| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Proud to be Russian
Join Date: Apr 2005
Location: Moscow, Russia
Posts: 592
|
Difficulty Levels - Spreadsheet
+ 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: Spoiler:
List of available Goodies (20 entries for each level): Spoiler:
And the Excel spreadsheet :
__________________
Civ4: Rulers of Russia | Gigantic Worlds | Mountains: back to service | Main Screen Mod | AI Attitude Unfold | Static Leaders and Movies | Blitz | AntiCorp Col2: Russian America | 2-Plots City Radius | Abandon Colony | Static Leaders | Earth Maps - - - - - - - - - - - -
CivGames.com - My Civ-blog. You are always welcome! And Let's Tweet about Civ! Last edited by NeverMind; Aug 04, 2007 at 11:43 AM. |
|
|
|
|
|
#2 |
|
Chieftain
Join Date: Feb 2006
Location: Victoria, BC
Posts: 30
|
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.
|
|
|
|
|
|
#3 |
|
New Noble
Join Date: Aug 2002
Location: Brisbane Australia
Posts: 64
|
Apart from many of the others I note that "igold" is zero on all counts. Any idea what this is for?
__________________
My quest for eternal life began before I was born. |
|
|
|
|
|
#5 |
|
Proud to be Russian
Join Date: Apr 2005
Location: Moscow, Russia
Posts: 592
|
I made new reference charts for difficulty levels. The charts now represent all elements of Civ4HandicapInfo.xml. Check images in the first post.
__________________
Civ4: Rulers of Russia | Gigantic Worlds | Mountains: back to service | Main Screen Mod | AI Attitude Unfold | Static Leaders and Movies | Blitz | AntiCorp Col2: Russian America | 2-Plots City Radius | Abandon Colony | Static Leaders | Earth Maps - - - - - - - - - - - -
CivGames.com - My Civ-blog. You are always welcome! And Let's Tweet about Civ! |
|
|
|
|
|
#6 |
|
Bahama Mama
Join Date: Apr 2006
Location: Pidoria
Posts: 2,173
|
This is great but I need more help in explaining it haha :P
__________________
|
|
|
|
|
|
#7 |
|
Chieftain
Join Date: Sep 2007
Posts: 2
|
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. |
|
|
|
|
|
#8 |
|
Emperor
Join Date: Sep 2007
Location: Nijmegen
Posts: 1,256
|
160% means 160% time, so it is true
Lower means better here.Congratulations to everyone who can win a Deity game
|
|
|
|
|
|
#9 |
|
Chieftain
Join Date: Sep 2007
Posts: 2
|
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?
|
|
|
|
|
|
#10 |
|
Warlord
Join Date: Dec 2007
Posts: 149
|
Interesting that you get 5 free wins against barbs in settler... I thought there were no barbs at that level!
|
|
|
|
|
|
#11 |
|
Prince
Join Date: Jan 2010
Location: Montreal
Posts: 334
|
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) |
|
|
|
|
|
#12 |
|
Chieftain
Join Date: Feb 2010
Posts: 7
|
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.
|
|
|
|
|
|
#13 |
|
Warlord
Join Date: Aug 2010
Posts: 182
|
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 Spoiler:
Big thanks to NeverMind for his work. |
|
|
|
|
|
#14 |
|
Prince
Join Date: Dec 2010
Location: 35° 56' N 79° 02' W
Posts: 470
|
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.
|
|
|
|
|
|
#15 |
|
Say No 2 Net Validations
![]() ![]() |
i can't see this value anywhere.That just shows that this value is an integer value, a whole number (in contrast to float values = decimal values). |
|
|
|
|
|
#16 |
|
Chieftain
Join Date: May 2009
Location: dry dusty alberta
Posts: 34
|
One question I have. How does a scout affect the percentages when popping a hut?
|
|
|
|
|
|
#17 |
|
Warlord
Join Date: Aug 2010
Posts: 182
|
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.
|
|
|
|
|
|
#18 |
|
Chieftain
Join Date: Jun 2009
Posts: 76
|
The i stands for player in the XML code while AI stands for, well you guessed it, the AI.
|
|
|
|
|
|
#19 |
|
Chieftain
Join Date: Feb 2007
Posts: 45
|
This was great trying to figure out the differences, but I've been told Noble is the most "even" level where human and the AI are getting the same(or none) perks etc, but looking at the chart it doesn't look like it, care to explain why there is no "100% equal" level?
|
|
|
|
|
|
#20 |
|
Say No 2 Net Validations
![]() ![]() |
I guess only Firaxis might be able to answer your question :/.
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Levels of Difficulty...? | angelus512 | Civ4 - General Discussions | 6 | Dec 07, 2007 10:48 AM |
| Difficulty Levels | Gogf | Civ - Ideas & Suggestions | 2 | May 31, 2005 11:48 AM |
| Difficulty Levels | Newbie J | Civ3 - Creation & Customization | 0 | May 21, 2005 10:40 AM |
| Difficulty Levels? | Bleser | Civ3 - General Discussions | 6 | May 19, 2005 06:58 AM |
| Different Levels of Difficulty | B52 | Civ2 - General Discussions | 6 | Sep 24, 2003 05:21 PM |