Difficulty settings

Rwn

King
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Mar 12, 2014
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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:

Spoiler :
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)
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:

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).
 
If you're curious about what it is I'm trying out for my civic mod; well, here it is.

Type|SETTLER|CHIEFTAIN|WARLORD|NOBLE|PRINCE|MONARCH|EMPEROR|IMMORTAL|DEITY
iFreeWinsVsBarbs|8|7|6|5|4|3|2|1|
iAnimalAttackProb|20|30|40|50|55|60|65|70|75
iStartingLocPercent|10|20|30|40|50|60|70|80|90
iAdvancedStartPointsMod|150|130|110|100|95|90|85|80|75
iFreeUnits|20|16|13|10|8|6|4|2|
iUnitCostPercent|80|90|95|100|105|110|115|120|125
iResearchPercent|80|90|95|100|105|110|115|120|125
iDistanceMaintenancePercent|70|80|90|100|110|120|130|140|150
iNumCitiesMaintenancePercent|70|80|90|100|110|120|130|140|150
iMaxNumCitiesMaintenance|100|100|100|100|100|100|100|100|100
iColonyMaintenancePercent|70|80|90|100|110|120|130|140|150
iMaxColonyMaintenance|105|120|135|150|165|180|195|210|225
iCorporationMaintenancePercent|70|80|90|100|110|120|130|140|150
iCivicUpkeepPercent|70|80|90|100|110|120|130|140|150
iInflationPercent|70|80|90|100|110|120|130|140|150
iHealthBonus|12|11|10|9|8|7|6|5|4
iHappyBonus|12|11|10|9|8|7|6|5|4
iRevolutionIndexPercent|80|90|95|100|105|110|115|120|125
iAttitudeChange|2|1|0|-1|-1|-1|-1|-2|-3
iNoTechTradeModifier|120|100|90|80|70|60|50|40|30
iTechTradeKnownModifier|-100|-90|-80|-70|-60|-50|-40|-30|-20
iUnownedTilesPerGameAnimal|5|10|15|20|25|30|35|40|45
iUnownedTilesPerBarbarianUnit|50|45|40|35|30|25|20|15|10
iUnownedWaterTilesPerBarbarianUnit|240|220|200|180|160|140|120|100|80
iUnownedTilesPerBarbarianCity|65|60|55|50|45|40|35|30|25
iBarbarianCreationTurnsElapsed|22|20|18|16|14|12|10|8|6
iBarbarianCityCreationTurnsElapsed|40|40|40|40|40|40|40|40|40
iBarbarianCityCreationProb|4|6|8|10|12|14|16|18|20
iAnimalBonus|-15|-10|-5||0||||
iBarbarianBonus|-15|-10|-5||0||||
iStartingDefenseUnits|3|3|3|||3|||
iStartingWorkerUnits|2||||||||
iStartingExploreUnits|1|1|||||||
iBarbarianDefenders|1|2|3|4|5|6|7|8|9
iAIDeclareWarProb|85|90|95|100|105|110|115|120|125
iAIWorkRateModifier|-15|-10|-5||5|10|15|20|25
iAIGrowthPercent|115|110|105|100|95|90|85|80|75
iAITrainPercent|115|110|105|100|95|90|85|80|75
iAIWorldTrainPercent|115|110|105|100|95|100|100|80|75
iAIConstructPercent|115|110|105|100|95|90|85|80|75
iAIWorldConstructPercent|115|110|105|100|95|100|100|80|75
iAICreatePercent|115|110|105|100|95|90|85|80|75
iAIWorldCreatePercent|115|110|105|100|95|100|100|80|75
iAICivicUpkeepPercent|100|100|100|100|95|90|85|80|75
iAIUnitCostPercent|100|100|100|100|95|90|85|80|75
iAIUnitSupplyPercent|100|90|80|70|60|50|40|30|20
iAIUnitUpgradePercent|100|90|80|70|60|50|40|30|20
iAIInflationPercent|100|90|80|70|60|50|40|30|20
iAIWarWearinessPercent|100|90|80|70|60|50|40|30|20
iAIAdvancedStartPercent|100|100|140|160|180|200|220|240|260
iAIAnimalBonus|||||-5|-10|-15|-20|-25
iAIBarbarianBonus|||||-5|-10|-15|-20|-25
iAIStartingDefenseUnits|||||2|1|3|3|3
iAIStartingWorkerUnits||||||1||1|2
iAIStartingExploreUnits|||||||1|1|1
GOODY_HIGH_GOLD|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_LOW_GOLD|19%|19%|19%|19%|19%|19%|19%|19%|19%
GOODY_MAP|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_TRIBE|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_STONE_THROWER|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_STONE_AGE_SPEARMAN|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_GATHERER|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_EXPERIENCE|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_HEALING|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_TECH|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_WARRIOR|6%|6%|6%|6%|6%|6%|6%|6%|6%
GOODY_BARBARIANS_WEAK|13%|13%|13%|13%|13%|13%|13%|13%|13%
GOODY_BARBARIANS_STRONG|6%|6%|6%|6%|6%|6%|6%|6%|6%
Crime/pop|-6|-4|-2|0|2|4|6|8|10
Disease/pop|-6|-4|-2|0|2|4|6|8|10
Education/pop|6|4|2|0|-2|-4|-6|-8|-10



(I can't work on this right now, but thought it could be interesting to at least have the tables)
 
Holy sh*t, I didn't expect you to make it readable. Thanks, this is actually quite helpful.
:goodjob:


EDIT:
It would be interesting to have a table for nightmare game option as well. No pressure, just saying is all. ^^
 
Okay I have made some small adjustments to my test setup; I think this is final.

Increased by 5 per difficulty:
<iUnownedTilesPerBarbarianCity>
<iBarbarianCityCreationTurnsElapsed>

Decreased by 2 per difficulty
<iBarbarianCityCreationProb>
 
Looks to be a couple of oddities in this list;
1.iStartingDefenseUnits
2.iAnimalBonus
3.iBarbarianBonus
4.iAIWorldTrainPercent
5.iAIWorldConstructPercent
6.iAIWorldCreatePercent
7.iAIStartingDefenseUnits
8.iAIStartingWorkerUnits

JosEPh
 
Looks to be a couple of oddities in this list;
1.iStartingDefenseUnits
2.iAnimalBonus
3.iBarbarianBonus
4.iAIWorldTrainPercent
5.iAIWorldConstructPercent
6.iAIWorldCreatePercent
7.iAIStartingDefenseUnits
8.iAIStartingWorkerUnits

JosEPh

Thanks for spotting those, I was bound to get confused moving up and down the XML looking at all those tags and values.

2 and 3 Is how I intended though.

Mistakes corrected: View attachment 394785
 
EDIT:
It would be interesting to have a table for nightmare game option as well. No pressure, just saying is all. ^^

ReplacementID|SETTLER|CHIEFTAIN|WARLORD|NOBLE|PRINCE|MONARCH|EMPEROR|IMMORTAL|DEITY
iFreeWinsVsBarbs|3|2|1|0|0|0|0|0|0
iAnimalAttackProb|75|85|90|95|90|90|90|50|50
iStartingLocPercent|30|40|50|60|70|80|90|100|110
iAdvancedStartPointsMod|110|100|95|90|85|80|75|70|65
iGold|0|0|0|0|0|0|0|0|0
iFreeUnits|18|14|12|10|9|8|8|8|8
iUnitCostPercent|85|90|95|100|105|110|115|120|125
iResearchPercent|80|85|90|100|110|120|130|145|160
iDistanceMaintenancePercent|63|72|81|90|95|99|104|108|117
iNumCitiesMaintenancePercent|70|80|90|100|105|110|115|120|130
iMaxNumCitiesMaintenance|10|15|20|25|30|35|40|45|50
iColonyMaintenancePercent|90|100|100|100|110|130|150|150|160
iMaxColonyMaintenance|100|100|100|100|100|100|100|200|200
iCorporationMaintenancePercent|90|100|110|120|130|140|150|150|160
iCivicUpkeepPercent|70|100|105|110|110|120|125|150|155
iInflationPercent|60|65|70|75|80|85|90|90|95
iHealthBonus|2|2|2|2|2|2|2|2|2
iHappyBonus|4|4|4|4|4|4|4|4|4
iRevolutionIndexPercent|90|100|110|120|130|140|150|175|180
iAttitudeChange|0|-1|-1|-1|-1|-1|-1|0|-1
iNoTechTradeModifier|80|70|60|50|40|30|20|10|10
iTechTradeKnownModifier|-25|0|0|0|0|0|0|0|0
iUnownedTilesPerGameAnimal|20|25|30|35|40|50|60|100|105
iUnownedTilesPerBarbarianUnit|60|55|47|40|35|30|25|10|5
iUnownedWaterTilesPerBarbarianUnit|400|275|250|250|200|150|100|75|70
iUnownedTilesPerBarbarianCity|130|100|90|85|80|75|75|50|45
iBarbarianCreationTurnsElapsed|35|25|23|20|15|10|10|10|9
iBarbarianCityCreationTurnsElapsed|40|30|25|22|18|15|15|25|25
iBarbarianCityCreationProb|6|8|9|10|11|12|13|15|16
iAnimalBonus|-50|-40|-30|-20|-10|-5|0|0|0
iBarbarianBonus|-20|-10|-5|0|0|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|1|1|1
iAIStartingDefenseUnits|0|0|0|1|2|3|4|2|8
iAIStartingWorkerUnits|0|0|0|1|1|2|2|2|2
iAIStartingExploreUnits|0|0|1|0|1|1|1|1|1
iBarbarianDefenders|1|3|3|3|3|4|4|6|7
iAIDeclareWarProb|75|100|100|100|100|100|125|150|155
iAIWorkRateModifier|0|0|10|20|50|75|50|50|50
iAIGrowthPercent|110|100|95|90|85|80|50|75|80
iAITrainPercent|110|100|95|90|85|80|75|50|45
iAIWorldTrainPercent|110|100|95|100|100|100|75|50|45
iAIConstructPercent|110|100|80|90|85|80|60|80|45
iAIWorldConstructPercent|110|100|80|100|100|100|60|75|75
iAICreatePercent|110|100|95|90|85|80|75|75|75
iAIWorldCreatePercent|110|100|95|100|100|100|75|75|75
iAICivicUpkeepPercent|100|100|95|90|85|80|75|60|55
iAIUnitCostPercent|100|100|95|90|85|80|75|50|45
iAIUnitSupplyPercent|50|50|50|50|50|50|50|50|50
iAIUnitUpgradePercent|25|25|25|25|20|15|10|10|10
iAIInflationPercent|55|50|45|40|35|30|25|25|25
iAIWarWearinessPercent|80|70|60|50|40|30|20|10|20
iAIPerEraModifier|0|0|0|0|0|0|0|-10|-10
iAIAdvancedStartPercent|140|160|180|200|220|240|260|280|290
GOODY_HIGH_GOLD|21%|20%|16%|5%|5%|0%|0%|0%|0%
GOODY_LOW_GOLD|11%|10%|16%|21%|25%|25%|25%|25%|25%
GOODY_MAP|5%|5%|11%|11%|10%|10%|5%|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%|0%|0%|0%|0%|0%|0%
GOODY_EXPERIENCE|5%|5%|5%|11%|5%|5%|5%|5%|5%
GOODY_HEALING|5%|5%|5%|5%|5%|5%|5%|5%|5%
GOODY_TECH|21%|15%|16%|11%|10%|10%|10%|10%|10%
GOODY_WARRIOR|0%|10%|0%|0%|0%|0%|0%|0%|0%
GOODY_BARBARIANS_WEAK|0%|5%|5%|16%|15%|15%|10%|15%|10%
GOODY_BARBARIANS_STRONG|0%|0%|5%|11%|15%|20%|30%|20%|30%
FreeTechs|4|2|||||||
AIFreeTechs||||2|4|6|8|6|8
Education/pop|-1|-1|-1|-1|-2|-3|-4|-5|-6
Crime/pop|2|2,5|3|3,5|4|4,5|5|1|5
 
@Rwn
Good job.

btw. i didn't increase/decrease education/disease/crime per population, I just gave it an offset that is the same no matter the population.

This might have been a mistake if this is the only XML that makes population matter for properties....
 
OK, now trying to make sense out of all that:

iFreeWinsVsBarbs|Mostly useless to tweak difficulty. Would put it to 0 everywhere.
iAnimalAttackProb|Not clear whether it makes game actually easier (because of terrain defense, more animal rewards, etc.) or harder. Would put it to something like 50 everywhere.
iStartingLocPercent|Make starting location better. Not really sure how it works, but is probably fine as it is
iAdvancedStartPointsMod|Not used currently, remains as is
iGold|Would actually put something here, maybe 100 gold to help brush initial costs without having to rely on goody huts
iFreeUnits|Mostly relevant early on (later you don't care about 5 gold/turn because of less free units) so I'd put the same for any difficulty here
iUnitCostPercent|Should be controlled by game speed/other, not difficulty. AI have their own modifier. Would put 100 everywhere here.
iResearchPercent|Same as iUnitCostPercent. 100 everywhere.
iDistanceMaintenancePercent|Can't modify AI maintenance cost, so I guess it's OK to have it changed for the player...
iNumCitiesMaintenancePercent|Same as iDistanceMaintenancePercent
iMaxNumCitiesMaintenance|Puts a cap on the maintenance cost due to number of cities. This is what makes large empires too profitable, should be very high! 100 seems good.
iColonyMaintenancePercent|Same as iDistanceMaintenancePercent
iMaxColonyMaintenance|Same as iMaxNumCitiesMaintenance
iCorporationMaintenancePercent|Same as iDistanceMaintenancePercent
iCivicUpkeepPercent|Civic cost is mostly irrelevant, could be set to 100 everywhere
iInflationPercent|Should be constant if AI gets a bonus here
iHealthBonus|Mainly relevant for the early game, should be constant across difficulties
iHappyBonus|Not really relevant (especially after the early game), should be constant across difficulties
iRevolutionIndexPercent|Probably good as it is (if centered on 100)
iAttitudeChange|Makes AIs less cooperative (even to each other). Not sure it's really worth putting something else than 0 here
iNoTechTradeModifier|Probably good as it is (if centered on 100)
iTechTradeKnownModifier|Should be 0 everywhere
iUnownedTilesPerGameAnimal|Should be constant
iUnownedTilesPerBarbarianUnit|Should be constant (barbarians are probably worse to AI than to the player)
iUnownedWaterTilesPerBarbarianUnit|Same
iUnownedTilesPerBarbarianCity|Same
iBarbarianCreationTurnsElapsed|Same
iBarbarianCityCreationTurnsElapsed|Same
iBarbarianCityCreationProb|Same
iAnimalBonus|0 everywhere. No reason to give bonus against animals to the player.
iBarbarianBonus|0 everywhere. No reason to give bonus against barbarians to the player.
iAIAnimalBonus|AI could probably have a (small) flat bonus here to compensate its less good animal tactics compared to humans
iAIBarbarianBonus|AI could probably have a (small) flat bonus here to help it survive barbarians
iStartingDefenseUnits|No free unit for the player. If the he wants to get units, he should invest some hammers to do so!
iStartingWorkerUnits|No free unit for the player. If the he wants to get units, he should invest some hammers to do so!
iStartingExploreUnits|No free unit for the player. If the he wants to get units, he should invest some hammers to do so!
iAIStartingUnitMultiplier|No AI head start. Especially no 2nd settler...
iAIStartingDefenseUnits|No AI head start
iAIStartingWorkerUnits|No AI head start
iAIStartingExploreUnits|No AI head start
iBarbarianDefenders|A flat 3 should be fine
iAIDeclareWarProb|100 everywhere. No reason to refrain the AI from declaring war
iAIWorkRateModifier|No real reason to give a bonus here, it won't really matter
iAIGrowthPercent|Small increasing bonus should be fine here I guess
iAITrainPercent|Same
iAIWorldTrainPercent|Same
iAIConstructPercent|Same
iAIWorldConstructPercent|Same
iAICreatePercent|Same
iAIWorldCreatePercent|Same
iAICivicUpkeepPercent|Could probably be constant
iAIUnitCostPercent|Small increasing bonus should be fine here I guess
iAIUnitSupplyPercent|Same
iAIUnitUpgradePercent|Same
iAIInflationPercent|Same
iAIWarWearinessPercent|Same
iAIPerEraModifier|0 everywhere here. Very drastic bonus
iAIAdvancedStartPercent|Probably doesn't work currently
Goodies|No tribe; I'd also remove healing and spearman, but that's more a question of gameplay/taste
FreeTechs|Nothing here
AIFreeTechs|Nothing here
Education/pop|Should be constant - anything is fine, but it really should be set to something and other buildings balanced with that. I wouldn't set it too low so that there's more tweaking possibilities for education (1 point of education would be worth less so we can put more of them), especially with all the stories providing education. Maybe 4 could be fine - each point of pop would then reduce limit education by 100, that'd be easy to understand. Or better, remove this completely from the difficulty parameters and set it to that value in the file defining properties.
Crime/pop|Same as education.
 
iFreeWinsVsBarbs I think this must be extra because I have always gotten a free win verses barbarians (or animals) when I play at noble. In C2C it is even more important to have one or two free wins because you don't get the 10 turns without barbarians or animals you get in normal BtS games or other mods.

I think iUnownedTilesPerGameAnimal is no longer used as C2C has its own spawn mechanism for animals

iUnownedTilesPerGameBarbarian is only used for non-neanderthals and should be spawning other barbarians on the map but I have not seen this happen so maybe it is not used any more.

We have plans for making special barbarians also spawn using the same mechanism as the animals.

Many of the things you say should be flat across all difficulties I disagree with.

For example why would you want people to always declare war, ie 100%, when there is already an option for that?
 
iFreeUnits: It does matter enough for it to differ between difficulties, a first time player might appreciate that he can have more units than the AI in the early game while learning the ropes.

iGold: There's no reason for starting gold. Also 100 gold is a lot on fast game speed and nothing on slow game speed.

iAnimalAttackProb: it can make the AI do better than you (relative) in the wild, if they also have a fighting bonus against animals. As you might loose your early unit if the cave bear and moose attacs at the same turn while the AI might win both.

iAICivicUpkeepPercent: Civic upkeep can get quite high in late game as it depends on population.
 
I'll comment as if you have the intention to make this modmod an eventual core. I can jive with modmods being test subjects though.

Education/pop Should be constant - anything is fine, but it really should be set to something and other buildings balanced with that. I wouldn't set it too low so that there's more tweaking possibilities for education (1 point of education would be worth less so we can put more of them), especially with all the stories providing education. Maybe 4 could be fine - each point of pop would then reduce limit education by 100, that'd be easy to understand. Or better, remove this completely from the difficulty parameters and set it to that value in the file defining properties.
Crime/pop Same as education.
What the hell? This is the main reason difficulty levels actually differ in C2C! I simply do NOT understand this one at all and cannot fathom how one comes to this conclusion. Just an opinion. I state it strongly because if it were suggested for the core I'd object very strongly to this.

But again, I'm not against some testing of the concept.
 
iUnownedTilesPerBarbarianUnit Should be constant (barbarians are probably worse to AI than to the player)

Not if the AI has combat bonus against barbs.
 
> No AI head start. Especially no 2nd settler...

What is wrong with the AI starting with a 2nd settler at highest difficulty? (assuming the AI can handle the financial part). It ups the difficulty considerably, and if you remove it, you'll end up having to increase the AI bonus in some other area to keep the difficulty the same. Which is probably cheesier than a 2nd settler.

P.S. last year there used to be a problem with AI not using its 2nd settler. This problem has vanished.
 
> iStartingExploreUnits No free unit for the player. If the he wants to get units, he should invest some hammers to do so!

Starting units are useful for scouting the area before settling to locate the best settling spot. Without them you basically say to the player that he has to settle in place at the first turn. Which removes choice, which is not good.

More important, I wonder what your design philosophy is. Reading through your suggestions, I notice a lot of removal of the differences between difficulty levels. Which can only lead to two possible outcomes: 1) difficulty level becomes irrelevant. Which ignores the massive difference in playing skill between different players. Or 2) all the difference in difficulty will be lumped together in a very small number of parameters, which must be turned into superbonuses to compensate for the removal of other differences. Not only do superbonuses to the AI run the risk of feeling cheesy to the player, my gut feeling says that such a design philosophy has a very high risk of leading to a massive decrease of viable strategies which will result in a poorer game.
 
I too think that you wasted lots of potential with your discriptions. Many many tags would be quite usefull; for example an increasing AiBonusAgainstAnimals would be somewhat usefull for the AI, especially if playing with your stronger animals.

If you want to, I can comment on all of them later, thought I don't want to tell you what to do. If this is going to stay as modmod then fine, but if you plan to integrate this into the mod (which I would definetly support because I really like your philosophy) at some point, I'd use a lot more tags than you suggested.
 
Wow, so much feedback, it's a sensitive topic :] I'll try to answer everything.


For example why would you want people to always declare war, ie 100%, when there is already an option for that?

The base value is already 100 from Noble to Deity in vanilla C2C. I assume it just means that when it's under 100% (on Chieftain) the AI won't always declare war when it should.


iFreeUnits: It does matter enough for it to differ between difficulties, a first time player might appreciate that he can have more units than the AI in the early game while learning the ropes.

What I don't like with this parameter (as well as several others) is that it's not uniform across the game: a free unit is more or less equivalent to a fixed :gold: income, which is less and less relevant as the game goes.
That means that if you have less free units in the Deity difficulty compared to the Noble difficulty, the difficulty difference will be higher in the early game compared to later. So by increasing difficulty you make the early game (relatively) more difficult than the late game, I don't think that's good.

iGold: There's no reason for starting gold. Also 100 gold is a lot on fast game speed and nothing on slow game speed.

It's like a free money goody hut. But that's not very important (I'd say even not that relevant to difficulty), especially if you removed the initial gold maintenance cost.

iAnimalAttackProb: it can make the AI do better than you (relative) in the wild, if they also have a fighting bonus against animals. As you might loose your early unit if the cave bear and moose attacs at the same turn while the AI might win both.

It's much easier to tweak the AI performance against animal with a fighting bonus rather than using this uniform parameter which impacts many different things... I'd say it's not because a parameter exist (and even can make the game harder) that it should actually be used if other parameters do a better job or if it might lead to complications when you tweak something else.
For example, being attacked by the animals is good if the animals are weak or give good bonuses and bad otherwise - if you change this property assuming that the first is true, and later the animals are tweaked so they are stronger or don't give any reward, this parameter will unknowingly work the opposite way of what was intended.


I'll comment as if you have the intention to make this modmod an eventual core. I can jive with modmods being test subjects though.

Making something core is up to you modders, not me :mischief:

What the hell? This is the main reason difficulty levels actually differ in C2C! I simply do NOT understand this one at all and cannot fathom how one comes to this conclusion. Just an opinion. I state it strongly because if it were suggested for the core I'd object very strongly to this.

I had started writing a lengthy post on that, but I think it'll be easier starting with a question: could you describe how this makes the game more difficult?


What is wrong with the AI starting with a 2nd settler at highest difficulty? (assuming the AI can handle the financial part). It ups the difficulty considerably, and if you remove it, you'll end up having to increase the AI bonus in some other area to keep the difficulty the same. Which is probably cheesier than a 2nd settler.
Problem is, civs are supposed to go through most of Prehistoric era with only one city. Using that setting (intended for the vanilla game where you could build you first settler very early on) doesn't seem adapted to C2C - I mean, let's assume you have a setting that allows the AI to start with a musketeer instead of a tribal guardian, it would certainly make the AI more resilient and the game harder, but is it really reasonable?

What does allowing the AI to have a second city achieve exactly? Make it more productive early on? Then there are better parameters to do so... Giving a second settler at a certain difficulty level means that a player can't have the difficulty settings associated with that level without having to face this rather disruptive setting.

> iStartingExploreUnits No free unit for the player. If the he wants to get units, he should invest some hammers to do so!

Starting units are useful for scouting the area before settling to locate the best settling spot. Without them you basically say to the player that he has to settle in place at the first turn. Which removes choice, which is not good.

You do start with a Stone Thrower, you just don't get anything else (well, except a Tribe).


More important, I wonder what your design philosophy is. Reading through your suggestions, I notice a lot of removal of the differences between difficulty levels. Which can only lead to two possible outcomes: 1) difficulty level becomes irrelevant. Which ignores the massive difference in playing skill between different players. Or 2) all the difference in difficulty will be lumped together in a very small number of parameters, which must be turned into superbonuses to compensate for the removal of other differences. Not only do superbonuses to the AI run the risk of feeling cheesy to the player, my gut feeling says that such a design philosophy has a very high risk of leading to a massive decrease of viable strategies which will result in a poorer game.

It's actually 2 (though there's still a number of relevant parameters to play with). The philosophy is that it's not because a difficulty parameter exist that it should be used, especially if it's unbalanced across the game and/or if another does a better job achieving the same objective. Say, what's the consequence of giving more starting units to the AI? Mainly it'll make it save some :hammers: for building them and allow it to explore and grab goody huts more easily, but not much more, meaning it's giving a very short-term advantage that will give you a wrong impression of the real, long-term difficulty difference of that difficulty level.

In other words, between that and other similar parameters you might play the early game with a given difficulty level, find it resonably challenging because you're on par on score and AI managed to grab SedLifestyle before you, and suddenly notice a drop in difficulty because this head start wears off, making the game too easy after.

If "cheesiness" enters into into consideration, I also find it much cheesier to meet the AI with advantages that are obviously "unfair" (such as free units, free techs...) - when you encounter an AI you know there's no way it could have get them the regular way - rather than more subtle :hammers: or :science: bonuses that are supposed to compensate the skill difference between the AI and a human player.
 
I too think that you wasted lots of potential with your discriptions. Many many tags would be quite usefull; for example an increasing AiBonusAgainstAnimals would be somewhat usefull for the AI, especially if playing with your stronger animals.

I'd agree that the AI needs a bonus here to adress a specific issue, i.e. not being able to play as well as humans the animal hunting minigame. Basically the bonus would compensate the subtle tactics the human player would use to defeat stronger animals than the strength of its units would normally allow.

However I'm not completely convinced the bonus should actually increase: increasing the bonus means that a given unit will be able to survive encounter with stronger animals. Should the AI be able to survive strong animals early on while the human player can't even with very good tactics? But maybe you're right: at Noble we don't expect the human to use too subtle tactics and thus the AI would get no bonus, at say Monarch the AI would need a bonus to counter those tactics.


The general idea behind using less parameters (not just on this btw) is that the more parameters you use, the harder it is to understand what's going on, either for someone playing the game or for a modder balancing the game. Knowing that at a given difficulty level the AI gets for example a +20% to science and production is easy to understand and to tweak if see it's not challenging enough (or too challenging). Having 30 parameters that change the game difficulty, some very plainly, other subtly and others that can work the wrong way depending on other parameters add in fact a "complexity cost" that offset the potential gain from the changes - if the difficulty isn't right, is it because of this or that parameters?

So, in my opinion, AI bonuses should compensate its inability to properly replicate good tactics that the human would use (so if on average the AI doesn't manage to get as much :science: as a human, give it a bonus to :science:, if it's not good at combat tactics, reduce the unit cost so that it can bring more troops to compensate, etc.); if it's creating a artificial gap in an area where the human can't possibly compete, that's not good - again, how would you consider giving the AI a starting muketeer to give an extreme example?
 
I had started writing a lengthy post on that, but I think it'll be easier starting with a question: could you describe how this makes the game more difficult?
Less health, happiness, and gold for the player should make the game harder in principle. The health and happiness part can be negated by having more law enforcers and healers in all cities; but this might cost you more gold than without. And valuable hammer usage.
 
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