FfH2 Discounts and Bonusses for the AI

UncleJJ

Deity
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Is there a listing of all the discounts and bonusses that the AI in FfH2 gets at each difficulty level for the latest patch? If not, can anyone provide the following information.

a) Production Discounts: The AI pays less than the full cost when building units. Are these discounts the same for producing infrastucture buildings and wonders?

b) Research Discounts: The AI pays less beakers when researching techs.

c) Maintenance Discount: The AI pays less maintenace for units, less maintenance for cities, less maintenance for civics. Is inflation less for the AI?

d) Upgrading units: The AI upgrades many of its troops to higher tiers. How much does it pay to do this for non Ingenious leaders? Does it pay less than 2 gold per hammer? Does it pay for its own discounted hammer cost or the full hammer cost the player has to pay? How is the upgrade calculation made for the AI?

e) Bonusses: Does the AI get bonus incomes in terms of free gold, beakers or hammers either for its cities or for its civilisation as a whole?

f) Are there any other bonusses or discounts that I've missed from the above list?

I am particularly interested in the cost the Sheaim AI pays when it upgrades its initial warriors to PZ after a discussion with DaveGold in this thread where we could not answer those questions.

Your help is appreciated.
 
Some additional bonuses would appear to be

- the number of starting units
- better combat vs barbarians
- a bonus pomotion on units at higher difficulties
- better trading ratio with other AI nations (they can't all demand premium rates from each other)
- fewer/no demands from fellow AI nations that usually result in diplomatic penalties
- some minor advantages that stop abuse by players, such as which deals start peace treaties
- different results from exploring lairs (my guess)
- some additional knowledge when settling (my guess)

The AI can certainly run into problems maintaining units. This seems to be a major late game problem for them, or early game if they're the Doviello.
 
Most of the info on AI bonuses/penalties on different difficulty levels is in CIV4HandicapInfo.xml. As far as unit upgrades are concerned:

Spoiler :
On Emperor, the upgrade cost for AI is 20% of the upgrade cost for human player, on Immortal and Deity it is 15% and 10% respecitvely.
 
Thanks Iskender. I downloaded an XML editor and found what appears to answer most of the questions I asked about FfH2 discounts and bonusses. They are called handicaps but that is essentially the same thing.

I include the sections copied from the file CIV4Handicapinfo 17/10/2009 for Noble, Emperor and Diety. Most values seem self explanatory although there are still some questions as to how they are combined where several affect an aspect of the game (e.g. upgrade costs), where there are several ways it could be calculated.

However as Iskender states the basic cost appears to be 20% of what the human pays. So the cost of upgrading a warrior to PZ costs the human 75 gold. An emperor AI will (apparently) pay 20% of that or only 15 gold. Hence DaveGold's observation in his game ;)

Note also that an Emperor AI has a AIConstructPercent of 70, which presumably means that a PZ only costs the AI 70% of the human construction cost of 60 hammers = 42 hammers. Another reason why the AI produces large stacks.

The data is in spoilers to help readability.

Noble Handicaps
Spoiler :
<Type>HANDICAP_NOBLE</Type>
<Description>TXT_KEY_HANDICAP_NOBLE</Description>
<Help>TXT_KEY_HANDICAP_NOBLE_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>85</iAnimalAttackProb>
<iStartingLocPercent>40</iStartingLocPercent>
<iAdvancedStartPointsMod>100</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>8</iFreeUnits>
<iUnitCostPercent>100</iUnitCostPercent>
<iResearchPercent>100</iResearchPercent>
<iDistanceMaintenancePercent>80</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>75</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>5</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>100</iColonyMaintenancePercent>
<iMaxColonyMaintenance>100</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>100</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>80</iCivicUpkeepPercent>
<iInflationPercent>65</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>70</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>40</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>50</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>1100</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>70</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>35</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>40</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>0</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>0</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>100</iAIGrowthPercent>
<iAITrainPercent>100</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>85</iAIConstructPercent>
<iAIWorldConstructPercent>85</iAIWorldConstructPercent>
<iAICreatePercent>100</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>25</iAIUnitUpgradePercent>
<iAIInflationPercent>50</iAIInflationPercent>
<iAIWarWearinessPercent>70</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>160</iAIAdvancedStartPercent>
- <Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>

Emperor handicaps
Spoiler :
<Type>HANDICAP_EMPEROR</Type>
<Description>TXT_KEY_HANDICAP_EMPEROR</Description>
<Help>TXT_KEY_HANDICAP_EMPEROR_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>70</iStartingLocPercent>
<iAdvancedStartPointsMod>85</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>3</iFreeUnits>
<iUnitCostPercent>115</iUnitCostPercent>
<iResearchPercent>115</iResearchPercent>
<iDistanceMaintenancePercent>95</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>90</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>7</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>130</iColonyMaintenancePercent>
<iMaxColonyMaintenance>100</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>130</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>80</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>40</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>30</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>800</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>55</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>20</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>25</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>0</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>2</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>0</iBarbarianDefenders>
<iAIDeclareWarProb>115</iAIDeclareWarProb>
<iAIWorkRateModifier>30</iAIWorkRateModifier>
<iAIGrowthPercent>70</iAIGrowthPercent>
<iAITrainPercent>85</iAITrainPercent>
<iAIWorldTrainPercent>85</iAIWorldTrainPercent>
<iAIConstructPercent>70</iAIConstructPercent>
<iAIWorldConstructPercent>70</iAIWorldConstructPercent>
<iAICreatePercent>85</iAICreatePercent>
<iAIWorldCreatePercent>85</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>85</iAICivicUpkeepPercent>
<iAIUnitCostPercent>85</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>20</iAIUnitUpgradePercent>
<iAIInflationPercent>35</iAIInflationPercent>
<iAIWarWearinessPercent>40</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>220</iAIAdvancedStartPercent>
- <Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>

Deity handicaps
Spoiler :
<Type>HANDICAP_DEITY</Type>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iAdvancedStartPointsMod>75</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>1</iFreeUnits>
<iUnitCostPercent>125</iUnitCostPercent>
<iResearchPercent>125</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>150</iColonyMaintenancePercent>
<iMaxColonyMaintenance>100</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>90</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>15</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>20</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>600</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>45</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>10</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>15</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>0</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>1</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>0</iBarbarianDefenders>
<iAIDeclareWarProb>125</iAIDeclareWarProb>
<iAIWorkRateModifier>50</iAIWorkRateModifier>
<iAIGrowthPercent>50</iAIGrowthPercent>
<iAITrainPercent>75</iAITrainPercent>
<iAIWorldTrainPercent>75</iAIWorldTrainPercent>
<iAIConstructPercent>60</iAIConstructPercent>
<iAIWorldConstructPercent>60</iAIWorldConstructPercent>
<iAICreatePercent>75</iAICreatePercent>
<iAIWorldCreatePercent>75</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>75</iAICivicUpkeepPercent>
<iAIUnitCostPercent>75</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>10</iAIUnitUpgradePercent>
<iAIInflationPercent>25</iAIInflationPercent>
<iAIWarWearinessPercent>20</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>260</iAIAdvancedStartPercent>
- <Goodies>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
 
The AIs cost for upgrading does take into account their production bonus (or penalty). So a deity AI will pay 0.75*0.1= 7.5% of the normal upgrade cost.
 
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