Difficulty settings

Now I understood your philosophy better and I'm ok with that. Head start bonuses are "good" for the AI because of the steamroll effects. It's not only a free tech, it might be the one tech more that let it get Tengriism or Sed. Lifestyle or a really good wonder before I can do so. But this is more arguing just for "being right", so you can ignore it :crazyeye:
 
> Problem is, civs are supposed to go through most of Prehistoric era with only one city.

"Cities" did not exist in the prehistoric era. People were nomads then.
In 33,000 BC, people were travelling all over Europe but occasionally came together in certain hubs like Castel-Merle in France for trade.

> What does allowing the AI to have a second city achieve exactly?

A headstart. In a strategy game, an early advantage rolls into a bigger advantage later on. Like a snowball that grows and grows. You underestimate the importance of an early short-term advantage. That advantage lasts and grows.

> Say, what's the consequence of giving more starting units to the AI? Mainly it'll make it save some 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

You forget that giving more starting units also makes the AI more resilient to rush tactics. So the player can't kill off his closest competition by Brute/stonethrower spamming.

> 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 -

I fail to see the problem here. Homo Sapiens came into existence between 200,000 and 100,000 years ago. I'm sure that if you take a snapshot from 50,000 years ago, there would be bigger and smaller groups, and more advanced and less advanced groups.

Giving the AI structural economic advantages over the player is probably necessary too but it doesn't have to be either/or. In the current game at deity, the AI has both a headstart and structural economic advantages. The starting techs advantage for the AI tends to shrink however due to tech diffusion.

> rather than more subtle or bonuses that are supposed to compensate the skill difference between the AI and a human player.

You can increase difficulty in 2 ways: by giving penalties to the player or bonuses to the AI. If you give bonuses to the AI civs you'll have to adapt the AI to it. Worst case scenario: you'll have to write a different AI for every difficulty level. If you give all penalties to the player, only 1 AI is needed. A few months ago this was already visible with the 2nd band of homo sapiens on deity, you'd think that the AI would be able to deal with an extra settler as the AI settles more cities later in game anyway, but it still failed to use its 2nd band of homo sapiens. However this issue was fixed eventually (the current AI deals fine with the 2nd band of homo sapiens) and is no longer relevant.

The smarter design choice would therefore be to vary the difficulty level by penalizing the player. It saves a lot of AI tweaking.

I play deity/nightmare and the higher education penalty per population unit is a brilliant way to increase difficulty. Instead of hitting the player with a straight penalty, it gives the player a choice how to deal with it: a) limit pop growth so cities stay small. b) let cities grow and endure the penalties from negative education, or c) invest heavily into education (spam story tellers if necessary) which has its own price.
That's why I'm flabbergasted with your stated intention to remove the penalties/pop for education. I think the current penalties/pop system (of nightmare) is the best of all possible choices to vary difficulty. Same with crime.
 
> Problem is, civs are supposed to go through most of Prehistoric era with only one city.

"Cities" did not exist in the prehistoric era. People were nomads then.
In 33,000 BC, people were travelling all over Europe but occasionally came together in certain hubs like Castel-Merle in France for trade.

> What does allowing the AI to have a second city achieve exactly?

A headstart. In a strategy game, an early advantage rolls into a bigger advantage later on. Like a snowball that grows and grows. You underestimate the importance of an early short-term advantage. That advantage lasts and grows.

I do not play on the higher levels, where the AI civs get an extra settler at the start. So this is a shot in the dark.

But if that is not considered right in C2C Prehistoric starts. Why not try giving the extra settler only when the individual AI reaches Sedentry Lifestyle.

Just a thought. :)
 
Making something core is up to you modders, not me
Aren't you officially on the team yet? I'd vote for you to be. You're one of the movers here. But with this, you're seeing an important side of that - it takes a lot of work to balance all the wants and opinions represented by those commenting.

That said, I would support it if the others would have you officially on the team.


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?
AI are always always always at Noble level. So they always are set, Nightmare or not, to the noble level cost for property gain/loss per pop. This means its a very significant factor to make things more difficult for the player to manage their properties as the difficulty level increases while leaving the AI on a relatively (actually extremely) easy setting with that. Given the difficulty the AI can have with some of the more intricate details of working with properties, this can really help to balance the AI against a more advanced player.

In fact, I find the Education settings to be the most impressive adjustment to make higher difficulty levels actually more difficult that's been done in quite a while.
 
But if that is not considered right in C2C Prehistoric starts. Why not try giving the extra settler only when the individual AI reaches Sedentry Lifestyle.

Giving the 2nd settler much later defeats the purpose of a headstart. Besides, by the time civs reach sedentary lifestyle, they usually already have several cities and can easily build more settlers.
 
Aren't you officially on the team yet? I'd vote for you to be. You're one of the movers here. But with this, you're seeing an important side of that - it takes a lot of work to balance all the wants and opinions represented by those commenting.

That said, I would support it if the others would have you officially on the team.

I'd support that, too, for the same reasons :goodjob:
 
We all know that the AI struggles with hunting; therefore I'm hoping someone can make a new tag for the CIV4HandicapInfo.xml called <iAISubdueBonus> that can modify the base subdue chance of AI units. If this is doable we could easily make the AI more competitive as a lot stand and fall on how well one does in the early game; where hunting is for now the big challenge.
 
We all know that the AI struggles with hunting; therefore I'm hoping someone can make a new tag for the CIV4HandicapInfo.xml called <iAISubdueBonus> that can modify the base subdue chance of AI units. If this is doable we could easily make the AI more competitive as a lot stand and fall on how well one does in the early game; where hunting is for now the big challenge.

:confused:AI was added for hunting. From what I have seen it is fine with hunting.

There is a problem with the player "automate hunting" where it will ignore animals it can easily beat to find a good defensive position instead.
 
Now I understood your philosophy better and I'm ok with that. Head start bonuses are "good" for the AI because of the steamroll effects. It's not only a free tech, it might be the one tech more that let it get Tengriism or Sed. Lifestyle or a really good wonder before I can do so. But this is more arguing just for "being right", so you can ignore it :crazyeye:

No, that's a good point. However, in my experience the head start doesn't really steamroll: tech diffusion makes early tech difference quickly irrelevant, and the potential little bit of steamrolling that the AI might have gained by having a tech a few turns earlier or getting a few more goody huts will be absorbed by other factors (either in favor of the AI or the player).
If the AI should have a tech advantage, a bonus in %:science: for example is much easier to quantify instead of relying on the hard to properly assess steamroll effect: if, say, we consider that a certain point in the game the AI usually has around 100 techs when the player has 110, giving it a 10% bonus will (roughly) make it on the same level, while giving it 10 free techs early won't work as easily (because of tech diffusion, because research isn't only depending on the tech level but also city size, buildings in the city, etc. which are not solely determined by tech, etc.).
Not to mention unintended side-effects of head start, like making early research very quick for the player also when the AI has free techs (so the balance between time to construct available buildings and time to research a new tech will be different for example, or the relevance of building Brutes will be very limited since a few turns later you'll have Clubmen, etc.).


"Cities" did not exist in the prehistoric era. People were nomads then.
In 33,000 BC, people were travelling all over Europe but occasionally came together in certain hubs like Castel-Merle in France for trade.

Realism isn't the issue here; currently a large part of the the Prehistoric era is designed and balanced to play with one city, that's all.

> What does allowing the AI to have a second city achieve exactly?

A headstart. In a strategy game, an early advantage rolls into a bigger advantage later on. Like a snowball that grows and grows. You underestimate the importance of an early short-term advantage. That advantage lasts and grows.

See answer above: it doesn't really work in practice and has unintended side-effects.

> Say, what's the consequence of giving more starting units to the AI? Mainly it'll make it save some 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

You forget that giving more starting units also makes the AI more resilient to rush tactics. So the player can't kill off his closest competition by Brute/stonethrower spamming.

The current feedback is that defense is overpowered in Prehistoric era... That said, I've never tried a rush attack on the AI with stonethrowers/brutes, does it really work against a Tribal Guardian? If so (and if it doesn't mean staying far behind later on due to all the lost :hammers:), then giving it some additional defensive units *might* make sense, but not Wanderers or Gatherers anyway.

> rather than more subtle or bonuses that are supposed to compensate the skill difference between the AI and a human player.

You can increase difficulty in 2 ways: by giving penalties to the player or bonuses to the AI. If you give bonuses to the AI civs you'll have to adapt the AI to it. Worst case scenario: you'll have to write a different AI for every difficulty level. If you give all penalties to the player, only 1 AI is needed. A few months ago this was already visible with the 2nd band of homo sapiens on deity, you'd think that the AI would be able to deal with an extra settler as the AI settles more cities later in game anyway, but it still failed to use its 2nd band of homo sapiens. However this issue was fixed eventually (the current AI deals fine with the 2nd band of homo sapiens) and is no longer relevant.

The smarter design choice would therefore be to vary the difficulty level by penalizing the player. It saves a lot of AI tweaking.

Now that's an interesting debate. I completely agree with your first statement, and did the opposite choice, for several reasons:
- Because it feels more logical to assume that a player in a higher difficulty setting would want a more competitive AI rather alway the same AI but than new obstacles in its way (granted, that's subjective)
- Because it allows different AIs to play at different difficulty levels (for example you may want to let weak AIs play in a lower difficulty setting)
- Because it would mean that the actual gameplay would change for the player (for example the overall game pace might be slower, something that should rather be controlled by game speed) and makes the game harder to balance (since the "synchronicity" between buildings built, tech discovered, number of cities, improvements etc. would be different).

Now I'm glad to hear arguments for the other choice.


I play deity/nightmare and the higher education penalty per population unit is a brilliant way to increase difficulty. Instead of hitting the player with a straight penalty, it gives the player a choice how to deal with it: a) limit pop growth so cities stay small. b) let cities grow and endure the penalties from negative education, or c) invest heavily into education (spam story tellers if necessary) which has its own price.
That's why I'm flabbergasted with your stated intention to remove the penalties/pop for education. I think the current penalties/pop system (of nightmare) is the best of all possible choices to vary difficulty. Same with crime.

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.

AI are always always always at Noble level. So they always are set, Nightmare or not, to the noble level cost for property gain/loss per pop. This means its a very significant factor to make things more difficult for the player to manage their properties as the difficulty level increases while leaving the AI on a relatively (actually extremely) easy setting with that. Given the difficulty the AI can have with some of the more intricate details of working with properties, this can really help to balance the AI against a more advanced player.

In fact, I find the Education settings to be the most impressive adjustment to make higher difficulty levels actually more difficult that's been done in quite a while.

@Thunderbrd: Hm, that's not really what I meant (I remember your other message explaining that), I was expecting an answer closer to Toffer90's ;)

There are many reasons why I don't like using properties like this in difficulty settings:

The mechanism is not easily understandable
This effect, which has a strong impact in-game, is not so easy to figure out, because properties remain a bit mysterious for the average player and because it's not obvious that your cities are producing more crime at higher difficulty.
Going into a higher difficulty system might very well lead you to have your economy crashing due to crime and education without the reason being very clear.


The effects are difficult to assess
Can you honestly say how much more difficult a game is with more crime (or education, or disease) per pop? On one side there are penalties looming if you don't manage it well enough, on the other there are way to prevent it so the penalty might just be some :hammers: to invest if you're careful.

I think I understand better your point of view with Noriad2's message. The issue here seems to be a difference in philosophy: should higher difficulty make the game harder or more complex to manage? With the first option, the base gameplay is the same, but the rivals are better, meaning that the game is more difficult because it's more competitive, not because the mechanisms are more unforgiving. With the second option, the actual way of playing the game is different, the game is a lot harder as you have to adapt to a new environment, but then becomes only mildly harder once you've learned the ropes on that difficulty level.


It's difficult to properly balance
It's a bit a consequence of the point above, and an argument against "more difficult means more complex". I'll have an example with education.

All thing being equal, what's the result of having a higher education sink per population? You'll have a lower "trend" limit (see the guide), about 25 points per property point difference. Meaning that, for a size 5 city, having -2 (low difficulty) or -3 (high difficulty) education per pop means going from -10 education/turn to -20 education per turn, a -10 difference which translates into education being roughly 125 points under its value in the lower difficulty setting.

The key issue is how many buildings exist that can provide you with education. Let's say all the buildings you can make provide 15 education per turn at that moment. In the high difficulty setting, you'll be around -20 + 15 = -5 net education, trending towards -125 education. In the low difficulty you'll be around +125 education in the exact same situation. If you remember the effect of education, that's a huge difference in yields.

Of course what you'd do and what this higher difficulty expects you to do is to build more education buildings to make up the difference. Here, it means that you have to find a way to get 1 more education point per pop. But you'd also be able to get this education point in a lower difficulty setting, meaning that the real difference comes from decreasing marginal benefit from education (because of tech threshold or because of the increasing gap in education points between education levels)

So, ultimately, it means that when designing how many sources of education are available, you have to make it adequate for every difficulty level - either you make enough so that even in high difficulty you can compensate the educations sink, but then it'll be too easy to get education in low difficulty, or you make education scarce, but then in high difficulty you'll suffer a penalty you can't do anything about. All that trying to take into account the decreasing marginal benefit from education.

That said, I see a way to adress it though: you can give a nearly infinite supply of costly sources of education (such as bards, or police for crime) and have a marginally increasing cost :)gold: and/or :hammers:) for the source. But even then, why bother with all those property tweaks when the net result is just a :gold:/:hammers: penalty? And more importantly, that would require a lengthy complete review of the buildings as currently it's not working that way - that's why a player used to a high difficulty will often stay in negative education for a long time early on (translating into less specialist, less :science:, etc.) with no way to do anything about it while a player in maybe just one level under will have a considerably easier time because the buildings available at that time allows him to stay over the 0 education threshold, maybe with +25 education and all its bonuses instead of -25.


The increasing effect is in fact not linear across difficulty levels
A bit related to the point above, the fact that the penalty is per pop, not fixed, means that the gap between difficulty levels increases with city size. Each property/pop difference translates into 25/pop on the trend limit. But as explained above, those 25 don't have the same effect if they make the city go from 0 to 25 or from 300 to 325.

Thus, the result of a going from 2 crime/pop difficulty to 3 crime/pop difficulty is not the same than going from 3 crime/pop difficulty and a 4 crime/pop difficulty

Also, the effect is per population, meaning that the trend limit difference is increasingly worse as the city grow, so I'm not even sure which is harsher between going from 2 to 3 or from 3 to 4...


It can be give very different results across the timeline
I used an example of that above: depending on the availability of property sources/sink (buildings or units) at a given point in the timeline, you can have widely different result on yields - such as if there aren't enough buildings giving education (at all or at a reasonable cost) in the Prehistoric era, you're stuck with much worse penalties vs. a lower difficulty level than at a later point in the timeline where such buildings/units are widely available and you can easily narrow the gap.


It doesn't really address a difference in skill between the AI and the player
Not much to explain here, except that it's maybe more again a matter of philosophy rather than a structural problem.


The effects are not really different from a plain penalty, they're just better hidden
If there aren't enough affordable sources of education (or sinks of crime, etc.), the result of harsher properties is equivalent to the penalties brought by the difference in the property level - such as less :science:, less :gold:, etc. If there are enough, the result is that your cities are slightly less productive (since they have to build whatever is needed), maybe with some :gold: cost if the buildings or units have a maintenance cost.

Ultimately, it's not really different from having a %:science: or :gold: or :hammers: penalty (for the player, meaning that we have the same problem of actually making the game slower by making it more difficult), it's just really difficult to figure out how it does change each - not that it's a good thing since you then have no idea why the game has the difficulty it has, how a 20% :hammers: bonus for the AI combined with a +1 crime/pop for the player really compare to each other, etc.

That was the main point I intended to make when asking how it makes the game more difficult: qualitatively it's understandable (though there are hidden issues), quantitatively it's a mystery.




Those are the reasons why I'd find much clearer a constant property/pop value, balance the game (i.e. number of buildings and units providing properties) based on this value and rather play on other parameters (such a production bonus to the AI) to change the game difficulty - cheers if you've made the effort to read it all :)

I'm probably as baffled as you are that we have a different view on that - really, I do have a hard time understanding how such a confusing and unbalanced setting is so appreciated. The only explanation I see (related to the "difference in philosophy" detailed above) is that difficulty can be interpreted differently: should the game be primarily a competition against other civs or against "the game mechanics" (i.e. trying to make cities viable against the odds the game is throwing at you)?
 
The current feedback is that defense is overpowered in Prehistoric era... That said, I've never tried a rush attack on the AI with stonethrowers/brutes, does it really work against a Tribal Guardian? If so (and if it doesn't mean staying far behind later on due to all the lost :hammers:), then giving it some additional defensive units *might* make sense, but not Wanderers or Gatherers anyway.

Just keep building Neanderthals. (they are limited but build another when you lose one).

In a game I am currently playing (when I started playing, SVN 8536 - I think), I very quickly conquered 2 civs in the prehistoric era. Before I was able to found a new city.

I will try the same tactic in the next game I start.

The game difficulty was only Noble. So not sure how higher levels behave.
 
The only explanation I see (related to the "difference in philosophy" detailed above) is that difficulty can be interpreted differently: should the game be primarily a competition against other civs or against "the game mechanics" (i.e. trying to make cities viable against the odds the game is throwing at you)?
You're right about your evaluation, actually brilliantly accurate in how an effect creates game experience, and yet also right about how strange it is that we come to different conclusions about it.

You show how it makes the difficulty harder to manage because it presents choices in how to manage it or choose not to. And yet, that's what makes it more interesting.

Your point I quoted presents the heart of the question of why properties are even in the game. The answer to that question here has always been, for C2C, to enhance both challenges, but mostly internal ones as most civilizations in history have failed utterly to address them which was the real problem they faced that led to their fall.

It's all the harder to manage an enemy when you have so much difficulty working with things from within. Internal Conflict has finally become as challenging as the External Conflict and both make the other even more challenging, meaning that we, as players of more advanced settings, are expected to walk such a fine line between addressing all of the threats to your nation's health that it's nearly impossible to do so with the fine perfection necessary for the overlooking of one factor causing the complete collapse of so many others.

New players are specifically the ones that would play with less concerns and thus at an easier difficulty level. At the moment, properties pretty much handle themselves on noble level, with very little real effort by the player to consider how to manage them - the buildings take care of it.

Moving into greater difficulty levels, the choices of how much to spend on the units that can handle the rest becomes quite an issue - also going so far as to stimulate the best players to re-evaluate which techs are the most important to achieve and in what order of priority.

Why wouldn't we want to grow all of the challenges the game presents as the difficulty level grows? To make the game focus in on one challenge itself, that stemming from your competitor civilizations and thus more one dimensional is somehow desirable? IMO it defeats most of the work that's gone into the mod to differentiate itself from that Civ base game that was almost entirely about the external threat.

Also, to address the question, Why would anyone want such an imbalanced game feature at the highest difficulty levels, the answer is simple, Deity shouldn't be winnable. Period. If you went back to vanilla BtS, even for the best of the best of the best players that see all of the calculations clearly, what do you figure the chances of survival to the end really is?

I estimate its less than .01% based on my playtests. It was actually completely impossible to keep all opponents happy enough to ignore you and unless you had the most amazing capital start location ever and your opponents had terrible starting positions, all of them, there was mathematically no way you could fend off an attack as they would quickly out-tech, out-quality, and out-produce your ability to even field defenders, while those few nations that didn't decide to jump in and pick on you further while you were under attack would simply sit back and smash you technologically while your city lost all its improvements to the war and you started going into strike trying to support even a halfway sufficient city defense force to take on 20 to 1 unit counts coming at you in waves faster than you could begin to recover from.
 
:confused:AI was added for hunting. From what I have seen it is fine with hunting.

There is a problem with the player "automate hunting" where it will ignore animals it can easily beat to find a good defensive position instead.
Thats an annoying one for sure.

In all my deity games, when I get enough espionage to investigate an AI city in the prehistoric; they almost never have more than half of my beakers/turn, I had presumed it was because of animal myths.:confused:
 
RWN wrote:

> The effects are not really different from a plain penalty, they're just better hidden
If there aren't enough affordable sources of education (or sinks of crime, etc.), the result of harsher properties is equivalent to the penalties brought by the difference in the property level - such as less , less , etc. If there are enough, the result is that your cities are slightly less productive (since they have to build whatever is needed), maybe with some cost if the buildings or units have a maintenance cost.


Like I said before, there are three ways of dealing with an increased education loss per pop: 1) keep population lower 2) just endure the penalties 3) hire additional educator units. You have this choice for every individual city.

Choice between 3 ways is obviously better than just be forced to endure a hardcoded production penalty like you propose.
 
If you went back to vanilla BtS, even for the best of the best of the best players that see all of the calculations clearly, what do you figure the chances of survival to the end really is?

I estimate its less than .01% based on my playtests. It was actually completely impossible to keep all opponents happy enough to ignore you and unless you had the most amazing capital start location ever and your opponents had terrible starting positions, all of them, there was mathematically no way you could fend off an attack as they would quickly out-tech, out-quality, and out-produce your ability to even field defenders, while those few nations that didn't decide to jump in and pick on you further while you were under attack would simply sit back and smash you technologically while your city lost all its improvements to the war and you started going into strike trying to support even a halfway sufficient city defense force to take on 20 to 1 unit counts coming at you in waves faster than you could begin to recover from.

I disagree. Vanilla Civ 4 BTS deity is winnable. It is one of my all-time favourite strategy games because there are some pretty advanced strategies possible in that game to overcome very bad odds. I have won 4 BTS games on deity level and I play self-imposed ironman (no reloading saves, no spying at the map with map editor).

If you go to youtube and search for "civ 4 deity" there are videos made by Chris67132 where he plays several dozen games on deity level and wins at least half of them.
 
<delete>
nvrmnd
 
Now that was informative. In my eyes complexity was not an option in C2C, I mean, if +5 crime/pop works, that's what it should be even at Noble, it's not like C2C isn't throwing a lot of other complex things at you there anyway. But I understand your position better.

I'm still a bit disturbed by the fact that balancing properties for several levels of properties/pop is hazardous at best, it's nearly impossible to predict if going from, say, -2 to -3 education/pop will make the game a little bit more difficult or much more.

I can think of two things regarding the difficulty level:
- Either make the property/pop lower at pre-Noble levels. Those are designed for newcomers and a little help with the more complex mechanics doesn't sound absurd. At Noble and beyond, property sources are enforced at their full effect, whatever this "full effect" is defined (what's currently set for Emperor?).
- Or change the Nightmare mode into something different (with StrategyOnly's agreement of course). Without Nightmare mode, the difficulty level would only make the AI better or worse, game mechanics remain unchanged. Nightmare mode would gets a new description, such as the following: "With Nightmare mode activated, the difficulty level not only impacts the performance of the AI civs, but also makes the core game mechanics much less forgiving to the player". Then, with this option, you'd get progressively more penalties to, say, happiness, health, properties as your difficulty level increases. As an added bonus, you could set your own "game mechanics difficulty" to whatever you wish through the main difficulty level with Nightmare more, while AIs could be set (through the BUG menu) to another difficulty level - say, if you want harsh game mechanics but an AI with few bonuses, or the opposite.

What do you think?
 
What do you think?

I think the purpose of education/crime/etc is to make the game harder based on difficulty. Your stated purpose to "balance" education per pop is bizarre as the purpose of education per pop based on difficulty level IS to be unbalanced. If you manage to succeed in "balancing" it you might as well take it out.

Programming the AI is hard enough as it is. If you want to balance something, balance the economy of the AI regardless of difficulty level and throw all the imbalance from difficulty level at the player. Otherwise the task of the AI programmers becomes much harder for no benefit at all.

To summarize, I think this modmod goes straight into the wrong direction, trying to fix things that don't need fixing and probably breaking the AI in the process.
 
I'm still a bit disturbed by the fact that balancing properties for several levels of properties/pop is hazardous at best, it's nearly impossible to predict if going from, say, -2 to -3 education/pop will make the game a little bit more difficult or much more.

Does it matter? Players will start at the lowest difficulty level to learn the game, and will increase their difficulty level game after game until they find the difficulty to their liking.
 
Programming the AI is hard enough as it is. If you want to balance something, balance the economy of the AI regardless of difficulty level and throw all the imbalance from difficulty level at the player. Otherwise the task of the AI programmers becomes much harder for no benefit at all.

To summarize, I think this modmod goes straight into the wrong direction, trying to fix things that don't need fixing and probably breaking the AI in the process.

I don't understand the problem with the AI. Giving it a bonus to production or science won't require any additional AI programming that's not currently there, the choices, prioritization, adaptation etc. that apply for a no-bonus AI will still be very relevant with bonuses, the AI will just reach its objectives faster. And the current difficulty levels already give bonuses to the AI, so what would become broken? :confused:
 
I disagree. Vanilla Civ 4 BTS deity is winnable. It is one of my all-time favourite strategy games because there are some pretty advanced strategies possible in that game to overcome very bad odds. I have won 4 BTS games on deity level and I play self-imposed ironman (no reloading saves, no spying at the map with map editor).

If you go to youtube and search for "civ 4 deity" there are videos made by Chris67132 where he plays several dozen games on deity level and wins at least half of them.
I know... I probably sucked worse as a player when I played it last. But it's certainly difficult and a player has to know the slim means by which they may have to overcome the challenge. Education has made our Deity level much more like the original in difficulty.

Now that was informative. In my eyes complexity was not an option in C2C, I mean, if +5 crime/pop works, that's what it should be even at Noble, it's not like C2C isn't throwing a lot of other complex things at you there anyway. But I understand your position better.

I'm still a bit disturbed by the fact that balancing properties for several levels of properties/pop is hazardous at best, it's nearly impossible to predict if going from, say, -2 to -3 education/pop will make the game a little bit more difficult or much more.
To check the balance, simply play a noble level and then play a deity level and watch how different the education plays out and then extrapolate out the ramp up from noble to deity and you've got a fair judgement of the influence it has on play at each general level. The more education pop soaks up, the less the buildings are sufficient and the more units are necessary or population becomes best to keep under manageable levels. The population management of keeping control of education is actually one of the first times I've seen Civ suggest the truth... that there really can be too many people in one place for it to be beneficial.

I can think of two things regarding the difficulty level:
- Either make the property/pop lower at pre-Noble levels. Those are designed for newcomers and a little help with the more complex mechanics doesn't sound absurd. At Noble and beyond, property sources are enforced at their full effect, whatever this "full effect" is defined (what's currently set for Emperor?).
You could do this but its already pretty simple at 1. I fear anything less than noble is just too easy already.

- Or change the Nightmare mode into something different (with StrategyOnly's agreement of course). Without Nightmare mode, the difficulty level would only make the AI better or worse, game mechanics remain unchanged. Nightmare mode would gets a new description, such as the following: "With Nightmare mode activated, the difficulty level not only impacts the performance of the AI civs, but also makes the core game mechanics much less forgiving to the player". Then, with this option, you'd get progressively more penalties to, say, happiness, health, properties as your difficulty level increases. As an added bonus, you could set your own "game mechanics difficulty" to whatever you wish through the main difficulty level with Nightmare more, while AIs could be set (through the BUG menu) to another difficulty level - say, if you want harsh game mechanics but an AI with few bonuses, or the opposite.
I can see there being a point to this. But then, I also see a point to figuring out how to eventually harmonize our core with nightmare and eliminate the option since ppl seem to feel there are too many options.
To rephrase what I think you're saying in that last segment, you're suggesting "Let nighmare mode begin to mean 'a game where the difficulty levels include increasing the difficulty from properties where the normal game would generally not.'

I say that to ensure I'm not missing your point.
 
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