NEW Handicap's

Let's not say those buildings such as the chief's hut are 'bad' so much as 'good when needed'. The anti-crime of the chief's hut can save more than it costs but if built when the crime is not needed to be countered than you're paying to fix a problem you don't have. That can make it situationaly 'bad' or 'good'. Particularly when you can't yet get any units to fight crime I rush for this building - but I wouldn't want it everywhere.

Maybe the effect of these wonders should be adjusted to not give a free one of these buildings everywhere but to counter the upkeep penalties of these buildings... THAT would make these wonders really awesome as opposed to as harmful as beneficial.
 
Let's not say those buildings such as the chief's hut are 'bad' so much as 'good when needed'. The anti-crime of the chief's hut can save more than it costs but if built when the crime is not needed to be countered than you're paying to fix a problem you don't have. That can make it situationaly 'bad' or 'good'. Particularly when you can't yet get any units to fight crime I rush for this building - but I wouldn't want it everywhere.

Maybe the effect of these wonders should be adjusted to not give a free one of these buildings everywhere but to counter the upkeep penalties of these buildings... THAT would make these wonders really awesome as opposed to as harmful as beneficial.

Which is exactly what I said.

And the wonder "Hill of Tara" is is bad from the AI perspective because it does not know it will ruin it's economy. It does mine every time I forget and build it.
 
I have other ideas for names of levels. In no particular order ...

- Demigod
- Omnipotent
- Legendary
- Epic

1. The first Religions, Druidism and Shamanism, and to a lesser degree Tengriism and Mesopotamism which currently a dedicated player can reach before the AI if neglecting other things. Pushing the Ratio further will include those and add more of the religions to the list.

The AI always seems to beat me to Druidism and Shamanism.

However in the old days I could always get it. So the current tech tree in my opinion is much better than it was.
 
I think i might just re-adjust Emperor and Immortal, and Deity and add just 2 new one's.

Move Deity to Emperor BlueGenies Deity to Immortal, and then make 2 new ones.

Or move then completely down the line so i dont have to change names :hmm:


Move Emperor to Prince, Immortal to Monarch, THEN Move Deity to Emperor, BlueGenies Deity to Immortal:crazyeye:
 
Some time ago I had the idea of really flexible difficulty. Not that you can change the difficulty ingame, but that you can make your own setting.

Instead of having just "Deity" or "Emperor" etc you would have a list of bars that can be adjusted.
So you can select if you want to have 3 Crime per pop or 10. Or If the Ai should have a 20% building modifier or you should have +5%. Want to play with a high malus when fighting barbs but don't like much crime? Just set you a penalty of -20% but leave crime at 1 per 2 pop as if it was settler.

basically you can adjust every part of the current difficulties one by one independend from each other.

The old difficulties can stay as premade choices that can be adjusted afterwards.
 
Some time ago I had the idea of really flexible difficulty. Not that you can change the difficulty ingame, but that you can make your own setting.

Instead of having just "Deity" or "Emperor" etc you would have a list of bars that can be adjusted.
So you can select if you want to have 3 Crime per pop or 10. Or If the Ai should have a 20% building modifier or you should have +5%. Want to play with a high malus when fighting barbs but don't like much crime? Just set you a penalty of -20% but leave crime at 1 per 2 pop as if it was settler.

basically you can adjust every part of the current difficulties one by one independend from each other.

The old difficulties can stay as premade choices that can be adjusted afterwards.

So you too want the C2C Options Screen:mischief:. Which I a supposed to be working on but it broke everything last time I tried to get past a blank screen. Should be better now I have done a bit more on the pedia.

I want it to allow you to adjust the neanderthal and animal spawn rates etc.

My current idea will pop up before Custom Settings and tell you if you need to restart Civ if some of your choices change stuff like MLF settings.
 
@ TB

I was just thinking, why could WE not do it like the Traits, and the Buildings Option we have in the Game Start?? Make these a "ReplacementID."

That way i could swap out and move everything 2 speeds to the LEFT?? For a much harder gaming all around?? That way beginners can use normal and the novice use these??
 
@ TB

I was just thinking, why could WE not do it like the Traits, and the Buildings Option we have in the Game Start?? Make these a "ReplacementID."

That way i could swap out and move everything 2 speeds to the LEFT?? For a much harder gaming all around?? That way beginners can use normal and the novice use these??

In vanilla "Noble" was the base difficulty level, where the AI mostly played by the same rules as humans. I think this should remain, or if not, that the "base" difficulty level should be identified somewhere, as some players don't like the AI "cheating", i.e. having a rule-advantage over humans (even if this means a too easy game).
 
In vanilla "Noble" was the base difficulty level, where the AI mostly played by the same rules as humans. I think this should remain, or if not, that the "base" difficulty level should be identified somewhere, as some players don't like the AI "cheating", i.e. having a rule-advantage over humans (even if this means a too easy game).

No Offense do you understand the replacementID system??
 
I understood you wanted to shift all difficulty levels by 2. If that's not what you meant, sorry about the confusion ;)

that WAS before the statement i made about the replacementID part.

Look at ls612's module.
 
Let's not say those buildings such as the chief's hut are 'bad' so much as 'good when needed'. The anti-crime of the chief's hut can save more than it costs but if built when the crime is not needed to be countered than you're paying to fix a problem you don't have. That can make it situationaly 'bad' or 'good'. Particularly when you can't yet get any units to fighe I rush for this building - but I wouldn't want it everywhere.

Maybe the effect of these wonders should be adjusted to not give a free one of these buildings everywhere but to counter the upkeep penalties of these buildings... THAT would make these wonders really awesome as opposed to as harmful as beneficial.

Which is exactly what I said.

And the wonder "Hill of Tara" is is bad from the AI perspective because it does not know it will ruin it's economy. It does mine every time I forget and build it.

I think there is a logic error in the AI buildingvalue calculation regarding those free buildings. This error could make those wonders to valuable for the AI.

@ TB

I was just thinking, why could WE not do it like the Traits, and the Buildings Option we have in the Game Start?? Make these a "ReplacementID."

That way i could swap out and move everything 2 speeds to the LEFT?? For a much harder gaming all around?? That way beginners can use normal and the novice use these??

That is possible.
 
While that's a really cool idea SO (We can call it the "Nightmare Mode" option :) ) I think Rwn actually made a valid point. If you adjust the Noble setting then you will adjust the difficulty for the AI as well, making the option also make the game more difficult for them too, so if you only replace those settings above Noble you'll have more success with what you're intending there. Make sense?

But yeah, overall that's a cool way to use the replacement system.
 
Yeah... though I won't do that too often, it's a bit long. That's why I made the Table2XML tool (attached is the version adapted for the HandicapInfo file): you can edit all tag values directly in the spreadsheet then generate the xml.

(I skipped the lengthy bonus tech/goody/crime tags here for readability).
<Type> | SETTLER | CHIEFTAIN | WARLORD | NOBLE | PRINCE | MONARCH | EMPEROR | IMMORTAL | DEITY
<iFreeWinsVsBarbs> | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0
<iAnimalAttackProb> | 75 | 85 | 90 | 95 | 90 | 90 | 90 | 50 | 50
<iStartingLocPercent> | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110
<iAdvancedStartPointsMod> | 110 | 100 | 95 | 90 | 85 | 80 | 75 | 70 | 65
<iGold> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iFreeUnits> | 18 | 14 | 12 | 10 | 9 | 8 | 7 | 6 | 4
<iUnitCostPercent> | 90 | 100 | 105 | 110 | 115 | 120 | 125 | 125 | 130
<iResearchPercent> | 95 | 100 | 105 | 110 | 115 | 120 | 125 | 150 | 160
<iDistanceMaintenancePercent> | 75 | 80 | 85 | 90 | 95 | 100 | 100 | 125 | 130
<iNumCitiesMaintenancePercent> | 70 | 75 | 80 | 85 | 90 | 100 | 100 | 125 | 130
<iMaxNumCitiesMaintenance> | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 10
<iColonyMaintenancePercent> | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 150 | 160
<iMaxColonyMaintenance> | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 200 | 200
<iCorporationMaintenancePercent> | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 150 | 160
<iCivicUpkeepPercent> | 70 | 100 | 105 | 110 | 110 | 120 | 125 | 150 | 155
<iInflationPercent> | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 90 | 95
<iHealthBonus> | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2
<iHappyBonus> | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
<iRevolutionIndexPercent> | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 175 | 180
<iAttitudeChange> | 0 | -1 | -1 | -1 | -1 | -1 | -1 | 0 | -1
<iNoTechTradeModifier> | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 | 10
<iTechTradeKnownModifier> | -25 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iUnownedTilesPerGameAnimal> | 20 | 25 | 30 | 35 | 40 | 50 | 60 | 100 | 105
<iUnownedTilesPerBarbarianUnit> | 60 | 55 | 47 | 40 | 35 | 30 | 25 | 10 | 5
<iUnownedWaterTilesPerBarbarianUnit> | 400 | 275 | 250 | 250 | 200 | 150 | 100 | 75 | 70
<iUnownedTilesPerBarbarianCity> | 130 | 100 | 90 | 85 | 80 | 75 | 75 | 50 | 45
<iBarbarianCreationTurnsElapsed> | 35 | 25 | 23 | 20 | 15 | 10 | 10 | 10 | 9
<iBarbarianCityCreationTurnsElapsed> | 40 | 30 | 25 | 22 | 18 | 15 | 15 | 25 | 25
<iBarbarianCityCreationProb> | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 15 | 16
<iAnimalBonus> | -50 | -40 | -30 | -20 | -10 | -5 | 0 | 0 | 0
<iBarbarianBonus> | -20 | -10 | -5 | 0 | 0 | 0 | 0 | 0 | 0
<iAIAnimalBonus> | -40 | -40 | -40 | -40 | -40 | -40 | -40 | -40 | -40
<iAIBarbarianBonus> | -25 | -25 | -25 | -25 | -25 | -25 | -25 | -25 | -25
<iStartingDefenseUnits> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iStartingWorkerUnits> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iStartingExploreUnits> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iAIStartingUnitMultiplier> | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1
<iAIStartingDefenseUnits> | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 2 | 2
<iAIStartingWorkerUnits> | 0 | 0 | 0 | 1 | 1 | 2 | 2 | 2 | 2
<iAIStartingExploreUnits> | 0 | 0 | 1 | 0 | 1 | 1 | 1 | 1 | 1
<iBarbarianDefenders> | 1 | 3 | 3 | 3 | 3 | 4 | 4 | 6 | 7
<iAIDeclareWarProb> | 75 | 100 | 100 | 100 | 100 | 100 | 125 | 150 | 155
<iAIWorkRateModifier> | 0 | 0 | 10 | 20 | 50 | 75 | 50 | 50 | 50
<iAIGrowthPercent> | 110 | 100 | 95 | 90 | 85 | 80 | 50 | 75 | 80
<iAITrainPercent> | 110 | 100 | 95 | 90 | 85 | 80 | 75 | 50 | 45
<iAIWorldTrainPercent> | 110 | 100 | 95 | 100 | 100 | 100 | 75 | 50 | 45
<iAIConstructPercent> | 110 | 100 | 80 | 90 | 85 | 80 | 60 | 80 | 45
<iAIWorldConstructPercent> | 110 | 100 | 80 | 100 | 100 | 100 | 60 | 75 | 75
<iAICreatePercent> | 110 | 100 | 95 | 90 | 85 | 80 | 75 | 75 | 75
<iAIWorldCreatePercent> | 110 | 100 | 95 | 100 | 100 | 100 | 75 | 75 | 75
<iAICivicUpkeepPercent> | 100 | 100 | 95 | 90 | 85 | 80 | 75 | 60 | 55
<iAIUnitCostPercent> | 100 | 100 | 95 | 90 | 85 | 80 | 75 | 50 | 45
<iAIUnitSupplyPercent> | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50
<iAIUnitUpgradePercent> | 25 | 25 | 25 | 25 | 20 | 15 | 10 | 10 | 10
<iAIInflationPercent> | 55 | 50 | 45 | 40 | 35 | 30 | 25 | 25 | 25
<iAIWarWearinessPercent> | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 | 20
<iAIPerEraModifier> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -10 | -10
<iAIAdvancedStartPercent> | 140 | 160 | 180 | 200 | 220 | 240 | 260 | 280 | 290
 

Attachments

Yeah... though I won't do that too often, it's a bit long. That's why I made the Table2XML tool (attached is the version adapted for the HandicapInfo file): you can edit all tag values directly in the spreadsheet then generate the xml.

(I skipped the lengthy bonus tech/goody/crime tags here for readability).

Spoiler :
<Type> | SETTLER | CHIEFTAIN | WARLORD | NOBLE | PRINCE | MONARCH | EMPEROR | IMMORTAL | DEITY
<iFreeWinsVsBarbs> | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0
<iAnimalAttackProb> | 75 | 85 | 90 | 95 | 90 | 90 | 90 | 50 | 50
<iStartingLocPercent> | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110
<iAdvancedStartPointsMod> | 110 | 100 | 95 | 90 | 85 | 80 | 75 | 70 | 65
<iGold> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iFreeUnits> | 18 | 14 | 12 | 10 | 9 | 8 | 8 | 8 | 8
<iUnitCostPercent> | 85 | 90 | 95 | 100 | 105 | 110 | 115 | 120 | 125
<iResearchPercent> | 80 | 85 | 90 | 100 | 110 | 120 | 130 | 145 | 160
<iDistanceMaintenancePercent> | 63 | 72 | 81 | 90 | 95 | 99 | 104 | 108 | 117
<iNumCitiesMaintenancePercent> | 70 | 80 | 90 | 100 | 105 | 110 | 115 | 120 | 130
<iMaxNumCitiesMaintenance> | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 10
<iColonyMaintenancePercent> | 90 | 100 | 100 | 100 | 110 | 130 | 150 | 150 | 160
<iMaxColonyMaintenance> | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 200 | 200
<iCorporationMaintenancePercent> | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 150 | 160
<iCivicUpkeepPercent> | 70 | 100 | 105 | 110 | 110 | 120 | 125 | 150 | 155
<iInflationPercent> | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 90 | 95
<iHealthBonus> | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2
<iHappyBonus> | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
<iRevolutionIndexPercent> | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 175 | 180
<iAttitudeChange> | 0 | -1 | -1 | -1 | -1 | -1 | -1 | 0 | -1
<iNoTechTradeModifier> | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 | 10
<iTechTradeKnownModifier> | -25 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iUnownedTilesPerGameAnimal> | 20 | 25 | 30 | 35 | 40 | 50 | 60 | 100 | 105
<iUnownedTilesPerBarbarianUnit> | 60 | 55 | 47 | 40 | 35 | 30 | 25 | 10 | 5
<iUnownedWaterTilesPerBarbarianUnit> | 400 | 275 | 250 | 250 | 200 | 150 | 100 | 75 | 70
<iUnownedTilesPerBarbarianCity> | 130 | 100 | 90 | 85 | 80 | 75 | 75 | 50 | 45
<iBarbarianCreationTurnsElapsed> | 35 | 25 | 23 | 20 | 15 | 10 | 10 | 10 | 9
<iBarbarianCityCreationTurnsElapsed> | 40 | 30 | 25 | 22 | 18 | 15 | 15 | 25 | 25
<iBarbarianCityCreationProb> | 6 | 8 | 9 | 10 | 11 | 12 | 13 | 15 | 16
<iAnimalBonus> | -50 | -40 | -30 | -20 | -10 | -5 | 0 | 0 | 0
<iBarbarianBonus> | -20 | -10 | -5 | 0 | 0 | 0 | 0 | 0 | 0
<iAIAnimalBonus> | -40 | -40 | -40 | -40 | -40 | -40 | -40 | -40 | -40
<iAIBarbarianBonus> | -25 | -25 | -25 | -25 | -25 | -25 | -25 | -25 | -25
<iStartingDefenseUnits> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iStartingWorkerUnits> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iStartingExploreUnits> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
<iAIStartingUnitMultiplier> | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1
<iAIStartingDefenseUnits> | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 2 | 2
<iAIStartingWorkerUnits> | 0 | 0 | 0 | 1 | 1 | 2 | 2 | 2 | 2
<iAIStartingExploreUnits> | 0 | 0 | 1 | 0 | 1 | 1 | 1 | 1 | 1
<iBarbarianDefenders> | 1 | 3 | 3 | 3 | 3 | 4 | 4 | 6 | 7
<iAIDeclareWarProb> | 75 | 100 | 100 | 100 | 100 | 100 | 125 | 150 | 155
<iAIWorkRateModifier> | 0 | 0 | 10 | 20 | 50 | 75 | 50 | 50 | 50
<iAIGrowthPercent> | 110 | 100 | 95 | 90 | 85 | 80 | 50 | 75 | 80
<iAITrainPercent> | 110 | 100 | 95 | 90 | 85 | 80 | 75 | 50 | 45
<iAIWorldTrainPercent> | 110 | 100 | 95 | 100 | 100 | 100 | 75 | 50 | 45
<iAIConstructPercent> | 110 | 100 | 80 | 90 | 85 | 80 | 60 | 80 | 45
<iAIWorldConstructPercent> | 110 | 100 | 80 | 100 | 100 | 100 | 60 | 75 | 75
<iAICreatePercent> | 110 | 100 | 95 | 90 | 85 | 80 | 75 | 75 | 75
<iAIWorldCreatePercent> | 110 | 100 | 95 | 100 | 100 | 100 | 75 | 75 | 75
<iAICivicUpkeepPercent> | 100 | 100 | 95 | 90 | 85 | 80 | 75 | 60 | 55
<iAIUnitCostPercent> | 100 | 100 | 95 | 90 | 85 | 80 | 75 | 50 | 45
<iAIUnitSupplyPercent> | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50 | 50
<iAIUnitUpgradePercent> | 25 | 25 | 25 | 25 | 20 | 15 | 10 | 10 | 10
<iAIInflationPercent> | 55 | 50 | 45 | 40 | 35 | 30 | 25 | 25 | 25
<iAIWarWearinessPercent> | 80 | 70 | 60 | 50 | 40 | 30 | 20 | 10 | 20
<iAIPerEraModifier> | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -10 | -10
<iAIAdvancedStartPercent> | 140 | 160 | 180 | 200 | 220 | 240 | 260 | 280 | 290

thx . . .

This is my proposed NEW Handicap setting, it is COMPLETELY new from Settler to Deity. (see spoiler above)
 
After a quick glance, you still have some odd values for Warlord, where the AI gets more bonus than for the next difficulty levels... Same with Emperor, as well as <iAttitudeChange> for Immortal.

Also, you may want to put -5 to <iAIPerEraModifier> for Immortal (or Emperor) for a leaner difficulty increase. The difference between 0 and 10 is actually quite huge (10% cumulative bonus in many areas for the AI at new era).
 
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