45°38'N-13°47'E
Deity
rev833
AI handicap is now getting higher (more difficult) if AI is above (average+1 std dev) or if it's between (average+1 std dev) and (average-1/2 std dev) and handicap < noble; AI handicap it's getting lower (easier) if AI is below (average-1/2 std dev) or if it's between (average+1 std dev) and (average-1/2 std dev) and handicap > noble. This prevents odds situation when a civ is still on deity when reaching the bottom of the score list or it's still on Chieftain when reaching the top of the score list.
Also I've reduced a bit research times when Flex AI is being used because the game has a tendency to move to higher handicaps for AI, hence making research slower. For this reason (among others that I will explain in another post), I think maybe FlexAI should be used only with Flexible Difficulty (for human players).
Finally, I've increased the rate at which handicaps are checked.
- Flexible AI difficulty fix
AI handicap is now getting higher (more difficult) if AI is above (average+1 std dev) or if it's between (average+1 std dev) and (average-1/2 std dev) and handicap < noble; AI handicap it's getting lower (easier) if AI is below (average-1/2 std dev) or if it's between (average+1 std dev) and (average-1/2 std dev) and handicap > noble. This prevents odds situation when a civ is still on deity when reaching the bottom of the score list or it's still on Chieftain when reaching the top of the score list.
Also I've reduced a bit research times when Flex AI is being used because the game has a tendency to move to higher handicaps for AI, hence making research slower. For this reason (among others that I will explain in another post), I think maybe FlexAI should be used only with Flexible Difficulty (for human players).
Finally, I've increased the rate at which handicaps are checked.