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Rules discussion

Discussion in 'Civ5 - ISDG' started by KiffeLesBiffles, Dec 8, 2012.

  1. KiffeLesBiffles

    KiffeLesBiffles Do you like dogs?

    Joined:
    Apr 18, 2011
    Messages:
    385
    Location:
    Paris
    Hi all,

    A new thread to discuss the rules of the ISDG. We already mentioned the rules in the other thread. I think we can start with the post from ralfi where there are already good things.

    Here are my opinion :
    Part 1
    1 - totaly aggre
    2 - I dont think we need to put a rule on city names. So i am not in favour of this one
    3 - Aggree
    4 - I would prefer to ban ALL city gift. you can use city gift to pillage cities quicker (one civ sell a building, then give it to another civ who sell another one for instance)
    5 - Yes, reloading should be ban, but has multiplayer players can see the save file, it is tricky to check. We need to use honor system here.
    6 - Of course, I aggree

    Part 2
    1 - Aggree
    2 - I dont understand that can you explain ?

    I propose to add
    - 10 (or X) turn of peace between each declaration of war with CS. There are no permanent war in G&K ralfi. You can abuse the system in order to pillage and to take CS without any damage.
     
  2. Atlas627

    Atlas627 Deity

    Joined:
    Aug 25, 2011
    Messages:
    2,721
    1.) Naturally
    2.) This rule doesn't really matter. Might as well not allow renaming of cities at all, honestly. I like being able to tell the order the cities were founded in.
    3.) Sure. Remember to tell the world of how evil your backstabbing trade partner is though. :D
    4.) Just don't gift cities? Or this rule is fine.
    5.) Honor code, yeah. This is not a competition, its a game for fun. If you make a mistake, and it wasn't information gained after the mistake (at any point on your turn) that made you realize it was a mistake (such as revealing new tiles) then I think its ok to redo. Especially if its just something really stupid like you should have checked your tech before moving the worker to a tile he can't even improve yet, or something like that. With so much time inbetween turns, people often forget what their last actions were going to be.
    6.) So, no cheating. Got it.

    1.) Ok, don't cheese. Got it.
    2.) This is not even an exploit? The improvement was supposed to finish that turn anyway right? So of course its fine. Right?

    And I agree with the 10 turns of war with CS. Can we also declare protection of CS in diplomacy, and inform protectors of bullying? Neither of these are in multiplayer, though they are in singleplayer.
     
  3. donald23

    donald23 Warlord

    Joined:
    Jul 13, 2010
    Messages:
    112
    Location:
    Dutch/German border
    I agree to those rules.
    Regarding 5) can't we prevent that by making sure the seed isn't reset on reload? That way you would always get the same result anyway...
     
  4. Atlas627

    Atlas627 Deity

    Joined:
    Aug 25, 2011
    Messages:
    2,721
    Well, it prevents reloading to cheat random outcomes, but it doesn't solve things like scouting every unit in every direction, then reloading and doing the turn over with new info.

    I'm pretty sure the honor code will work fine, but you might as well turn on static seed.
     
  5. KiffeLesBiffles

    KiffeLesBiffles Do you like dogs?

    Joined:
    Apr 18, 2011
    Messages:
    385
    Location:
    Paris
    Ok, I think we have near to the end of discussion.
    Can polish team post there opinion. I will come with the first draft of official rules. And we can validated it, or discussed it again.
     
  6. Maiar

    Maiar Chieftain

    Joined:
    Nov 15, 2012
    Messages:
    36
    Agree with everything (ban for city gifts and 10 turns of peace with cs).
     
  7. Atlas627

    Atlas627 Deity

    Joined:
    Aug 25, 2011
    Messages:
    2,721
    I'm not the team leader for CFC or anything, so don't take what I said as our vote. Or do, I guess, as nobody else seems to have said anything.

    But personally I would really prefer if we don't rename cities at all. Other than that I agree with everything. :)
     
  8. Dudj

    Dudj Chieftain

    Joined:
    Jun 16, 2006
    Messages:
    28
    Someone have an idea for an mapmaker?
     
  9. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  10. Dudj

    Dudj Chieftain

    Joined:
    Jun 16, 2006
    Messages:
    28
    I didn't want hear someone cry about his startplace, so maybe someone can look about it. But if nowone think like me dosn't matter
     
  11. Prince_Ralfi

    Prince_Ralfi Chieftain

    Joined:
    Oct 25, 2012
    Messages:
    56
    Part 1: PBEM Fairplay
    1. Diplomatics and map/screenshot exchange only after in-game contact with the respective players.
    2. No renaming of Cities except for foundation and once after conquest.
    3. Breach of contracts are part of the game, but be aware that in the future, the mistrust of the other players will grow over (in other PBEM).
    4. The gift of directly threatened cities to another player who has a NAP with the enemy (or other existing agreements) is not allowed. Neither is the gift for faster pillaging of a city.
    5. Reloading (e.g. to get a different result in battle) is not allowed. If you just "clicked together" (without having received in game-related information), then reloading is okay. (Honor code)
    6. Reading in PBEM Stories of all players, even those that are already retired, is prohibited as long as you are still participating.

    Part 2: in-game tricks
    1. Mutual attacks between friends/allied players who only have the goal of generating promotions and great generals are not allowed.
    2. Constructing a usable field improvement in the current round by restarting the workertask is allowed.
    3. 10 turns of peace between each declaration of war to a CS in order to prevent CS exploit.
     
  12. Prince_Ralfi

    Prince_Ralfi Chieftain

    Joined:
    Oct 25, 2012
    Messages:
    56
    I think this might be fine.
    I think we shouldn't totally ban city gifts for they are part of the game and there are situations where city gifts are demanded to prevent a war, ...
    I guess civforum will be fine with the rule for CS exploit. (I bought G&K for Christmas ... you are right, it works ... poor AI ;-))

    We could try with a generated map, but in a game with these dimensions it would be pretty sad if someone had a crappy position (yes they exist). I'd prefer if we found someone to generate and check the balance.
     
  13. viktorianer

    viktorianer Chieftain

    Joined:
    Aug 4, 2011
    Messages:
    12
    I played more than 1000 h in MP and I never had a bad position!:scan:
     
  14. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
    Difficulty is an important matter as it changes the :c5production: cost of Units and Buildings

    CIV5HandicapInfos.xml

    Spoiler :
    Code:
    <HandicapInfos>
    		<Row>
    			<ID>0</ID>
    			<Type>HANDICAP_SETTLER</Type>
    			<Description>TXT_KEY_HANDICAP_SETTLER</Description>
    			<Help>TXT_KEY_HANDICAP_SETTLER_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>150</AdvancedStartPointsMod>
    			<HappinessDefault>15</HappinessDefault>
    			<ExtraHappinessPerLuxury>1</ExtraHappinessPerLuxury>
    			<NumCitiesUnhappinessMod>40</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>40</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>10</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>3</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>34</RouteCostPercent>
    			<UnitCostPercent>50</UnitCostPercent>
    			<BuildingCostPercent>50</BuildingCostPercent>
    			<ResearchPercent>90</ResearchPercent>
    			<PolicyPercent>50</PolicyPercent>
    			<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>10</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>10</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>10</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>60</InflationPercent>-->
    			<AttitudeChange>2</AttitudeChange>
    			<NoTechTradeModifier>100</NoTechTradeModifier>
    			<TechTradeKnownModifier>-100</TechTradeKnownModifier>
    			<BarbCampGold>50</BarbCampGold>
    			<BarbSpawnMod>8</BarbSpawnMod>
    			<BarbarianBonus>75</BarbarianBonus>
    			<AIBarbarianBonus>45</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>10000</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>2</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>4</BarbarianSeaTargetRange>
    			<AIDeclareWarProb>0</AIDeclareWarProb>
    			<AIUnhappinessPercent>100</AIUnhappinessPercent>
    			<AIGrowthPercent>160</AIGrowthPercent>
    			<AITrainPercent>175</AITrainPercent>
    			<AIWorldTrainPercent>160</AIWorldTrainPercent>
    			<AIConstructPercent>160</AIConstructPercent>
    			<AIWorldConstructPercent>160</AIWorldConstructPercent>
    			<AICreatePercent>160</AICreatePercent>
    			<AIWorldCreatePercent>160</AIWorldCreatePercent>
    			<AIBuildingCostPercent>100</AIBuildingCostPercent>
    			<AIUnitCostPercent>100</AIUnitCostPercent>
    			<AIUnitSupplyPercent>0</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>100</AIInflationPercent>-->
    			<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>0</PortraitIndex>
    		</Row>
    		<Row>
    			<Type>HANDICAP_CHIEFTAIN</Type>
    			<Description>TXT_KEY_HANDICAP_CHIEFTAIN</Description>
    			<Help>TXT_KEY_HANDICAP_CHIEFTAIN_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>130</AdvancedStartPointsMod>
    			<HappinessDefault>12</HappinessDefault>
    			<ExtraHappinessPerLuxury>1</ExtraHappinessPerLuxury>
    			<NumCitiesUnhappinessMod>60</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>60</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>7</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>3</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>50</RouteCostPercent>
    			<UnitCostPercent>67</UnitCostPercent>
    			<BuildingCostPercent>67</BuildingCostPercent>
    			<ResearchPercent>95</ResearchPercent>
    			<PolicyPercent>67</PolicyPercent>
    			<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>4</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>4</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>4</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>70</InflationPercent>-->
    			<AttitudeChange>1</AttitudeChange>
    			<NoTechTradeModifier>90</NoTechTradeModifier>
    			<TechTradeKnownModifier>-50</TechTradeKnownModifier>
    			<BarbCampGold>40</BarbCampGold>
    			<BarbSpawnMod>5</BarbSpawnMod>
    			<BarbarianBonus>50</BarbarianBonus>
    			<AIBarbarianBonus>50</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>60</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>3</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>6</BarbarianSeaTargetRange>
    			<AIDeclareWarProb>75</AIDeclareWarProb>
    			<AIUnhappinessPercent>100</AIUnhappinessPercent>
    			<AIGrowthPercent>130</AIGrowthPercent>
    			<AITrainPercent>130</AITrainPercent>
    			<AIWorldTrainPercent>130</AIWorldTrainPercent>
    			<AIConstructPercent>130</AIConstructPercent>
    			<AIWorldConstructPercent>130</AIWorldConstructPercent>
    			<AICreatePercent>130</AICreatePercent>
    			<AIWorldCreatePercent>130</AIWorldCreatePercent>
    			<AIBuildingCostPercent>100</AIBuildingCostPercent>
    			<AIUnitCostPercent>100</AIUnitCostPercent>
    			<AIUnitSupplyPercent>0</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>90</AIInflationPercent>-->
    			<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>1</PortraitIndex>
    		</Row>
    		<Row>
    			<Type>HANDICAP_WARLORD</Type>
    			<Description>TXT_KEY_HANDICAP_WARLORD</Description>
    			<Help>TXT_KEY_HANDICAP_WARLORD_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>110</AdvancedStartPointsMod>
    			<HappinessDefault>12</HappinessDefault>
    			<NumCitiesUnhappinessMod>75</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>75</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>7</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>75</RouteCostPercent>
    			<UnitCostPercent>85</UnitCostPercent>
    			<BuildingCostPercent>85</BuildingCostPercent>
    			<ResearchPercent>100</ResearchPercent>
    			<PolicyPercent>85</PolicyPercent>
    			<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>3</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>3</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>3</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>80</InflationPercent>-->
    			<NoTechTradeModifier>80</NoTechTradeModifier>
    			<TechTradeKnownModifier>-25</TechTradeKnownModifier>
    			<BarbCampGold>30</BarbCampGold>
    			<BarbSpawnMod>3</BarbSpawnMod>
    			<BarbarianBonus>40</BarbarianBonus>
    			<AIBarbarianBonus>55</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>20</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>4</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>8</BarbarianSeaTargetRange>
    			<AIDeclareWarProb>85</AIDeclareWarProb>
    			<AIUnhappinessPercent>100</AIUnhappinessPercent>
    			<AIGrowthPercent>110</AIGrowthPercent>
    			<AITrainPercent>110</AITrainPercent>
    			<AIWorldTrainPercent>110</AIWorldTrainPercent>
    			<AIConstructPercent>110</AIConstructPercent>
    			<AIWorldConstructPercent>110</AIWorldConstructPercent>
    			<AICreatePercent>110</AICreatePercent>
    			<AIWorldCreatePercent>110</AIWorldCreatePercent>
    			<AIBuildingCostPercent>100</AIBuildingCostPercent>
    			<AIUnitCostPercent>100</AIUnitCostPercent>
    			<AIUnitSupplyPercent>10</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>80</AIInflationPercent>-->
    			<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>2</PortraitIndex>
    		</Row>
    		<Row>
    			<Type>HANDICAP_PRINCE</Type>
    			<Description>TXT_KEY_HANDICAP_PRINCE</Description>
    			<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>100</AdvancedStartPointsMod>
    			<HappinessDefault>9</HappinessDefault>
    			<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>5</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>100</RouteCostPercent>
    			<UnitCostPercent>100</UnitCostPercent>
    			<BuildingCostPercent>100</BuildingCostPercent>
    			<ResearchPercent>100</ResearchPercent>
    			<PolicyPercent>100</PolicyPercent>
    			<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>90</InflationPercent>-->
    			<AttitudeChange>-1</AttitudeChange>
    			<NoTechTradeModifier>70</NoTechTradeModifier>
    			<BarbCampGold>25</BarbCampGold>
    			<BarbSpawnMod>0</BarbSpawnMod>
    			<BarbarianBonus>33</BarbarianBonus>
    			<AIBarbarianBonus>60</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>5</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>10</BarbarianSeaTargetRange>
    			<AIDeclareWarProb>100</AIDeclareWarProb>
    			<AIUnhappinessPercent>100</AIUnhappinessPercent>
    			<AIGrowthPercent>100</AIGrowthPercent>
    			<AITrainPercent>100</AITrainPercent>
    			<AIWorldTrainPercent>100</AIWorldTrainPercent>
    			<AIConstructPercent>100</AIConstructPercent>
    			<AIWorldConstructPercent>100</AIWorldConstructPercent>
    			<AICreatePercent>100</AICreatePercent>
    			<AIWorldCreatePercent>100</AIWorldCreatePercent>
    			<AIBuildingCostPercent>100</AIBuildingCostPercent>
    			<AIUnitCostPercent>85</AIUnitCostPercent>
    			<AIUnitSupplyPercent>20</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>80</AIInflationPercent>-->
    			<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>3</PortraitIndex>
    		</Row>
    		<Row>
    			<Type>HANDICAP_KING</Type>
    			<Description>TXT_KEY_HANDICAP_KING</Description>
    			<Help>TXT_KEY_HANDICAP_KING_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>90</AdvancedStartPointsMod>
    			<HappinessDefault>9</HappinessDefault>
    			<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>5</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>100</RouteCostPercent>
    			<UnitCostPercent>100</UnitCostPercent>
    			<BuildingCostPercent>100</BuildingCostPercent>
    			<ResearchPercent>100</ResearchPercent>
    			<PolicyPercent>100</PolicyPercent>
    			<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>100</InflationPercent>-->
    			<AttitudeChange>-1</AttitudeChange>
    			<NoTechTradeModifier>50</NoTechTradeModifier>
    			<BarbCampGold>25</BarbCampGold>
    			<BarbSpawnMod>0</BarbSpawnMod>
    			<BarbarianBonus>25</BarbarianBonus>
    			<AIBarbarianBonus>60</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>5</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>12</BarbarianSeaTargetRange>
    			<AIStartingDefenseUnits>1</AIStartingDefenseUnits>
    			<AIDeclareWarProb>100</AIDeclareWarProb>
    			<AIWorkRateModifier>20</AIWorkRateModifier>
    			<AIUnhappinessPercent>90</AIUnhappinessPercent>
    			<AIGrowthPercent>90</AIGrowthPercent>
    			<AITrainPercent>85</AITrainPercent>
    			<AIWorldTrainPercent>100</AIWorldTrainPercent>
    			<AIConstructPercent>85</AIConstructPercent>
    			<AIWorldConstructPercent>100</AIWorldConstructPercent>
    			<AICreatePercent>85</AICreatePercent>
    			<AIWorldCreatePercent>100</AIWorldCreatePercent>
    			<AIBuildingCostPercent>85</AIBuildingCostPercent>
    			<AIUnitCostPercent>80</AIUnitCostPercent>
    			<AIUnitSupplyPercent>30</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>80</AIInflationPercent>-->
    			<AIPerEraModifier>-2</AIPerEraModifier>
    			<AIAdvancedStartPercent>120</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>4</PortraitIndex>
    		</Row>
    		<Row>
    			<Type>HANDICAP_EMPEROR</Type>
    			<Description>TXT_KEY_HANDICAP_EMPEROR</Description>
    			<Help>TXT_KEY_HANDICAP_EMPEROR_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>85</AdvancedStartPointsMod>
    			<HappinessDefault>9</HappinessDefault>
    			<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>5</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>100</RouteCostPercent>
    			<UnitCostPercent>100</UnitCostPercent>
    			<BuildingCostPercent>100</BuildingCostPercent>
    			<ResearchPercent>100</ResearchPercent>
    			<PolicyPercent>100</PolicyPercent>
    			<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>100</InflationPercent>-->
    			<AttitudeChange>-1</AttitudeChange>
    			<NoTechTradeModifier>40</NoTechTradeModifier>
    			<BarbCampGold>25</BarbCampGold>
    			<BarbSpawnMod>0</BarbSpawnMod>
    			<BarbarianBonus>20</BarbarianBonus>
    			<AIBarbarianBonus>60</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>6</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>15</BarbarianSeaTargetRange>
    			<AIStartingDefenseUnits>1</AIStartingDefenseUnits>
    			<AIStartingExploreUnits>1</AIStartingExploreUnits>
    			<AIDeclareWarProb>100</AIDeclareWarProb>
    			<AIWorkRateModifier>50</AIWorkRateModifier>
    			<AIUnhappinessPercent>85</AIUnhappinessPercent>
    			<AIGrowthPercent>85</AIGrowthPercent>
    			<AITrainPercent>80</AITrainPercent>
    			<AIWorldTrainPercent>100</AIWorldTrainPercent>
    			<AIConstructPercent>80</AIConstructPercent>
    			<AIWorldConstructPercent>100</AIWorldConstructPercent>
    			<AICreatePercent>80</AICreatePercent>
    			<AIWorldCreatePercent>100</AIWorldCreatePercent>
    			<AIBuildingCostPercent>80</AIBuildingCostPercent>
    			<AIUnitCostPercent>75</AIUnitCostPercent>
    			<AIUnitSupplyPercent>30</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>80</AIInflationPercent>-->
    			<AIPerEraModifier>-3</AIPerEraModifier>
    			<AIAdvancedStartPercent>135</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>5</PortraitIndex>
    		</Row>
    		<Row>
    			<Type>HANDICAP_IMMORTAL</Type>
    			<Description>TXT_KEY_HANDICAP_IMMORTAL</Description>
    			<Help>TXT_KEY_HANDICAP_IMMORTAL_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>80</AdvancedStartPointsMod>
    			<HappinessDefault>9</HappinessDefault>
    			<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>5</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>100</RouteCostPercent>
    			<UnitCostPercent>100</UnitCostPercent>
    			<BuildingCostPercent>100</BuildingCostPercent>
    			<ResearchPercent>100</ResearchPercent>
    			<PolicyPercent>100</PolicyPercent>
    			<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>100</InflationPercent>-->
    			<AttitudeChange>-1</AttitudeChange>
    			<NoTechTradeModifier>30</NoTechTradeModifier>
    			<BarbCampGold>25</BarbCampGold>
    			<BarbSpawnMod>0</BarbSpawnMod>
    			<BarbarianBonus>10</BarbarianBonus>
    			<AIBarbarianBonus>60</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>7</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>18</BarbarianSeaTargetRange>
    			<AIStartingDefenseUnits>2</AIStartingDefenseUnits>
    			<AIStartingWorkerUnits>1</AIStartingWorkerUnits>
    			<AIStartingExploreUnits>1</AIStartingExploreUnits>
    			<AIDeclareWarProb>100</AIDeclareWarProb>
    			<AIWorkRateModifier>75</AIWorkRateModifier>
    			<AIUnhappinessPercent>75</AIUnhappinessPercent>
    			<AIGrowthPercent>75</AIGrowthPercent>
    			<AITrainPercent>65</AITrainPercent>
    			<AIWorldTrainPercent>100</AIWorldTrainPercent>
    			<AIConstructPercent>65</AIConstructPercent>
    			<AIWorldConstructPercent>100</AIWorldConstructPercent>
    			<AICreatePercent>65</AICreatePercent>
    			<AIWorldCreatePercent>100</AIWorldCreatePercent>
    			<AIBuildingCostPercent>65</AIBuildingCostPercent>
    			<AIUnitCostPercent>65</AIUnitCostPercent>
    			<AIUnitSupplyPercent>40</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>80</AIInflationPercent>-->
    			<AIPerEraModifier>-4</AIPerEraModifier>
    			<AIAdvancedStartPercent>150</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>6</PortraitIndex>
    		</Row>
    		<Row>
    			<Type>HANDICAP_DEITY</Type>
    			<Description>TXT_KEY_HANDICAP_DEITY</Description>
    			<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
    			<StartingLocPercent>50</StartingLocPercent>
    			<AdvancedStartPointsMod>75</AdvancedStartPointsMod>
    			<HappinessDefault>9</HappinessDefault>
    			<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
    			<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
    			<Gold>0</Gold>
    			<GoldFreeUnits>0</GoldFreeUnits>
    			<ProductionFreeUnits>5</ProductionFreeUnits>
    			<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
    			<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
    			<RouteCostPercent>100</RouteCostPercent>
    			<UnitCostPercent>100</UnitCostPercent>
    			<BuildingCostPercent>100</BuildingCostPercent>[COLOR="Red"]
    			<ResearchPercent>100</ResearchPercent>
    			<PolicyPercent>100</PolicyPercent>
    		[/COLOR]	<ImprovementCostPercent>100</ImprovementCostPercent>
    			<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
    			<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
    			<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
    			<!--<InflationPercent>100</InflationPercent>-->
    			<AttitudeChange>-1</AttitudeChange>
    			<NoTechTradeModifier>20</NoTechTradeModifier>
    			<BarbCampGold>25</BarbCampGold>
    			<BarbSpawnMod>0</BarbSpawnMod>
    			<BarbarianBonus>0</BarbarianBonus>
    			<AIBarbarianBonus>60</AIBarbarianBonus>
    			<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
    			<BarbarianLandTargetRange>8</BarbarianLandTargetRange>
    			<BarbarianSeaTargetRange>20</BarbarianSeaTargetRange>
    			<AIStartingUnitMultiplier>1</AIStartingUnitMultiplier>
    			<AIStartingDefenseUnits>2</AIStartingDefenseUnits>
    			<AIStartingWorkerUnits>2</AIStartingWorkerUnits>
    			<AIStartingExploreUnits>1</AIStartingExploreUnits>
    			<AIDeclareWarProb>100</AIDeclareWarProb>
    			<AIWorkRateModifier>100</AIWorkRateModifier>
    			<AIUnhappinessPercent>60</AIUnhappinessPercent>
    			<AIGrowthPercent>60</AIGrowthPercent>
    			<AITrainPercent>50</AITrainPercent>
    			<AIWorldTrainPercent>100</AIWorldTrainPercent>
    			<AIConstructPercent>50</AIConstructPercent>
    			<AIWorldConstructPercent>100</AIWorldConstructPercent>
    			<AICreatePercent>50</AICreatePercent>
    			<AIWorldCreatePercent>100</AIWorldCreatePercent>
    			<AIBuildingCostPercent>50</AIBuildingCostPercent>
    			<AIUnitCostPercent>50</AIUnitCostPercent>
    			<AIUnitSupplyPercent>50</AIUnitSupplyPercent>
    			<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
    			<!--<AIInflationPercent>80</AIInflationPercent>-->
    			<AIPerEraModifier>-5</AIPerEraModifier>
    			<AIAdvancedStartPercent>170</AIAdvancedStartPercent>
    			<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
    			<PortraitIndex>7</PortraitIndex>
    		</Row>
    	</HandicapInfos>
     
  15. GeoModder

    GeoModder Deity

    Joined:
    Nov 29, 2005
    Messages:
    7,512
    TLDR anyone? ;)
     
  16. Dudj

    Dudj Chieftain

    Joined:
    Jun 16, 2006
    Messages:
    28
    tldr?
     
  17. Genghis.Khan

    Genghis.Khan Person

    Joined:
    Jun 9, 2012
    Messages:
    934
    Location:
    Somewhere
  18. SilentConfusion

    SilentConfusion Emperor

    Joined:
    Feb 8, 2010
    Messages:
    1,617
    Location:
    Wherever
    Only Settler, Chieftan, and Warlord have discounts on building and units costs. All of the difficulties I have seen talked about in this thread have been above Warlord. My suggestion would be Prince, just to avoid AI bonuses in case a team goes to AI control. I am assuming that AI bonuses work the same in hotseat games, and not to suggest that the players of this game would skip to AI to take advantage of AI bonuses, but in my opinion, better not to have that possibility in play. If a team lets itself go to AI, which should be rare with a team format (but it probably will happen sometime in the life of this game, there shouldn't be bonuses involved.
     
  19. Prince_Ralfi

    Prince_Ralfi Chieftain

    Joined:
    Oct 25, 2012
    Messages:
    56
    Difficulty has already been set up to Emperor. Just to make Barbs and CS a bit harder to defeat.
    I guess no team here would give up their control to AI for even 1 turn just to get the slight advantages. For the main advantage of AI on higher difficulties in my oppinion are the additional units and free techs upon game start.
    Maybe it's easier just to permit vacation mode on GMR (even though i think, this will never happen ... ever)
     
  20. Dudj

    Dudj Chieftain

    Joined:
    Jun 16, 2006
    Messages:
    28
    In our Community is one man who didn't want to play in the ISDG. But he can make us a Map.
     

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