bob the builder
Chieftain
- Joined
- Dec 1, 2005
- Messages
- 29
my goal is to change these numbers to make the hardest possible difficulty without any player/AI advantages/disadvantages. to make it as realistic as possible.
some people say that the AI is smarter the higher level you pick, does any one know wich numbers set the AI smartness?
Firaxis Games\Sid Meier's Civilization 4\Assets\XML\GameInfo\CIV4HandicapInfo.xml:
<Type>HANDICAP_DEITY</Type>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>100</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iGold>0</iGold>
<iFreeUnits>1</iFreeUnits>
<iUnitCostPercent>100</iUnitCostPercent>
<iResearchPercent>130</iResearchPercent>
<iDistanceMaintenancePercent>10</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>1</iHealthBonus>
<iHappyBonus>3</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>25</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>1000</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>80</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>10</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>15</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-70</iAIAnimalBonus>
<iAIBarbarianBonus>-40</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>2</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<iAIGrowthPercent>60</iAIGrowthPercent>
<iAITrainPercent>60</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>60</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>60</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>60</iAICivicUpkeepPercent>
<iAIUnitCostPercent>60</iAIUnitCostPercent>
<iAIUnitSupplyPercent>10</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>5</iAIUnitUpgradePercent>
<iAIInflationPercent>20</iAIInflationPercent>
<iAIWarWearinessPercent>20</iAIWarWearinessPercent>
<iAIPerEraModifier>-5</iAIPerEraModifier>
<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>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
</HandicapInfos>
some people say that the AI is smarter the higher level you pick, does any one know wich numbers set the AI smartness?
Firaxis Games\Sid Meier's Civilization 4\Assets\XML\GameInfo\CIV4HandicapInfo.xml:
<Type>HANDICAP_DEITY</Type>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>100</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iGold>0</iGold>
<iFreeUnits>1</iFreeUnits>
<iUnitCostPercent>100</iUnitCostPercent>
<iResearchPercent>130</iResearchPercent>
<iDistanceMaintenancePercent>10</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>1</iHealthBonus>
<iHappyBonus>3</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>25</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>1000</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>80</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>10</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>15</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-70</iAIAnimalBonus>
<iAIBarbarianBonus>-40</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>2</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<iAIGrowthPercent>60</iAIGrowthPercent>
<iAITrainPercent>60</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>60</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>60</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>60</iAICivicUpkeepPercent>
<iAIUnitCostPercent>60</iAIUnitCostPercent>
<iAIUnitSupplyPercent>10</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>5</iAIUnitUpgradePercent>
<iAIInflationPercent>20</iAIInflationPercent>
<iAIWarWearinessPercent>20</iAIWarWearinessPercent>
<iAIPerEraModifier>-5</iAIPerEraModifier>
<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>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
</HandicapInfos>