Modding difficulty. How to remove research and civic bonuses?

ReneTS

Chieftain
Joined
May 3, 2016
Messages
2
Hi

I would like to remove the Ai bonuses to research and civics at the deity level, but how can I do that?
 
Curious. I can't find any references to DIFFICULTY_DEITY outside of the Difficulties.xml files. That leaves me stumped, with a tentative conclusion that you can't use TRAIT_DIFFICULTY_DEITY. I'm sure I've run across some reference to difficulty in the files before, but I can't remember the form it took :(
 
This is why there is no real direct definition of the effect of a specific difficulty-level:
Spoiler HIGH_DIFFICULTY_X_SCALING Modifiers :

  1. these are just some of the modifier arguments applied to modifiers for player selected difficulty
  2. these modifiers such as HIGH_DIFFICULTY_SCIENCE_SCALING are applied to AI players as traits given to major players:
    Code:
    <Row TraitType="TRAIT_LEADER_MAJOR_CIV" ModifierId="HIGH_DIFFICULTY_SCIENCE_SCALING"/>
  3. This is contained within file C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data/Leaders.xml
  4. I only pulled a sampling of the <ModifierArguments> table for these, there are more tables that are used to implement these effects in-game, and there are likely more modifiers for other difficulty levels or bonuses applied.
  5. It isn't directly clear to me whether for HIGH_DIFFICULTY_FREE_CIVIC_BOOSTS the <Extra>1</Extra> means 1 extra civic completed for free per difficulty-level higher than Prince, or one extra "boost" of a Civic.
Code:
<ModifierArguments>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>8</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_SCIENCE_SCALING</ModifierId>
			<Name>YieldType</Name>
			<Value>YIELD_SCIENCE</Value>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_CULTURE_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>8</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_CULTURE_SCALING</ModifierId>
			<Name>YieldType</Name>
			<Value>YIELD_CULTURE</Value>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>20</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_PRODUCTION_SCALING</ModifierId>
			<Name>YieldType</Name>
			<Value>YIELD_PRODUCTION</Value>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_GOLD_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>20</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_GOLD_SCALING</ModifierId>
			<Name>YieldType</Name>
			<Value>YIELD_GOLD</Value>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_FAITH_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>8</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_FAITH_SCALING</ModifierId>
			<Name>YieldType</Name>
			<Value>YIELD_FAITH</Value>
		</Row>
		<Row>
			<ModifierId>BARBARIAN_CAMP_GOLD_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>-5</Extra>
			<SecondExtra>DIFFICULTY_PRINCE</SecondExtra>
		</Row>
		<Row>
			<ModifierId>BARBARIAN_CAMP_GOLD_SCALING</ModifierId>
			<Name>Improvement</Name>
			<Value>IMPROVEMENT_BARBARIAN_CAMP</Value>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_COMBAT_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>-1</Value>
			<Extra>1</Extra>
		</Row>
		<Row>
			<ModifierId>LOW_DIFFICULTY_COMBAT_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>-1</Extra>
			<SecondExtra>DIFFICULTY_PRINCE</SecondExtra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_UNIT_XP_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>10</Extra>
		</Row>
		<Row>
			<ModifierId>LOW_DIFFICULTY_UNIT_XP_SCALING</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>-15</Extra>
			<SecondExtra>DIFFICULTY_PRINCE</SecondExtra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_FREE_TECH_BOOSTS</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>1</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_FREE_TECH_BOOSTS</ModifierId>
			<Name>ApplyImmediately</Name>
			<Value>true</Value>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_FREE_CIVIC_BOOSTS</ModifierId>
			<Name>Amount</Name>
			<Type>LinearScaleFromDefaultHandicap</Type>
			<Value>0</Value>
			<Extra>1</Extra>
		</Row>
		<Row>
			<ModifierId>HIGH_DIFFICULTY_FREE_CIVIC_BOOSTS</ModifierId>
			<Name>ApplyImmediately</Name>
			<Value>true</Value>
		</Row>
	<ModifierArguments>
 
It isn't directly clear to me whether for HIGH_DIFFICULTY_FREE_CIVIC_BOOSTS the <Extra>1</Extra> means 1 extra civic completed for free per difficulty-level higher than Prince, or one extra "boost" of a Civic.
My guess would be that it's one boost per era.
 
These are free boosts. AI receives quite a lot of them in the game. While working on a mod that randomizes boosts, I gathered some statistics. For Prince on standard speed AI usually gets ~45-55 boosts per game. And only ~30 are triggered by gameplay. The rest is granted. Also, AI receives 2 boosts at the game start right off the bat.
 
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