Here are the new difficulty levels I propose, in an attempt to fix various small errors, rebalance the whole thing to make it more consistent and make it easier to adjust in the future.
What's the philosophy?
Noble is the pivot difficulty
At that level, AI gets no bonus (except in a few areas where it's really bad). Still, Noble is intended to be rather challenging, especially regarding properties management (education, crime, etc.).
Lower levels than Noble make both AI and the game mechanics more forgiving
They're intended for players new to C2C that might have trouble managing all the new stuff in there. AI gets many penalites, the player gets many bonuses, from free barbarian wins to better goody huts, more free units, cheaper buildings and construction, easier to manage properties, less declarations of war from the AI, etc.
I won't detail every change, but roughly:
- Settler gives really huge advantages to the player, with bonuses in the range of 60% vs. Noble
- Chieftain makes the game significantly easier, with bonuses in the range of 30%
- Warlord makes the game slightly easier, with bonuses in the range of 10%
Higher levels than Noble mainly make the AI better
Each level of difficulty has the following effect:
- AI gets increasing bonuses. At Deity level, it's twice as efficient to build, grow, etc. (meaning it has a 100% bonus to production, growth, etc. The only exception is the construction speed of wonders, which ramp up to "only" 50% bonus for the AI). Intermediary levels are scaled accordingly. Roughly speaking, the AI of a given level is 15% better than the one at the previous level.
- AI is also less and less friendly with human players, starting at -1 relation penalty at Prince up to -5 at Deity (meaning you'll have a hard time making friends at that level). It's also less willing to trade techs.
- Some non-AI gameplay effects also get increasingly difficult:
* Barbarian are more challenging, they'll spawn cities faster and the player will get increasing combat penalties against them (including animals!). Again, Deity makes them twice as challenging with scaling intermediary levels.
* Revolution chance (with the Revolution option) also increases up to twice as likely at Deity
* Game properties (education, disease, crime) also increase up to twice as much per pop at Deity
* Starting location is increasingly worse statistically (that's already the case in the current difficulty level)
Here's the full table:
Type|SETTLER|CHIEFTAIN|WARLORD|NOBLE|PRINCE|MONARCH|EMPEROR|IMMORTAL|DEITY
iFreeWinsVsBarbs|5|3|1|0|0|0|0|0|0
iAnimalAttackProb|70|70|70|70|70|70|70|70|70
iStartingLocPercent|10|20|30|50|58|66|76|88|100
iAdvancedStartPointsMod|100|100|100|100|100|100|100|100|100
iGold|0|0|0|0|0|0|0|0|0
iFreeUnits|20|15|12|10|10|10|10|10|10
iUnitCostPercent|50|75|90|100|100|100|100|100|100
iResearchPercent|50|75|90|100|100|100|100|100|100
iDistanceMaintenancePercent|50|75|90|100|100|100|100|100|100
iNumCitiesMaintenancePercent|50|75|90|100|100|100|100|100|100
iMaxNumCitiesMaintenance|100|100|100|100|100|100|100|100|100
iColonyMaintenancePercent|50|75|90|100|100|100|100|100|100
iMaxColonyMaintenance|100|100|100|100|100|100|100|100|100
iCorporationMaintenancePercent|50|75|90|100|100|100|100|100|100
iCivicUpkeepPercent|50|75|90|100|100|100|100|100|100
iInflationPercent|50|75|90|100|100|100|100|100|100
iHealthBonus|10|7|6|5|5|5|5|5|5
iHappyBonus|10|7|6|5|5|5|5|5|5
iRevolutionIndexPercent|70|80|90|100|115|132|152|175|200
iAttitudeChange|3|2|1|0|-1|-2|-3|-4|-5
iNoTechTradeModifier|100|80|60|50|40|30|20|10|0
iTechTradeKnownModifier|-100|-50|-25|0|0|0|0|0|0
iUnownedTilesPerGameAnimal|25|25|25|25|25|25|25|25|25
iUnownedTilesPerBarbarianUnit|55|55|55|55|55|55|55|55|55
iUnownedWaterTilesPerBarbarianUnit|275|275|275|275|275|275|275|275|275
iUnownedTilesPerBarbarianCity|100|100|100|100|100|100|100|100|100
iBarbarianCreationTurnsElapsed|45|40|35|25|21|18|16|14|12
iBarbarianCityCreationTurnsElapsed|50|45|40|30|26|22|19|17|15
iBarbarianCityCreationProb|3|4|5|6|7|8|10|11|12
iAnimalBonus|0|0|0|0|12|24|34|42|50
iBarbarianBonus|0|0|0|0|12|24|34|42|50
iAIAnimalBonus|0|-10|-20|-25|-30|-35|-40|-45|-50
iAIBarbarianBonus|0|-10|-20|-25|-30|-35|-40|-45|-50
iStartingDefenseUnits|0|0|0|0|0|0|0|0|0
iStartingWorkerUnits|0|0|0|0|0|0|0|0|0
iStartingExploreUnits|0|0|0|0|0|0|0|0|0
iAIStartingUnitMultiplier|0|0|0|0|0|0|0|0|0
iAIStartingDefenseUnits|0|0|0|0|0|0|0|0|0
iAIStartingWorkerUnits|0|0|0|0|0|0|0|0|0
iAIStartingExploreUnits|0|0|0|0|0|0|0|0|0
iBarbarianDefenders|1|2|2|3|3|3|3|3|3
iAIDeclareWarProb|25|50|75|100|100|100|100|100|100
iAIWorkRateModifier|0|0|0|0|12|24|34|42|50
iAIGrowthPercent|160|130|110|100|87|75|65|57|50
iAITrainPercent|160|130|110|100|87|75|65|57|50
iAIWorldTrainPercent|160|130|110|100|87|75|65|57|50
iAIConstructPercent|160|130|110|100|87|75|65|57|50
iAIWorldConstructPercent|160|130|110|100|93|86|79|72|66
iAICreatePercent|160|130|110|100|87|75|65|57|50
iAIWorldCreatePercent|160|130|110|100|93|86|79|72|66
iAICivicUpkeepPercent|160|130|110|100|87|75|65|57|50
iAIUnitCostPercent|160|130|110|100|87|75|65|57|50
iAIUnitSupplyPercent|160|130|110|100|87|75|65|57|50
iAIUnitUpgradePercent|160|130|110|100|87|75|65|57|50
iAIInflationPercent|160|130|110|100|87|75|65|57|50
iAIWarWearinessPercent|160|130|110|100|87|75|65|57|50
iAIPerEraModifier|0|0|0|0|0|0|0|0|0
iAIAdvancedStartPercent|100|100|100|100|100|100|100|100|100
GOODY_HIGH_GOLD|11%|10%|5%|5%|5%|5%|5%|5%|5%
GOODY_LOW_GOLD|32%|30%|30%|25%|25%|25%|25%|25%|25%
GOODY_MAP|21%|20%|20%|20%|20%|20%|20%|20%|20%
GOODY_TRIBE|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_STONE_THROWER|16%|10%|10%|10%|10%|10%|10%|10%|10%
GOODY_STONE_AGE_SPEARMAN|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_GATHERER|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_EXPERIENCE|11%|5%|5%|5%|5%|5%|5%|5%|5%
GOODY_HEALING|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_TECH|11%|5%|5%|5%|5%|5%|5%|5%|5%
GOODY_WARRIOR|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_BARBARIANS_WEAK|0%|20%|25%|25%|25%|25%|25%|25%|25%
GOODY_BARBARIANS_STRONG|0%|0%|0%|5%|5%|5%|5%|5%|5%
Disease/pop|2|3|4|5|6|7|8|9|10
Education/pop|-2|-3|-4|-5|-6|-7|-8|-9|-10
Crime/pop|2|3|4|5|6|7|8|9|10
Are there other noteworthy changes?
Yes, now education, disease and crime properties are all based on a 5 points per pop increase or decrease (and decay set to 5% per turn), to allow more flexibility in how sources of education and disease apply and to make the system more understandable: now every time your city grow 1 pop, your properties will decrease and stabilize 100 points lower (all things being equal; you can of course construct more buildings to counter this effect). This loss of 100 does increases with difficulty: it's -125 at Prince up to -200 at Deity.
In order to rebalance the game, all sources/sinks of disease from buildings have been multiplied by 5 (since disease/pop was 1 before), while education and crime were multiplied by 2 (making crime in Noble about as difficult as it was in Prince and education in Noble somewhere in-between what it was in Monarch and Emperor). Note that the supply from civics has not been changed (since it's currently undergoing a heavy review by Toffer90), so the properties are currently much easier to manage early on (the -10 disease from garbage everywhere and to a less extent the +15 crime from no borders are less relevant now). Units (watchman, healer...) also weren't changed for now.
The next step will be to rebalance the whole supply of properties, so don't take the current balance for granted.
How do I install it?
Extract the files into My_Mods/RebalancedDifficulty.
View attachment RebalancedDifficulty.7z
(Old OP below)
Following Toffer90's civics tweaks discussion, it could be a good opportunity to do a proper difficulty modmod to go with it.
Here's for reference the current difficulty settings:
Type|SETTLER|CHIEFTAIN|WARLORD|NOBLE|PRINCE|MONARCH|EMPEROR|IMMORTAL|DEITY
iFreeWinsVsBarbs|5|4|3|2|1|0|0|0|0
iAnimalAttackProb|25|50|75|85|90|95|90|90|90
iStartingLocPercent|10|20|30|40|50|60|70|80|90
iAdvancedStartPointsMod|150|130|110|100|95|90|85|80|75
iGold|0|0|0|0|0|0|0|0|0
iFreeUnits|30|24|18|14|12|10|9|8|7
iUnitCostPercent|20|30|90|100|105|110|115|120|125
iResearchPercent|60|75|95|100|105|110|115|120|125
iDistanceMaintenancePercent|45|55|75|80|85|90|95|100|100
iNumCitiesMaintenancePercent|40|50|70|75|80|85|90|100|100
iMaxNumCitiesMaintenance|6|10|15|25|30|40|50|65|80
iColonyMaintenancePercent|60|80|90|100|110|120|130|140|150
iMaxColonyMaintenance|200|200|100|100|100|100|100|100|100
iCorporationMaintenancePercent|60|80|90|100|110|120|130|140|150
iCivicUpkeepPercent|50|60|70|100|105|110|110|120|125
iInflationPercent|60|70|60|65|70|75|80|85|90
iHealthBonus|4|3|2|2|2|2|2|2|2
iHappyBonus|6|5|4|4|4|4|4|4|4
iRevolutionIndexPercent|70|80|90|100|110|120|130|140|150
iAttitudeChange|2|1|0|-1|-1|-1|-1|-1|-1
iNoTechTradeModifier|100|90|80|70|60|50|40|30|20
iTechTradeKnownModifier|-100|-50|-25|0|0|0|0|0|0
iUnownedTilesPerGameAnimal|10|15|20|25|30|35|40|50|60
iUnownedTilesPerBarbarianUnit|100|80|60|55|47|40|35|30|25
iUnownedWaterTilesPerBarbarianUnit|500|450|400|275|250|250|200|150|100
iUnownedTilesPerBarbarianCity|150|140|130|100|90|85|80|75|75
iBarbarianCreationTurnsElapsed|45|40|35|25|23|20|15|10|10
iBarbarianCityCreationTurnsElapsed|50|45|40|30|25|22|18|15|15
iBarbarianCityCreationProb|5|5|6|8|9|10|11|12|13
iAnimalBonus|-70|-60|-50|-40|-30|-20|-10|-5|0
iBarbarianBonus|-40|-30|-20|-10|-5|0|0|0|0
iAIAnimalBonus|-40|-40|-40|-40|-40|-40|-40|-40|-40
iAIBarbarianBonus|-25|-25|-25|-25|-25|-25|-25|-25|-25
iStartingDefenseUnits|0|0|0|0|0|0|0|0|0
iStartingWorkerUnits|0|0|0|0|0|0|0|0|0
iStartingExploreUnits|0|0|0|0|0|0|0|0|0
iAIStartingUnitMultiplier|0|0|0|0|0|0|0|0|1
iAIStartingDefenseUnits|0|0|0|0|0|1|2|3|8
iAIStartingWorkerUnits|0|0|0|0|0|1|1|2|2
iAIStartingExploreUnits|0|0|0|0|1|0|1|1|1
iBarbarianDefenders|1|1|1|3|3|3|3|4|4
iAIDeclareWarProb|25|50|75|100|100|100|100|100|125
iAIWorkRateModifier|0|0|0|0|10|20|50|75|50
iAIGrowthPercent|160|130|110|100|95|90|85|80|50
iAITrainPercent|160|130|110|100|95|90|85|80|75
iAIWorldTrainPercent|160|130|110|100|95|100|100|100|75
iAIConstructPercent|160|130|110|100|80|90|85|80|60
iAIWorldConstructPercent|160|130|110|100|80|100|100|100|60
iAICreatePercent|160|130|110|100|95|90|85|80|75
iAIWorldCreatePercent|160|130|110|100|95|100|100|100|75
iAICivicUpkeepPercent|100|100|100|100|95|90|85|80|75
iAIUnitCostPercent|100|100|100|100|95|90|85|80|75
iAIUnitSupplyPercent|50|50|50|50|50|50|50|50|50
iAIUnitUpgradePercent|50|50|25|25|25|25|20|15|10
iAIInflationPercent|100|90|55|50|45|40|35|30|25
iAIWarWearinessPercent|100|90|80|70|60|50|40|30|20
iAIPerEraModifier|0|0|0|0|0|0|0|0|0
iAIAdvancedStartPercent|100|100|140|160|180|200|220|240|260
GOODY_HIGH_GOLD|21%|20%|16%|15%|11%|5%|5%|0%|0%
GOODY_LOW_GOLD|11%|10%|16%|20%|21%|21%|25%|25%|25%
GOODY_MAP|5%|5%|11%|10%|11%|11%|10%|10%|5%
GOODY_TRIBE|11%|10%|5%|0%|0%|0%|0%|0%|0%
GOODY_STONE_THROWER|5%|0%|5%|5%|5%|5%|5%|5%|5%
GOODY_STONE_AGE_SPEARMAN|5%|0%|5%|5%|5%|5%|5%|5%|5%
GOODY_GATHERER|11%|10%|5%|5%|0%|0%|0%|0%|0%
GOODY_EXPERIENCE|5%|5%|5%|10%|11%|11%|5%|5%|5%
GOODY_HEALING|5%|5%|5%|5%|5%|5%|5%|5%|5%
GOODY_TECH|21%|15%|16%|10%|11%|11%|10%|10%|10%
GOODY_BARBARIANS_WEAK|0%|5%|5%|10%|16%|16%|15%|15%|10%
GOODY_BARBARIANS_STRONG|0%|0%|5%|5%|5%|11%|15%|20%|30%
FreeTechs|4|2|||||||
AIFreeTechs||||||2|4|6|8
Education/pop|-1|-1|-1|-1|-2|-2|-3|-3|-4
Crime/pop|1|1,5|2|2,5|3|3,5|4|4,5|5
Here are the guideline I think the difficulty levels should follow:
- Don't have the difficulty settings change both the player and the AI identical parameters (such as research speed or unit cost), that leads to many complications, such has having to select different difficulties for AIs and player (with overriding questions), changing the pace of game based on difficulty (that should be depending on game speed, not difficulty) or not really knowing what the AI advantage is (when balancing the game).
For those settings I'd go for changing AI parameters and having the player parameters identical across different difficulty settings.
- No AI head start. It just makes it slightly ahead in the very early game, while it's on the long run that it should be helped. And the advance due to free techs and units quickly disappears (especially with tech diffusion)
- Identical properties mechanism. Changing it mainly has an effect on the trend limit (see the property guide) and lead to balance difficulties since the number of buildings providing education or crime is fixed. In prehistorical era you can easily have a 20% food/prod/commerce/science/... difference due to education/pop and no real way to balance that up; later, you just have more buildings and you're fine. Meaning that it's mainly making the game more difficult early on - much better to actually decrease the science speed or whatever if necessary for an effect that will last during the whole game and help make the AI stay competitive.
It's the same reasoning for base happy or health bonuses - but those are already harmonized except in the (mostly irrelevant) early difficulty levels.
- Have Noble as the base difficulty level, where AI and players have no bonus compared to each other, and higher difficulty levels scale roughly identically (i.e. difference between Monarch and Prince should be on the same magnitude as between Prince and Noble).
What's the philosophy?
Noble is the pivot difficulty
At that level, AI gets no bonus (except in a few areas where it's really bad). Still, Noble is intended to be rather challenging, especially regarding properties management (education, crime, etc.).
Lower levels than Noble make both AI and the game mechanics more forgiving
They're intended for players new to C2C that might have trouble managing all the new stuff in there. AI gets many penalites, the player gets many bonuses, from free barbarian wins to better goody huts, more free units, cheaper buildings and construction, easier to manage properties, less declarations of war from the AI, etc.
I won't detail every change, but roughly:
- Settler gives really huge advantages to the player, with bonuses in the range of 60% vs. Noble
- Chieftain makes the game significantly easier, with bonuses in the range of 30%
- Warlord makes the game slightly easier, with bonuses in the range of 10%
Higher levels than Noble mainly make the AI better
Each level of difficulty has the following effect:
- AI gets increasing bonuses. At Deity level, it's twice as efficient to build, grow, etc. (meaning it has a 100% bonus to production, growth, etc. The only exception is the construction speed of wonders, which ramp up to "only" 50% bonus for the AI). Intermediary levels are scaled accordingly. Roughly speaking, the AI of a given level is 15% better than the one at the previous level.
- AI is also less and less friendly with human players, starting at -1 relation penalty at Prince up to -5 at Deity (meaning you'll have a hard time making friends at that level). It's also less willing to trade techs.
- Some non-AI gameplay effects also get increasingly difficult:
* Barbarian are more challenging, they'll spawn cities faster and the player will get increasing combat penalties against them (including animals!). Again, Deity makes them twice as challenging with scaling intermediary levels.
* Revolution chance (with the Revolution option) also increases up to twice as likely at Deity
* Game properties (education, disease, crime) also increase up to twice as much per pop at Deity
* Starting location is increasingly worse statistically (that's already the case in the current difficulty level)
Here's the full table:
Spoiler :
iFreeWinsVsBarbs|5|3|1|0|0|0|0|0|0
iAnimalAttackProb|70|70|70|70|70|70|70|70|70
iStartingLocPercent|10|20|30|50|58|66|76|88|100
iAdvancedStartPointsMod|100|100|100|100|100|100|100|100|100
iGold|0|0|0|0|0|0|0|0|0
iFreeUnits|20|15|12|10|10|10|10|10|10
iUnitCostPercent|50|75|90|100|100|100|100|100|100
iResearchPercent|50|75|90|100|100|100|100|100|100
iDistanceMaintenancePercent|50|75|90|100|100|100|100|100|100
iNumCitiesMaintenancePercent|50|75|90|100|100|100|100|100|100
iMaxNumCitiesMaintenance|100|100|100|100|100|100|100|100|100
iColonyMaintenancePercent|50|75|90|100|100|100|100|100|100
iMaxColonyMaintenance|100|100|100|100|100|100|100|100|100
iCorporationMaintenancePercent|50|75|90|100|100|100|100|100|100
iCivicUpkeepPercent|50|75|90|100|100|100|100|100|100
iInflationPercent|50|75|90|100|100|100|100|100|100
iHealthBonus|10|7|6|5|5|5|5|5|5
iHappyBonus|10|7|6|5|5|5|5|5|5
iRevolutionIndexPercent|70|80|90|100|115|132|152|175|200
iAttitudeChange|3|2|1|0|-1|-2|-3|-4|-5
iNoTechTradeModifier|100|80|60|50|40|30|20|10|0
iTechTradeKnownModifier|-100|-50|-25|0|0|0|0|0|0
iUnownedTilesPerGameAnimal|25|25|25|25|25|25|25|25|25
iUnownedTilesPerBarbarianUnit|55|55|55|55|55|55|55|55|55
iUnownedWaterTilesPerBarbarianUnit|275|275|275|275|275|275|275|275|275
iUnownedTilesPerBarbarianCity|100|100|100|100|100|100|100|100|100
iBarbarianCreationTurnsElapsed|45|40|35|25|21|18|16|14|12
iBarbarianCityCreationTurnsElapsed|50|45|40|30|26|22|19|17|15
iBarbarianCityCreationProb|3|4|5|6|7|8|10|11|12
iAnimalBonus|0|0|0|0|12|24|34|42|50
iBarbarianBonus|0|0|0|0|12|24|34|42|50
iAIAnimalBonus|0|-10|-20|-25|-30|-35|-40|-45|-50
iAIBarbarianBonus|0|-10|-20|-25|-30|-35|-40|-45|-50
iStartingDefenseUnits|0|0|0|0|0|0|0|0|0
iStartingWorkerUnits|0|0|0|0|0|0|0|0|0
iStartingExploreUnits|0|0|0|0|0|0|0|0|0
iAIStartingUnitMultiplier|0|0|0|0|0|0|0|0|0
iAIStartingDefenseUnits|0|0|0|0|0|0|0|0|0
iAIStartingWorkerUnits|0|0|0|0|0|0|0|0|0
iAIStartingExploreUnits|0|0|0|0|0|0|0|0|0
iBarbarianDefenders|1|2|2|3|3|3|3|3|3
iAIDeclareWarProb|25|50|75|100|100|100|100|100|100
iAIWorkRateModifier|0|0|0|0|12|24|34|42|50
iAIGrowthPercent|160|130|110|100|87|75|65|57|50
iAITrainPercent|160|130|110|100|87|75|65|57|50
iAIWorldTrainPercent|160|130|110|100|87|75|65|57|50
iAIConstructPercent|160|130|110|100|87|75|65|57|50
iAIWorldConstructPercent|160|130|110|100|93|86|79|72|66
iAICreatePercent|160|130|110|100|87|75|65|57|50
iAIWorldCreatePercent|160|130|110|100|93|86|79|72|66
iAICivicUpkeepPercent|160|130|110|100|87|75|65|57|50
iAIUnitCostPercent|160|130|110|100|87|75|65|57|50
iAIUnitSupplyPercent|160|130|110|100|87|75|65|57|50
iAIUnitUpgradePercent|160|130|110|100|87|75|65|57|50
iAIInflationPercent|160|130|110|100|87|75|65|57|50
iAIWarWearinessPercent|160|130|110|100|87|75|65|57|50
iAIPerEraModifier|0|0|0|0|0|0|0|0|0
iAIAdvancedStartPercent|100|100|100|100|100|100|100|100|100
GOODY_HIGH_GOLD|11%|10%|5%|5%|5%|5%|5%|5%|5%
GOODY_LOW_GOLD|32%|30%|30%|25%|25%|25%|25%|25%|25%
GOODY_MAP|21%|20%|20%|20%|20%|20%|20%|20%|20%
GOODY_TRIBE|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_STONE_THROWER|16%|10%|10%|10%|10%|10%|10%|10%|10%
GOODY_STONE_AGE_SPEARMAN|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_GATHERER|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_EXPERIENCE|11%|5%|5%|5%|5%|5%|5%|5%|5%
GOODY_HEALING|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_TECH|11%|5%|5%|5%|5%|5%|5%|5%|5%
GOODY_WARRIOR|0%|0%|0%|0%|0%|0%|0%|0%|0%
GOODY_BARBARIANS_WEAK|0%|20%|25%|25%|25%|25%|25%|25%|25%
GOODY_BARBARIANS_STRONG|0%|0%|0%|5%|5%|5%|5%|5%|5%
Disease/pop|2|3|4|5|6|7|8|9|10
Education/pop|-2|-3|-4|-5|-6|-7|-8|-9|-10
Crime/pop|2|3|4|5|6|7|8|9|10
Are there other noteworthy changes?
Yes, now education, disease and crime properties are all based on a 5 points per pop increase or decrease (and decay set to 5% per turn), to allow more flexibility in how sources of education and disease apply and to make the system more understandable: now every time your city grow 1 pop, your properties will decrease and stabilize 100 points lower (all things being equal; you can of course construct more buildings to counter this effect). This loss of 100 does increases with difficulty: it's -125 at Prince up to -200 at Deity.
In order to rebalance the game, all sources/sinks of disease from buildings have been multiplied by 5 (since disease/pop was 1 before), while education and crime were multiplied by 2 (making crime in Noble about as difficult as it was in Prince and education in Noble somewhere in-between what it was in Monarch and Emperor). Note that the supply from civics has not been changed (since it's currently undergoing a heavy review by Toffer90), so the properties are currently much easier to manage early on (the -10 disease from garbage everywhere and to a less extent the +15 crime from no borders are less relevant now). Units (watchman, healer...) also weren't changed for now.
The next step will be to rebalance the whole supply of properties, so don't take the current balance for granted.
How do I install it?
Extract the files into My_Mods/RebalancedDifficulty.
View attachment RebalancedDifficulty.7z
(Old OP below)
Spoiler :
Following Toffer90's civics tweaks discussion, it could be a good opportunity to do a proper difficulty modmod to go with it.
Here's for reference the current difficulty settings:
iFreeWinsVsBarbs|5|4|3|2|1|0|0|0|0
iAnimalAttackProb|25|50|75|85|90|95|90|90|90
iStartingLocPercent|10|20|30|40|50|60|70|80|90
iAdvancedStartPointsMod|150|130|110|100|95|90|85|80|75
iGold|0|0|0|0|0|0|0|0|0
iFreeUnits|30|24|18|14|12|10|9|8|7
iUnitCostPercent|20|30|90|100|105|110|115|120|125
iResearchPercent|60|75|95|100|105|110|115|120|125
iDistanceMaintenancePercent|45|55|75|80|85|90|95|100|100
iNumCitiesMaintenancePercent|40|50|70|75|80|85|90|100|100
iMaxNumCitiesMaintenance|6|10|15|25|30|40|50|65|80
iColonyMaintenancePercent|60|80|90|100|110|120|130|140|150
iMaxColonyMaintenance|200|200|100|100|100|100|100|100|100
iCorporationMaintenancePercent|60|80|90|100|110|120|130|140|150
iCivicUpkeepPercent|50|60|70|100|105|110|110|120|125
iInflationPercent|60|70|60|65|70|75|80|85|90
iHealthBonus|4|3|2|2|2|2|2|2|2
iHappyBonus|6|5|4|4|4|4|4|4|4
iRevolutionIndexPercent|70|80|90|100|110|120|130|140|150
iAttitudeChange|2|1|0|-1|-1|-1|-1|-1|-1
iNoTechTradeModifier|100|90|80|70|60|50|40|30|20
iTechTradeKnownModifier|-100|-50|-25|0|0|0|0|0|0
iUnownedTilesPerGameAnimal|10|15|20|25|30|35|40|50|60
iUnownedTilesPerBarbarianUnit|100|80|60|55|47|40|35|30|25
iUnownedWaterTilesPerBarbarianUnit|500|450|400|275|250|250|200|150|100
iUnownedTilesPerBarbarianCity|150|140|130|100|90|85|80|75|75
iBarbarianCreationTurnsElapsed|45|40|35|25|23|20|15|10|10
iBarbarianCityCreationTurnsElapsed|50|45|40|30|25|22|18|15|15
iBarbarianCityCreationProb|5|5|6|8|9|10|11|12|13
iAnimalBonus|-70|-60|-50|-40|-30|-20|-10|-5|0
iBarbarianBonus|-40|-30|-20|-10|-5|0|0|0|0
iAIAnimalBonus|-40|-40|-40|-40|-40|-40|-40|-40|-40
iAIBarbarianBonus|-25|-25|-25|-25|-25|-25|-25|-25|-25
iStartingDefenseUnits|0|0|0|0|0|0|0|0|0
iStartingWorkerUnits|0|0|0|0|0|0|0|0|0
iStartingExploreUnits|0|0|0|0|0|0|0|0|0
iAIStartingUnitMultiplier|0|0|0|0|0|0|0|0|1
iAIStartingDefenseUnits|0|0|0|0|0|1|2|3|8
iAIStartingWorkerUnits|0|0|0|0|0|1|1|2|2
iAIStartingExploreUnits|0|0|0|0|1|0|1|1|1
iBarbarianDefenders|1|1|1|3|3|3|3|4|4
iAIDeclareWarProb|25|50|75|100|100|100|100|100|125
iAIWorkRateModifier|0|0|0|0|10|20|50|75|50
iAIGrowthPercent|160|130|110|100|95|90|85|80|50
iAITrainPercent|160|130|110|100|95|90|85|80|75
iAIWorldTrainPercent|160|130|110|100|95|100|100|100|75
iAIConstructPercent|160|130|110|100|80|90|85|80|60
iAIWorldConstructPercent|160|130|110|100|80|100|100|100|60
iAICreatePercent|160|130|110|100|95|90|85|80|75
iAIWorldCreatePercent|160|130|110|100|95|100|100|100|75
iAICivicUpkeepPercent|100|100|100|100|95|90|85|80|75
iAIUnitCostPercent|100|100|100|100|95|90|85|80|75
iAIUnitSupplyPercent|50|50|50|50|50|50|50|50|50
iAIUnitUpgradePercent|50|50|25|25|25|25|20|15|10
iAIInflationPercent|100|90|55|50|45|40|35|30|25
iAIWarWearinessPercent|100|90|80|70|60|50|40|30|20
iAIPerEraModifier|0|0|0|0|0|0|0|0|0
iAIAdvancedStartPercent|100|100|140|160|180|200|220|240|260
GOODY_HIGH_GOLD|21%|20%|16%|15%|11%|5%|5%|0%|0%
GOODY_LOW_GOLD|11%|10%|16%|20%|21%|21%|25%|25%|25%
GOODY_MAP|5%|5%|11%|10%|11%|11%|10%|10%|5%
GOODY_TRIBE|11%|10%|5%|0%|0%|0%|0%|0%|0%
GOODY_STONE_THROWER|5%|0%|5%|5%|5%|5%|5%|5%|5%
GOODY_STONE_AGE_SPEARMAN|5%|0%|5%|5%|5%|5%|5%|5%|5%
GOODY_GATHERER|11%|10%|5%|5%|0%|0%|0%|0%|0%
GOODY_EXPERIENCE|5%|5%|5%|10%|11%|11%|5%|5%|5%
GOODY_HEALING|5%|5%|5%|5%|5%|5%|5%|5%|5%
GOODY_TECH|21%|15%|16%|10%|11%|11%|10%|10%|10%
GOODY_BARBARIANS_WEAK|0%|5%|5%|10%|16%|16%|15%|15%|10%
GOODY_BARBARIANS_STRONG|0%|0%|5%|5%|5%|11%|15%|20%|30%
FreeTechs|4|2|||||||
AIFreeTechs||||||2|4|6|8
Education/pop|-1|-1|-1|-1|-2|-2|-3|-3|-4
Crime/pop|1|1,5|2|2,5|3|3,5|4|4,5|5
Here are the guideline I think the difficulty levels should follow:
- Don't have the difficulty settings change both the player and the AI identical parameters (such as research speed or unit cost), that leads to many complications, such has having to select different difficulties for AIs and player (with overriding questions), changing the pace of game based on difficulty (that should be depending on game speed, not difficulty) or not really knowing what the AI advantage is (when balancing the game).
For those settings I'd go for changing AI parameters and having the player parameters identical across different difficulty settings.
- No AI head start. It just makes it slightly ahead in the very early game, while it's on the long run that it should be helped. And the advance due to free techs and units quickly disappears (especially with tech diffusion)
- Identical properties mechanism. Changing it mainly has an effect on the trend limit (see the property guide) and lead to balance difficulties since the number of buildings providing education or crime is fixed. In prehistorical era you can easily have a 20% food/prod/commerce/science/... difference due to education/pop and no real way to balance that up; later, you just have more buildings and you're fine. Meaning that it's mainly making the game more difficult early on - much better to actually decrease the science speed or whatever if necessary for an effect that will last during the whole game and help make the AI stay competitive.
It's the same reasoning for base happy or health bonuses - but those are already harmonized except in the (mostly irrelevant) early difficulty levels.
- Have Noble as the base difficulty level, where AI and players have no bonus compared to each other, and higher difficulty levels scale roughly identically (i.e. difference between Monarch and Prince should be on the same magnitude as between Prince and Noble).