This has been confirmed by Firaxis, and has been classified as a feature instead of a bug.
Could you show us the source of this information?
This has been confirmed by Firaxis, and has been classified as a feature instead of a bug.
Is there a mod that turns off this extra happiness?
Uh... if I'm understanding Spatzimaus correctly, all you need to do is play at Chieftan to nullify the AI's bonus. So ask yourself: "Is the AI competative with me when I play at Chieftan difficulty".
Personally, I was also under the impression that the AI received no "bonuses" until King difficulty, thereby making Prince an "even" playing field. Sounds like I was mistaken.
I thought he was only referring to happiness. According to this thread, the AI does get other bonuses at higher difficulty levels: http://forums.civfanatics.com/showpost.php?p=9717979&postcount=7
<PostDefines>
<Row Name="AI_HANDICAP">
<Key>HANDICAP_CHIEFTAIN</Key>
<Table>HandicapInfos</Table>
</Row>
</PostDefines>
that just make me wonder if the AI is incredibly shoddy that they need chieftain cheats to operate. What's the name for the mod that disables it, I want to see how well they do.
I'll try to explain it for you, I appologize if I fail mizerably![]()
Have you played any other turn based strategy games? They are ALL like this. Every single one of them. The ones that attempt to have an un-handicapped AI are absolutely no challenge at all.
Multiplayer works the same for the most part, the AI still playes at Chieftan. The only difference between single player and multiplayer games is that it appears (I can't confirm it) that the AI receives the additional bonus or penalty settings based on the highest level player. So if you have two people playing and some AI players and one is at Prince and the other is at King the AI will receive the extra bonus values from the King handicap settings (better agains barbs, more discounts for production, etc). The AI will still be getting +15 happiness and the other benefits of Chieftan though.Sounds like the multiplayer AI works at a different base, based on the difficulty of the human players, which is interesting.
And no, spfun, fixing this does NOT cripple the AI. You see, it looks like the AI is built around the concept of "thresholds". As in, most empires will only go on a conquest spree if they have ~20 Happiness to spare, so it doesn't matter HOW that +20 happens. If you put the AI on the same Happiness scale as the player, and they still have enough ways to gain Happiness (like the player does), then they'll behave exactly the same as before; the main reason why the AI, all other things equal, would tend to fall behind the player is that the AI is built around a probabilistic Flavor system where all possible options are available at any given moment with no concept of prioritization, but that's actually fairly easy to tweak.
Each handicap level has two sets of values, one that applies to the player using that handicap and another that applies to the AI opponents but only if the player using that handicap is not an AI player.
Well that exploit is easily corrected by not allowing lump sums to be traded, but that's for another thread.
It's more than that. For example: if the AI has positive, then a few trade deals end and it drops from
to
, without a gold reserve it's in a real bind.
Just blocking a trade option would reduce strategic depth of the game in order to bandaid an underlying problem that still exists.![]()