Dawnpromise
Prince
- Joined
- Oct 4, 2016
- Messages
- 422
I've finally decided to edit the DifficultyMod located in CBO BalanceChanges/Difficulty folder in the interest of tweaking minor aspects of the AI difficulty to my liking. Since I have little to no idea what I'm doing I'm just going document what in here so someone can tell me what I'm doing wrong and hopefully anyone else who's interesting in mucking with the difficulty settings can learn from my example/mistakes.
Always remember to make a backup copy before changing anything!
They've got the difficulties fairly clearly labeled in here but I'm unclear what HANDICAP_AI_DEFAULT refers to. I'm guessing it's the base handicaps the AI plays by when the difficulty setting doesn't override it.
No idea what StartingLocPercent or AdvancedStartPointsMod mean so I'm not touching that.
HappinessDefault I'm going to guess means the base happiness civs get at the start of the game.
NumCitiesUnhappinessMod and PopulationUnhappinessMod I'm guessing the is percentage of Unhappiness gained from # of cities and population respectively. I'll assume 100 means you get the normal rate unhappiness while higher numbers increase unhappiness and lower numbers decrease it.
Gold and GoldFreeUnits I'm going to guess refers to starting gold and maintenance free units.
The ProductionFreeUnits section I have no idea what it's referring to. Not touching.
The CostPercent section I guess is a percent scaler of how much of production or gold is required to produce a unit or building. Not sure what RouteCost percent means though.
ResearchPercent and PolicyPercent refers to how much of a science or culture discount the AI gets I assume.
ImprovementCostPercent is how fast workers improve tiles.
The NumOptionsConsidered section is for how many options go onto the AI's decision roulette starting with what is considered most optimal by the AI in descending order, right? I think G mentioned this somewhere before.
AttitudeChange no idea. Diplomatic modifier maybe?
NoTechTradeModifier I'm guessing determines how hesitant the AI is to trade techs when tech trading is enabled.
Whole section of Barbarian stuff here ranging from CS bonuses to how early they get loosed to pillage stuff and how far they'll go in search of stuff to pillage and even how much gold you get for clearing a camp.
AIDeclareWarProb is how likely an AI likely to commit to declaring war when it thinks it's a good idea. Higher numbers make it more likely.
Lot of AI specific details in the next section which I guess refer mostly to it's handicaps in reduced Unhappiness as well as it's Growth and Production bonuses based on percentage bonus.
AIUnitSupplyPercent this MIGHT be what I came in here looking for. I think this refers to how much free supply the AI gets towards the supply cap. If I set this to 0 will that mean the AI will have to play by the same supply cap rules as the player?
AIFreeXP I guess is bonus XP the AI units get upon creation.
No idea what AIInflationPercent does or AIPerEraModifier or DifficultyBonus
Also I'm assuming the various AIStartingUnits refers to the additional Units AI players get at the start of the game?
I think that's all I can figure out for now. Hopefully someone can clarify what I'm messing with here.
Always remember to make a backup copy before changing anything!
They've got the difficulties fairly clearly labeled in here but I'm unclear what HANDICAP_AI_DEFAULT refers to. I'm guessing it's the base handicaps the AI plays by when the difficulty setting doesn't override it.
No idea what StartingLocPercent or AdvancedStartPointsMod mean so I'm not touching that.
HappinessDefault I'm going to guess means the base happiness civs get at the start of the game.
NumCitiesUnhappinessMod and PopulationUnhappinessMod I'm guessing the is percentage of Unhappiness gained from # of cities and population respectively. I'll assume 100 means you get the normal rate unhappiness while higher numbers increase unhappiness and lower numbers decrease it.
Gold and GoldFreeUnits I'm going to guess refers to starting gold and maintenance free units.
The ProductionFreeUnits section I have no idea what it's referring to. Not touching.
The CostPercent section I guess is a percent scaler of how much of production or gold is required to produce a unit or building. Not sure what RouteCost percent means though.
ResearchPercent and PolicyPercent refers to how much of a science or culture discount the AI gets I assume.
ImprovementCostPercent is how fast workers improve tiles.
The NumOptionsConsidered section is for how many options go onto the AI's decision roulette starting with what is considered most optimal by the AI in descending order, right? I think G mentioned this somewhere before.
AttitudeChange no idea. Diplomatic modifier maybe?
NoTechTradeModifier I'm guessing determines how hesitant the AI is to trade techs when tech trading is enabled.
Whole section of Barbarian stuff here ranging from CS bonuses to how early they get loosed to pillage stuff and how far they'll go in search of stuff to pillage and even how much gold you get for clearing a camp.
AIDeclareWarProb is how likely an AI likely to commit to declaring war when it thinks it's a good idea. Higher numbers make it more likely.
Lot of AI specific details in the next section which I guess refer mostly to it's handicaps in reduced Unhappiness as well as it's Growth and Production bonuses based on percentage bonus.
AIUnitSupplyPercent this MIGHT be what I came in here looking for. I think this refers to how much free supply the AI gets towards the supply cap. If I set this to 0 will that mean the AI will have to play by the same supply cap rules as the player?
AIFreeXP I guess is bonus XP the AI units get upon creation.
No idea what AIInflationPercent does or AIPerEraModifier or DifficultyBonus
Also I'm assuming the various AIStartingUnits refers to the additional Units AI players get at the start of the game?
I think that's all I can figure out for now. Hopefully someone can clarify what I'm messing with here.