Taefin
King
- Joined
- Nov 28, 2020
- Messages
- 821
THIS IS AN ALPHA VERSION: some parameters may be acting is unexpected ways.
WHAT IT DOES: This mod increases the difficulty of Deity, by increasing all AI yield and production bonuses from 80% to 120%, except gold which is increased to 200%. I did not change CS or XP bonuses. It results in surprisingly large AI armies, especially when they are defending against invasion. This is ostensibly due to the increased bonus to unit production and/or increased gold (I am not sure how FXS coded this, but given how many units the AI has, it is even possible that setting the unit production bonus to >99% has made AI units free to produce).
MY GOAL: I created this mod to have a place where I can type in custom difficulty settings before each game. The values above are not tested in a full game, and were selected entirely as a guess for my first game. My intention for the mod is that users will adjust the values to suit their preferences. I've commented the code so that this should be relatively easy, even if you don't have much programming experience.
DISCLAIMER: I'm currently nearing the end of antiquity in my first playthrough with this mod, using it alongside Artificially Intelligent 1.09 (which I believe is mostly altering AI settling preferences). I was going to wait until I played a full game and maybe fine-tuned values a little, but the results have been so game-changing that I decided to post an Alpha version (nothing should cause the game to crash, since I only adjusted difficulty bonus values). This is my first published mod, so I don't know what this does to existing save files, but I have successfully saved and reloaded my current game started with this mod many times and it continues to work.
NARRATIVE FLOURISH: In my first game (felt like the right time to try out Augustus' Rome) I am at war with my AI neighbor (Trung's Maurya). At first the war felt normal: they declare, wait a few turns, then march a small army toward one of my border towns. I rally my troops from fending off an IP raid, push the invading army out of our lands, upgrade two border towns into cities with barracks, then turn my entire economy into building units for an invasion (this is how empires are made!). At first, I am noticing increased resistance (is the AI mustering some kind of defense?). Soon the left flank of my invasion is routed by elephants and, separated by a mountain, my right flank is cycling new units to the front as the wounded hastily rest in our advance camps, in frantic attempt to protect our gains across the blood soaked Rubicon. Eventually, siege comes online, and we claim our first prize, a major city at the cost of 5-8 of our own, and what feels like 30+ enemy dead. My border cities burn as the loyalty crisis is in full force, no reinforcements are coming. The Maurya capital stands ahead, their army battered, but unbroken. Our line widens for the final advance. We return to Rome as victors, or not at all.
NOTE ON OTHER DIFFICULTIES: The way Civ7 is designed, several modifiers use a scaling formula (value + extra*[difficulty level]), so changing these values also changes the values at difficulties other than Deity. Other modifiers use manually entry at each difficulty. Using this mod at lower difficulties will have an uneven result, since scaling modifiers will be altered while manual-entry modifiers will be vanilla. In a future version I may add the manual entry for lower difficulty settings.
WHAT IT DOES: This mod increases the difficulty of Deity, by increasing all AI yield and production bonuses from 80% to 120%, except gold which is increased to 200%. I did not change CS or XP bonuses. It results in surprisingly large AI armies, especially when they are defending against invasion. This is ostensibly due to the increased bonus to unit production and/or increased gold (I am not sure how FXS coded this, but given how many units the AI has, it is even possible that setting the unit production bonus to >99% has made AI units free to produce).
MY GOAL: I created this mod to have a place where I can type in custom difficulty settings before each game. The values above are not tested in a full game, and were selected entirely as a guess for my first game. My intention for the mod is that users will adjust the values to suit their preferences. I've commented the code so that this should be relatively easy, even if you don't have much programming experience.
DISCLAIMER: I'm currently nearing the end of antiquity in my first playthrough with this mod, using it alongside Artificially Intelligent 1.09 (which I believe is mostly altering AI settling preferences). I was going to wait until I played a full game and maybe fine-tuned values a little, but the results have been so game-changing that I decided to post an Alpha version (nothing should cause the game to crash, since I only adjusted difficulty bonus values). This is my first published mod, so I don't know what this does to existing save files, but I have successfully saved and reloaded my current game started with this mod many times and it continues to work.
NARRATIVE FLOURISH: In my first game (felt like the right time to try out Augustus' Rome) I am at war with my AI neighbor (Trung's Maurya). At first the war felt normal: they declare, wait a few turns, then march a small army toward one of my border towns. I rally my troops from fending off an IP raid, push the invading army out of our lands, upgrade two border towns into cities with barracks, then turn my entire economy into building units for an invasion (this is how empires are made!). At first, I am noticing increased resistance (is the AI mustering some kind of defense?). Soon the left flank of my invasion is routed by elephants and, separated by a mountain, my right flank is cycling new units to the front as the wounded hastily rest in our advance camps, in frantic attempt to protect our gains across the blood soaked Rubicon. Eventually, siege comes online, and we claim our first prize, a major city at the cost of 5-8 of our own, and what feels like 30+ enemy dead. My border cities burn as the loyalty crisis is in full force, no reinforcements are coming. The Maurya capital stands ahead, their army battered, but unbroken. Our line widens for the final advance. We return to Rome as victors, or not at all.
NOTE ON OTHER DIFFICULTIES: The way Civ7 is designed, several modifiers use a scaling formula (value + extra*[difficulty level]), so changing these values also changes the values at difficulties other than Deity. Other modifiers use manually entry at each difficulty. Using this mod at lower difficulties will have an uneven result, since scaling modifiers will be altered while manual-entry modifiers will be vanilla. In a future version I may add the manual entry for lower difficulty settings.
Resource icon

Increases AI bonuses on Deity (affects other difficulties unevenly).