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Old Feb 07, 2006, 05:38 PM   #1
NeverMind
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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:


List of available Goodies (20 entries for each level):



And the Excel spreadsheet :
Attached Files
File Type: zip civ4levels.zip (4.2 KB, 4390 views)

Last edited by NeverMind; Aug 04, 2007 at 11:43 AM.
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Old Feb 17, 2006, 08:18 AM   #2
Angus Khan
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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.
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Old Mar 10, 2006, 12:09 AM   #3
kulgan
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Apart from many of the others I note that "igold" is zero on all counts. Any idea what this is for?
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Old Mar 12, 2006, 12:24 PM   #4
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I'd be guessing that's the starting gold amount, however, don't we start with 10 gold in lower levels??
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Old Dec 27, 2006, 06:46 AM   #5
NeverMind
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I made new reference charts for difficulty levels. The charts now represent all elements of Civ4HandicapInfo.xml. Check images in the first post.
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Old Apr 18, 2007, 03:40 PM   #6
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This is great but I need more help in explaining it haha :P
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Old Oct 22, 2007, 06:15 AM   #7
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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.
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Old Oct 22, 2007, 09:46 AM   #8
Wessel V1
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160% means 160% time, so it is true Lower means better here.
Congratulations to everyone who can win a Deity game
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Old Oct 22, 2007, 02:28 PM   #9
omnipotent_1
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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?
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Old Feb 10, 2008, 10:52 PM   #10
Way_Traveler
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Interesting that you get 5 free wins against barbs in settler... I thought there were no barbs at that level!
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Old Jan 20, 2010, 06:19 PM   #11
DrakenKin
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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)
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Old May 10, 2010, 01:55 PM   #12
adiuvat
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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.
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Old Jun 27, 2011, 04:34 PM   #13
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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.
Attached Files
File Type: zip civ4levels-bts.zip (8.2 KB, 214 views)
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Old Jul 06, 2011, 02:46 PM   #14
stfoskey12
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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.
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Old Jul 06, 2011, 04:47 PM   #15
The_J
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Quote:
Originally Posted by stfoskey12 View Post
I can't understand some parts like the iStartingLocPercent
i can't see this value anywhere.

Quote:
Originally Posted by stfoskey12 View Post
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).
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Old Sep 23, 2011, 11:09 AM   #16
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Civ4 BTS

One question I have. How does a scout affect the percentages when popping a hut?
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Old Sep 23, 2011, 11:15 AM   #17
Ansive
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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.
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Old Oct 06, 2011, 11:11 AM   #18
Sir Spanky
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The i stands for player in the XML code while AI stands for, well you guessed it, the AI.
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Old Jul 14, 2012, 11:39 AM   #19
reljanovic
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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?
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Old Jul 14, 2012, 12:15 PM   #20
The_J
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I guess only Firaxis might be able to answer your question :/.
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