Difficulty levels question

rgiskard

Chieftain
Joined
Oct 24, 2005
Messages
6
Hi

Does anyone have a list for what precisely the bonuses/penalties etc. are at each difficulty level. Is it listed in the game somewhere; i can't find it in the manual? thanks
 
I really don't think that was what he wanted, that's a thread about one person's opinion on what people should know to be good enough for each of the (early) difficulty levels. I read the first post as wanting to know exactly what bonuses/penalties the AI gets over the human player on Prince and up. Unfortunately, I can't help, since that's something I've been looking for myself for some time.

Garath
 
Garath said:
I really don't think that was what he wanted, that's a thread about one person's opinion on what people should know to be good enough for each of the (early) difficulty levels. I read the first post as wanting to know exactly what bonuses/penalties the AI gets over the human player on Prince and up. Unfortunately, I can't help, since that's something I've been looking for myself for some time.

Garath

yes that's what i'm looking for. just the numbers, and other specifics. perhaps its in the strategy guide (i don't have that).
 
Code:
Difficulty	FreeWinsVersusBarbs	AnimalAttackProb	StartingLocPercent	Gold	FreeUnits	UnitCostPercent	ResearchPercent	DistanceMaintenancePercent	NumCitiesMaintenancePercent	MaxNumCitiesMaintenance	CivicUpkeepPercent	InflationPercent	HealthBonus	HappyBonus	AttitudeChange	NoTechTradeModifier	TechTradeKnownModifier	UnownedTilesPerGameAnimal	UnownedTilesPerBarbarianUnit	UnownedWaterTilesPerBarbarianUnit	UnownedTilesPerBarbarianCity	BarbarianCreationTurnsElapsed	BarbarianCityCreationTurnsElapsed	BarbarianCityCreationProb	AnimalBonus	BarbarianBonus	AIAnimalBonus	AIBarbarianBonus	StartingDefenseUnits	StartingWorkerUnits	StartingExploreUnits	AIStartingUnitMultiplier	AIStartingDefenseUnits	AIStartingWorkerUnits	AIStartingExploreUnits	BarbarianDefenders	AIDeclareWarProb	AIWorkRateModifier	AIGrowthPercent	AITrainPercent	AIWorldTrainPercent	AIConstructPercent	AIWorldConstructPercent	AICreatePercent	AIWorldCreatePercent	AICivicUpkeepPercent	AIUnitCostPercent	AIUnitSupplyPercent	AIUnitUpgradePercent	AIInflationPercent	AIWarWearinessPercent	AIPerEraModifier
Settler		5			0			10			0	24		20		70		45				40				4			50			60			4		6		2		100			-100			100				150				3000					160				50				55					4				-70		-40		-70		-40			0			0			0			0				0			0			0			1			25			0			160		160		160			160			160			160		160			100			100			50			45			100			100			0
Chieftan	4			25			20			0	18		30		80		55				50				4			60			70			4		6		1		90			-50			80				100				2400					150				45				50					5				-60		-30		-70		-40			0			0			0			0				0			0			0			1			50			0			130		130		130			130			130			130		130			100			100			45			40			90			90			0
Warlord		3			50			30			0	12		40		90		65				60				5			70			80			3		5		0		80			-25			60				80				2200					140				40				45					5				-50		-20		-70		-40			0			0			0			0				0			0			0			1			75			0			110		110		110			110			110			110		110			100			100			40			35			80			80			0
Noble		2			75			40			0	8		50		100		75				70				5			80			90			3		5		-1		70			0			50				60				2000					130				35				40					6				-40		-10		-70		-40			0			0			0			0				0			0			0			2			100			0			100		100		100			100			100			100		100			100			100			35			30			70			70			0
Prince		1			90			50			0	6		60		110		85				80				6			90			95			2		4		-1		60			0			40				50				1800					120				30				35					6				-30		-5		-70		-40			0			0			0			0				0			0			1			2			100			10			95		95		100			95			100			95		100			95			95			30			25			60			60			-1
Monarch		0			95			60			0	4		70		115		90				85				6			95			100			2		4		-1		50			0			35				40				1600					110				25				30					7				-20		0		-70		-40			0			0			0			0				1			1			0			3			100			20			90		90		100			90			100			90		100			90			90			25			20			50			50			-2
Emperor		0			98			70			0	3		80		120		95				90				7			100			100			1		3		-1		40			0			30				35				1400					100				20				25					7				-10		0		-70		-40			0			0			0			0				2			1			1			3			100			50			85		85		100			85			100			85		100			85			85			20			15			40			40			-3
Immortal	0			99			80			0	2		90		125		100				95				7			100			100			1		3		-1		30			0			25				30				1200					90				15				20					8				-5		0		-70		-40			0			0			0			0				3			2			1			4			100			75			80		80		100			80			100			80		100			80			80			15			10			30			30			-4
Deity		0			100			90			0	1		100		130		100				100				8			100			100			1		3		-1		20			0			20				25				1000					80				10				15					8				0		0		-70		-40			0			0			0			1				4			2			1			4			100			100			60		60		100			60			100			60		100			60			60			10			5			20			20			-5

EDIT: I somehow left out Prince. Fixed now.
 
Man that's a lot of bonuses. No wonder the ramp up in difficulty from one level to the next seems so much higher than it was in civ3.

I'm curious what "techknownmodifier" means. Does that mean if the tech is known by someone then it gets devalued on settler/chieftian/warlord? That would explain why someone said techs devalue when other civs know them when from what I've seen they don't. I could be completely wrong about this field, though.
 
Here's my thoughts

FreeWinsVersusBarbs: first X times you are in combat with barbs you get a free win

AnimalAttackProb: probability that animals will attack your units

StartingLocPercent : How good your starting location is (lower=better..10 is the best 10% of possible spots)

Gold: starting gold

FreeUnit: how many units you get for free (no maintenance required)

UnitCostPercent: What % of normal units you don't get for free cost you

ResearchPercent: how much techs cost for you to research

DistanceMaintenancePercent: how much distance maintenance you pay

NumCitiesMaintenancePercent: how much city maintenance you pay

MaxNumCitiesMaintenance: what's the maximum amount of city maintenance you will pay in each city

Self Explanatory
CivicUpkeepPercent
InflationPercent
HealthBonus
HappyBonus

AttitudeChange: bonus to AI relations number

NoTechTradeModifier: UNCERTAIN

TechTradeKnownModifier: UNCERTAIN

UnownedTilesPerGameAnimal: unowned land tiles/ animals created in each spawning round

UnownedTilesPerBarbarianUnit: unowned land tiles/land barb created in each spawning round

UnownedWaterTilesPerBarbarianUnit: unowned water tiles/water barb created in each spawning round

UnownedTilesPerBarbarianCity: unowned land tiles/barb city created in each spwaning round

BarbarianCreationTurnsElapsed: turns between barbarian spawning rounds

BarbarianCityCreationTurnsElapsed: turns between barbarian city spawning rounds

BarbarianCityCreationProb: probability of creating a barbarian city (spontaneously or the chance of barbs Taking a city and making it barbarian??)

AnimalBonus: combat bonus v animals

BarbarianBonus: combat bonus v barbarians

Self Explanatory:
AIAnimalBonus
AIBarbarianBonus
StartingDefenseUnits
StartingWorkerUnits
StartingExploreUnits

AIStartingUnitMultiplier: UNCERTAIN (perhaps a bonus to the AIs production of its first unit??)

Self Explanatory:
AIStartingDefenseUnits
AIStartingWorkerUnits
AIStartingExploreUnits

BarbarianDefenders: UNCERTAIN (perhaps the free defenders a barbarian city gets??)

AIDeclareWarProb: chance AI will declare war on player

AIWorkRateModifier: How much faster AI workers work

AIGrowthPercent: size of AI 'food box'

AITrainPercent: UNCERTAIN (perhaps Great People points..how many GPP AI has to get to get a great person)
AIWorldTrainPercent: UNCERTAIN perhaps how many GPP the world wonders wil contribute to an AI

AIConstructPercent: how much it costs the AI to build non World Wonders

AIWorldConstructPercent: how much it costs the AI to build World Wonders

AICreatePercent: UNCERTAIN (how much it costs the AI to create wealth/Science/culture)

AIWorldCreatePercent: UNCERTAIN (how much it costs the AI to create Wealth out of a scrapped World Wonder)

Self Explanatory:
AICivicUpkeepPercent
AIUnitCostPercent
AIUnitSupplyPercent
AIUnitUpgradePercent
AIInflationPercent
AIWarWearinessPercent


AIPerEraModifier: UNCERTAIN (??perhaps a modifier to the AIs relation to the player that builds up per Era??)
 
Krikktone said:
AIStartingUnitMultiplier: UNCERTAIN (perhaps a bonus to the AIs production of its first unit??)

It's how many extra Settlers the AI starts with. On Deity the AI gets two starting Settlers.
 
This looks off.

On Diety the AI started with two settlers, two scouts, three workers and four or five archers.

I got into a random map once with the AI literally three squares away from my starting city. I was able to block him into a corner and pin him down.

Still couldn't kill his solo city..
 
That would make sense. I know on Deity the AI has 2 settlers, but wasn't sure how many total of the other units it would have.
 
Krikkitone said:
Here's my thoughts

AIStartingUnitMultiplier: UNCERTAIN (perhaps a bonus to the AIs production of its first unit??)

I know this was explained elsewhere, but it brings up a good point: I notice that on noble, when the AI builds its first (and only the first) city, it starts with 10 shields in the production box. I don't know how it changes by difficulty level, but this does irk me, as it allows for a pretty swift start; it's almost a free warrior/scout on a level where the AI is supposed to be equal with you, which can certain influence how many huts the AI gets. Is this common knowledge? I haven't read it anywhere, and I'm surprised no one has taken the time to complain about it :p.
 
deity is bare imposible

playing straight ofc.. not restarting 5 times.. no scouting, then reloading etc..

and with me choosing ur leader :P
 
I play at monarch and never look at what bonuses the AI gets. I would rather not know.
 
Thank you everyone for all the info, especially DragonLor and Krikkitone. It seems the bonuses/penalties are a LOT more complex than in previous civs.

AITrainPercent: UNCERTAIN (perhaps Great People points..how many GPP AI has to get to get a great person)
AIWorldTrainPercent: UNCERTAIN perhaps how many GPP the world wonders wil contribute to an AI

perhaps this is cost to build (i.e. "train") units (AIUnitCostPercent is maintainance cost of units).

AICreatePercent: UNCERTAIN (how much it costs the AI to create wealth/Science/culture)

AIWorldCreatePercent: UNCERTAIN (how much it costs the AI to create Wealth out of a scrapped World Wonder)

Perhaps a modifier for the coin cost to rush units/buildings/wonders.

NoTechTradeModifier: UNCERTAIN
Perhaps a modifier for how much the AI has to value a tech before they will refuse to trade it

TechTradeKnownModifier: UNCERTAIN

Perhaps how much of an adjustment is made to the value of a tech based on the number of other civs that have that tech.
 
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