.
Added several specialists to industrial/modern buildings: Lab (now has 3), Broadcast tower (now has 3), S exchange (now has 3), and power plants (1 each).
Courthouse: Cost increased, Maintenance removed
Museum: +50%
Pentagon reduced to 35% (to balance increased upgrade costs)
Big ben reduced to 20%
Himeji castle Reduced to 20%
Barracks: maint removed. (no longer sensible to build them for Heroic Epic and later sell)
Palace increases production form 3 to 8 upon discovery of Railroad (adresses an issue where the capital didnt receive railroad production bonus.)
Social Policies
Cost of acquiring policies reduced approximately 20%
Social Policies: All give 2 in addition to their other effects.
Piety: gives +2 culture per Temple (instead of 2 happiness which every policy now gives)
Militarism: +2 culture for every Castle and Military Academy.
Police State: +1 happiness for every armory, arsenal, and military base.
Total war: +3 production per city
Merchant Navy changed to Free Market: +1 gold trading post, fishing boats. Requires Mercantilism.
Naval tradition: +1 coastal production. (both commerce changes here to make commerce tree less naval and more economic in nature.)
Commerce & Order mutually exclusive. (Socialism and Capitalism make strange bedfellows.)
United front: +1p to mines.
Professional army reduced to 35% (to balance increased upgrade costs)
Theocracy reduced to 15%
Trade unions increased to 25%
mercantilism: reduced to 20%
Science
5 new techs added (in and around classical era): Fishing, Military Order, Literature, Law, Guilds.
Iron revealed at bronze working
Pipe added from plastics to computers
Research Agreements: more expensive in later ages: Medieval 300g, Renaissance 600g, Industrial 900g, Modern and Future 1200g.
City States
City State Kill quest likelihood lowered. (so kill quests dont pile up as much)
City State find natural wonder quest likelihood increased.
City State Barbarian quest max distance (from player) increased.
City State quests: first possible turn to receive a quest lowered, and time between quests lowered. (chance to receive a quest improved.)
Combat/units:
Reduce terrain defense 5% (less defense all 'round)
Fortify: 1 turn only, 30% (ai could not use fortify effectively for more than one turn)
Ranged units upgrade to ranged (chariot > crossbow, crossbow > artillery).
Units obsolete at their upgrade when possible: swordsman at steel. Horseman > chivalry. Lancer > replaceable parts. AA gun > computers.
Mech inf: Reduce movement to 3, available at computers
AA/SAM: bonus vs air increased to 150%, str reduced to 26/32.
Naval: Trireme/Frigate/Ironclad/Battleship are their own upgrade line and receive bonus to city attack. Ironcald + Battleship buffed.
Destoyer upgrades to Missile Cruiser. Destroyer speed reduced by 1, missile cruiser receives bonus sight. Caravel loses extra sight on upgrade.
Carrier str increased from 30 to 60.
Submarine upgrades to Nuclear Sub.
Nuclear Sub: available at electronics
Large and huge maps follow the same rules as standard. All maps are sized to give roughly the same amount of tiles per player.
Barbarians: only require one fog tile to spawn. (barbarians can now spawn in a greater variety of locations.)
Luxuries Give 3 .
Puppet Cities: now have a distaste for culture.
New rush-buy and unit upgrade cost formula: Its now equal or more expensive to buy a unit and upgrade it vs buying the upgraded version. Upgrades are now roughly 50% more expensive. Theres no longer a penalty for rush buying certain early buildings and units except the settler and courthouse. Rush-buying is slightly more expensive (about 10%). The formula for rush-buying is 35p^0.75 and the formula for upgrades is 12p^0.82+10.
Handicaps:
Both the player and AI receive no bonus happiness, science, culture, free starting units or free starting techs.
Barbarian bonus 20% on all levels.
AI receives 15/30/45/60 % discount on maintenance, upgrade costs, and production on King/Emperor/Immortal/Deity respectively. Also AI growth bonus adjusted to 10/20/30/40 %.
AI Enhancements:
Builds barracks and upgraded units more often. (sometimes even builds heroic epic)
Seeks a bit more culture and happiness.
Higher priority on repairing improvements.
Specialists
Merchant Specialist: 3 (a buff to balance the nerf to trading posts.)
Improvements
(All around buffs to great person improvements. It should no longer be a bad choice to build them.)
Customs House 6
Manufactory 5
Trading Post: increases to +2g at combustion. (economics was too early... and who can deny what the automobile has done for the suburbs?)
Buildings
Abattoir (new): +1 and +1 for every cow, sheep, and deer worked by the city.
Airport (new): 1 per 4 citizens in the city. Requires 1 oil.
Auction House (new): +2 and +2 for every pearl, gem, and marble worked by the city.
Freight Station (new): +50% food
Police (new): +2 requires 1 horse.
Prison (new): +2 requires 1 iron.
Market: +1 (down from 2)
Bank: +1 (up from 0)
Broadcast Tower: requires 1 iron, 3 artists
Theatre: +2 when city has cotton, silk, or dye.
Barracks: +1 fur
Reseach lab: +5 to uranium, aluminum, whales, 3 scientists
Granary: +1 wheat, bananas, spices, and sugar.
Forge: 1 maint. (down from 2)
Military Academy: Req armory
Armory, Military Academy, Arsenal: cost and maint lowered (It shouldnt feel like you have to sacrifice your military production as much to improve your military production.)
Harbour: req Lighthouse
Seaport: req Lighthouse
Circus: 1 (down from 2), cost reduced.
Theatre/stadium: now give 3/4 respectively (To balance Prison/Police)
Garden: scientist specialist, moved to philosophy, req library.
Added several specialists to industrial/modern buildings: Lab (now has 3), Broadcast tower (now has 3), S exchange (now has 3), and power plants (1 each).
Courthouse: Cost increased, Maintenance removed
Museum: +50%
Pentagon reduced to 35% (to balance increased upgrade costs)
Big ben reduced to 20%
Himeji castle Reduced to 20%
Barracks: maint removed. (no longer sensible to build them for Heroic Epic and later sell)
Palace increases production form 3 to 8 upon discovery of Railroad (adresses an issue where the capital didnt receive railroad production bonus.)
Social Policies
Cost of acquiring policies reduced approximately 20%
Social Policies: All give 2 in addition to their other effects.
Piety: gives +2 culture per Temple (instead of 2 happiness which every policy now gives)
Militarism: +2 culture for every Castle and Military Academy.
Police State: +1 happiness for every armory, arsenal, and military base.
Total war: +3 production per city
Merchant Navy changed to Free Market: +1 gold trading post, fishing boats. Requires Mercantilism.
Naval tradition: +1 coastal production. (both commerce changes here to make commerce tree less naval and more economic in nature.)
Commerce & Order mutually exclusive. (Socialism and Capitalism make strange bedfellows.)
United front: +1p to mines.
Professional army reduced to 35% (to balance increased upgrade costs)
Theocracy reduced to 15%
Trade unions increased to 25%
mercantilism: reduced to 20%
Science
5 new techs added (in and around classical era): Fishing, Military Order, Literature, Law, Guilds.
Iron revealed at bronze working
Pipe added from plastics to computers
Research Agreements: more expensive in later ages: Medieval 300g, Renaissance 600g, Industrial 900g, Modern and Future 1200g.
City States
City State Kill quest likelihood lowered. (so kill quests dont pile up as much)
City State find natural wonder quest likelihood increased.
City State Barbarian quest max distance (from player) increased.
City State quests: first possible turn to receive a quest lowered, and time between quests lowered. (chance to receive a quest improved.)
Combat/units:
Reduce terrain defense 5% (less defense all 'round)
Fortify: 1 turn only, 30% (ai could not use fortify effectively for more than one turn)
Ranged units upgrade to ranged (chariot > crossbow, crossbow > artillery).
Units obsolete at their upgrade when possible: swordsman at steel. Horseman > chivalry. Lancer > replaceable parts. AA gun > computers.
Mech inf: Reduce movement to 3, available at computers
AA/SAM: bonus vs air increased to 150%, str reduced to 26/32.
Naval: Trireme/Frigate/Ironclad/Battleship are their own upgrade line and receive bonus to city attack. Ironcald + Battleship buffed.
Destoyer upgrades to Missile Cruiser. Destroyer speed reduced by 1, missile cruiser receives bonus sight. Caravel loses extra sight on upgrade.
Carrier str increased from 30 to 60.
Submarine upgrades to Nuclear Sub.
Nuclear Sub: available at electronics