View Full Version : Difficulty Levels - Spreadsheet
NeverMind Feb 07, 2006, 06:38 PM + CIV
+ Warlords
Patches 1.74 and 2.13w - nothing changed
BtS spreadsheet to be posted soon
Here is a full scale Excel spreadsheet of Civ4HandicapInfo.xml. This file defines differences among Civ4 Difficulty Levels. The only change in Warlords is iAnimalAttackProb. Vanilla values are in brackets.
All elements of the Civ4HandicapInfo.xml:
http://nm.civfanatics.ru/ref/civ4levels.gif
http://nm.civfanatics.ru/ref/civ4levels.gif
List of available Goodies (20 entries for each level):
http://nm.civfanatics.ru/ref/civ4goodies.gif
http://nm.civfanatics.ru/ref/civ4goodies.gif
And the Excel spreadsheet :
Angus Khan Feb 17, 2006, 09:18 AM Nice, I hadn't seen these numbers before. It is interesting to see what parameters Firaxis chose to ramp up the game's difficulty. Good job making this clearer. :goodjob:
kulgan Mar 10, 2006, 01:09 AM Apart from many of the others I note that "igold" is zero on all counts. Any idea what this is for?
5cats Mar 12, 2006, 01:24 PM I'd be guessing that's the starting gold amount, however, don't we start with 10 gold in lower levels??
NeverMind Dec 27, 2006, 07:46 AM I made new reference charts for difficulty levels. The charts now represent all elements of Civ4HandicapInfo.xml. Check images in the first post.
Tekee Apr 18, 2007, 04:40 PM This is great but I need more help in explaining it haha :P
omnipotent_1 Oct 22, 2007, 07:15 AM Can you explain the modifiers for AI a little more in depth? I'm trying to figure out the growth rate for AI at each difficulty level. I usually play Noble, and it seems like no matter what I do the AI always grows faster. The modifiers as shown in the spreadsheet don't make much sense. It seems like the numbers are opposite what they should be, but I'm probably not understanding the meaning of each percentage.
For example, the iAIconstruct percentage for Settler is 160% for AI? Can't be true.
Wessel V1 Oct 22, 2007, 10:46 AM 160% means 160% time, so it is true;) Lower means better here.
Congratulations to everyone who can win a Deity game:)
omnipotent_1 Oct 22, 2007, 03:28 PM Deity... right. I can barely scrap by in Noble. Now, according to the modifier, the AI growth rate is 100%, as you say, time. Does that mean it is equal to the human player rate?
Way_Traveler Feb 10, 2008, 11:52 PM Interesting that you get 5 free wins against barbs in settler... I thought there were no barbs at that level!
Sarassin Jan 20, 2010, 07:19 PM IUnitCostPercent is 50 on noble, while iAIUnitCostPercent is 100... does this mean that the human player get cheaper units than the AI at that difficulty?
A description of the various variables would be great. (The obscure stuff like IStartingLocPercent)
adiuvat May 10, 2010, 02:55 PM necro. I'd like to find a modern version of this, or if it's changed. I *could* just look at the xml files.. yawn.
Ansive Jun 27, 2011, 05:34 PM Sorry for the bump but I seriously got tired of looking in the xml file every time I wanted to compare difficulties.
Here's the same table with values for BTS v3.1.9
Orange rows contain modified (new) values.
Taken from ..\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Assets\XML\GameInfo\CIV4HandicapInfo.xml
http://i264.photobucket.com/albums/ii182/Transsive/games/civ4bts-hcap.png
Big thanks to NeverMind for his work.
stfoskey12 Jul 06, 2011, 03:46 PM I find most of this very helpful. I can't understand some parts like the iStartingLocPercent, and I don't get why there's an i before every factor, but other than that, I find it very helpful.
The_J Jul 06, 2011, 05:47 PM I can't understand some parts like the iStartingLocPercent
:confused: i can't see this value anywhere.
and I don't get why there's an i before every factor
That just shows that this value is an integer value, a whole number (in contrast to float values = decimal values).
Crispy007 Sep 23, 2011, 12:09 PM One question I have. How does a scout affect the percentages when popping a hut?
Ansive Sep 23, 2011, 12:15 PM The Barbarian Weak and Barbarian Strong choices are removed when using scouts (so on Emperor you're left with 14 goodies at 7.14%). Distribution stays the same.
Sir Spanky Oct 06, 2011, 12:11 PM The i stands for player in the XML code while AI stands for, well you guessed it, the AI.
|
|