Beyond the Sword introduced Civ 4 to useful Spies and Espionage Points
, but never really explained the best way to use them. (Spies were useless in Warlords!)
This guide is intended to cover every aspect of Espionage once and for all.
(BtS Patch 3.19)
A list of all the nice threads that came before:
1) Start of the Game and Passive Missions
Even before the era of spies starts, it is possible to use the espionage screen and scouts to get some info on your neighbors.
The Palace, which every civilization's capital starts with, provides +4
points.
Once the player meets an AI for the 1st time, both the AI and the player automatically start putting +4
per turn on each other.
This event also unlocks the
slider below the tech slider.
Press Control + E or the
button in the top right corner to open the Espionage Window.
So far only the passives "Can See Demographics" and "Can See Research" are available after meeting an AI on Turn 1.
Can See Demographics has a 0.3 modifier and starts at 0.3*(100+0) = 30
Unlocking this allows the player to see secret AI stats graphically compared to the player in the Info Screen (F9).
Can See Research has a 0.75 modifier and starts at 0.75*(100+0) = 75
Unlocking this allows the player to see what the AI is currently teching in the scoreboard in the bottom right of the screen and how many turns to finish the tech at their current tech rate.
If this is ever activated but blank, that means the AI has not put 1 turn into a new tech yet.

Go forward a single turn to Turn 2, and both the AI and the human player put +4
into each other.
Can See Demographics now costs = 31
Can See Research now costs = 78
Passive Mission Costs are governed by the formula:
Base Factor * (100+How much they have against you) * Modifiers
Base Factors for Passive Missions
Demographics=0.3
City Visibility=1.2
Investigate=2
See Research=0.75
On Turn 1 Tokugawa has 0
accumulated against the player.
His Passive 'Can See Demographics' cost the player 0.3*(100+0) = 30
to see.
His Passive 'Can See Research' cost the player 0.75*(100+0) = 75
to see.
On Turn 2 Tokugawa has 4
accumulated against the player.
His Passive 'Can See Demographics' cost the player 0.3*(100+4) = 31
to see.
His Passive 'Can See Research' cost the player 0.75*(100+4) = 78
to see.
If the AI has met another AI besides the human player, they will likely put +2
per turn into the human or even +0
per turn.
It is also possible to see how many total
points the AI has built up against the player at any time.
Merely hover the mouse pointer over the AI in the scoreboard and the popup will give the Ratio of AI espionage points against the player / player espionage points against the AI.
In this example, Tokugawa clearly met another AI.
After 11 turns, Tokugawa has 20
on the player instead of 44
!
Passive missions like 'See Demographics' and 'See Research' are based entirely on how much Espionage Points
the human and AI have stored up against each other.
If the human player blows all their
they have stored up against the AI in a spy mission, all those passive bonuses go away until the pool of espionage points builds back up.
If the AI blows all their
points they have stored up against the human with a spy mission, the cost to see their Demographics resets back to 30
and the cost to see their Research resets back to 75
.
2) The 1st AI City
Before Open Borders, it is possible to get vision on an AI city to see what they are doing.
This is possible by standing on a hill to get +1 vision, staring across a lake to get +1 vision, the city being on a hill, or getting a good angle on the coast.
Note that a forest or jungle can block vision on the city and a straight coastline is not enough to get city vision.
Once vision is achieved on the 1st AI city, 3 things immediately happen.
1st, the Espionage Screen is immediately updated with the final 2 of 4 Passive Missions.
City Visibility has a 1.2 modifier and starts at 1.2*(100+0) = 120
.
Unlocking this allows the player to view any AI city uncovered from the black fog as if the player had a unit standing inside that city. (Best with cities on a hill or next to a lake to see more than 9 tiles)
Investigate City has a 2.0 modifier and starts at 2.0*(100+0) = 200
.
Unlocking this allows the player to double click on any AI city uncovered from the black fog and view its intimate details as if the AI city were the player's own city.
If the AI regularly accumulates +4
against the player, the player must accumulate more than +5
per turn against the AI to eventually unlock 'City Visibility'.
If the AI regularly accumulates +4
against the player, the player must accumulate more than +8
per turn against the AI to eventually unlock 'Investigate City'.
Don't expect to unlock these 2 passives against an AI with the measly +4
per turn from the Palace.
The 1.2 modifier and 2.0 modifier are brutal.
City Visibility and Investigate City's passive
costs are always increased by the Distance Penalty! 
The farther the AI cities are from the player capital, the more
it will take to reveal them.
In addition to the distance penalty modifier, City Visibility/Investigate City are also affected by __% Cost espionage point spending, counterespionage mission by AI spy, security bureau building, trade routes, state religion, and city culture ratio modifiers.
In comparison, Can See Demographics and Can See Research are only affected by __% Cost and Counterespionage mission by AI Spy modifiers.
For more information on cost modifiers, read Section 6) Mission Costs After Modifiers later in this guide.
To illustrate the distance penalty in an example, Tokugawa has +4
accumulated against the player with 'City Visibility' costing 179
and 'Investigate City' costing 301
.
City Visibility = 1.2*(100+4)*Distance Penalty = 124*Distance Penalty = 179
Investigate City = 2.0*(100+4)*Distance Penalty = 208*Distance Penalty = 301
Distance Penalty from player capital to Tokyo is 179/124 = 301/208 = 1.45 = +45%
124*1.45 = 179.8 = 179
208*1.45 = 301.6 = 301
Distance Penalty is also able to be calculated easiest through the Counterespionage Mission cost at the start of the game when everyone is still producing +4
per turn.
Here is the hard way to calculate distance penalty by counting tiles if you know what map you are playing.
This is mainly for the mid-game when there are too many modifiers to subtract out, or the distance modifier needs to be known for a gift city.
The AI tends to spend
on their Espionage Slider whenever the player unlocks 'See Research', so 'City Visibility and 'Investigate City' are almost never unlocked until the midgame.
Causing the AI to use their
slider is one of the few ways to directly hurt an AI's teching speed by 10% or 20%. 
The AI will never increase their Espionage Slider over 20% due to coding as pointed out by Coanda.
Does reaching 'City Visibility' passive threshold reveal undiscovered cities?
No.
Cities have to be manually seen with units or through a map trade before cities are visible.
The 2nd thing that occurs when a city is unfogged from the blackness is that the population of the city is forever known to the human at all times.
When an AI 3-pop whips their capital and the player doesn't have a single unit nearby, the Population of the city instantly updates in the gray fog.
This is a surprising result, but knowing the total population of a neighbor is a good way of judging overall strength.
So get vision on all those cities!
The 3rd thing that occurs when a city is unfogged is that it is possible to zoom all the way in and see which buildings a city has.
Zoomed-in city buildings guide here
Finally, it is worth mentioning the effects of the Total Player Espionage Spending vs. the AI.
This is a record of all the espionage points ever produced and is not affected by spending points in spy missions in any way.
Costs for all 4 Passive Effects are affected by the Total Espionage Spending Ratio for the Player/AI. (Counterespionage mission also affects all 4 Passive Effects, but AI never uses it)
This Ratio becomes important when it deviates from 100% and can be viewed directly at any time in the Espionage Screen.

Total Player Espionage spending vs. the AI Total Espionage Spending (__% Cost) is governed by the formula:
in Tokugawa and Tokugawa has 8
in the player. (Met Tokugawa on Turn 1; Player has extra 7
due to slider)
Note that Tokugawa has (86% Cost) next to his name.
This means that the player has accumulated more TOTAL Espionage Points
in their history than Tokugawa has, so the number will be smaller than 100%.
Due to this, the player gets a bonus against Tokugawa for the 4 Passive Effects and also when conducting Espionage Missions with Spies!
Now one would be tempted to plug in 15
for the human and 8
for Tokugawa, but the +4
per turn that the Palace Generated from turn 0 counts even before we met the 1st AI.
So for this example it would be 19
for the human and 12
for Tokugawa to correctly calculate __% Cost.
(__% Cost) = (2*12+19)/(12+2*19) = (24+19)/(12+38) = (43/50) = 0.86 = (86% Cost)
Precisely correct
With the bonus provided by (86% Cost), instead of needing 81
to view Tokugawa's tech research, we only need 0.86 * 81 = 69.66 = 69

3) Knowing what the AI city is producing using 'Sabotage Production' Mission
Let's take another look at the Espionage Screen after revealing the 1st AI city.
The Passive Effects information at the top no longer interests us, we only care about the Spy Mission Costs and what can be gleaned from there.
There are 13 possible Spy Missions.
All of these will be explored in detail later in this guide, but for now only Sabotage Production and Perform Counterespionage are interesting.
'Sabotage Production' lets you know how many
an AI city has in their build.
This indirectly lets you know what they are building.
If Sabotage Production is blank, that means the item the AI is currently building has 0 hammers placed into it so far.
This is irritating if the AI is completing an item every single turn as the 'Sabotage Production' information will remain blank.
=============================
What is the foolproof formula for calculating
in a AI City build?
in AI City build = (Sabotage Production / City Revolt) * (650/6)
Oh nice, why does that work? (LowtherCastle
)
It works because of Algebra.
1)
_in_city_build * 6 = Sabotage Production Base Mission Cost
2) Sabotage Production Mission Cost seen in the city screen = Sabotage Production Base Mission Cost * modifiers.
3) Sabotage Production Mission Cost seen in the city screen =
_in_city_build * 6 * modifiers
We are trying to figure out
_in_city_build, so how do we get rid of the unknown quantity 'modifiers'? (modifiers is __% Cost, distance penalty, etc.)
The base cost of 'City Revolt' is 650
for all game speeds.
City Revolt cost on the city screen = 650 * modifiers
We could divide Sabotage Production Mission Cost seen in city screen by City Revolt Cost seen in city screen to remove the hidden modifiers from both of them, then multiply by 650 to get just Sabotage Production Base Mission Cost.
Sabotage Production Base Mission Cost is equal to
_in_city_build * 6.
Divide Sabotage Production Base Mission Cost by 6 and we instantly have
_in_city_build, 
Best of all, Sabotage Production is always available if a city has hammers in a build, and City Revolt is also always available.
The formula is correct for all game speeds and settings.
Round up or down to the nearest integer to get the
in the AI city build.
For our example with 7
sabotage production cost and 806
revolt city cost, we can calculate the hammers in Tokyo's city build to be = ((7/806)*(650/6)) = 0.94 or 1
A Great Spy infiltration confirms the city is indeed producing 1
in an Archer. 
The formula worked.
=============================
Once you know how many hammers are in an AI build, then you need to look up how many
the various AI builds cost on the difficulty you are playing.
The game difficulty modifiers are described here: (Civ4HandicapInfo)
http://modiki.civfanatics.com/index.php?title=Civ4HandicapInfo
The best way to get the direct AI difficulty modifiers is to consult the Civ 4 XML Reference and see they are stored in Assets\XML\GameInfo
http://modiki.civfanatics.com/index.php?title=Civ4_XML_Reference
Here is the copy+pasted handicap information from the Civ 4 BTS 3.19 game files
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Handicap Infos -->
<Civ4HandicapInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
<HandicapInfos>
Settler Difficulty
Chieftain Difficulty
<HandicapInfo>
<Type>HANDICAP_CHIEFTAIN</Type>
<Description>TXT_KEY_HANDICAP_CHIEFTAIN</Description>
<Help>TXT_KEY_HANDICAP_CHIEFTAIN_HELP</Help>
<iFreeWinsVsBarbs>4</iFreeWinsVsBarbs>
<iAnimalAttackProb>50</iAnimalAttackProb>
<iStartingLocPercent>20</iStartingLocPercent>
<iAdvancedStartPointsMod>130</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>18</iFreeUnits>
<iUnitCostPercent>30</iUnitCostPercent>
<iResearchPercent>75</iResearchPercent>
<iDistanceMaintenancePercent>55</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>50</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>4</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>80</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>80</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>60</iCivicUpkeepPercent>
<iInflationPercent>70</iInflationPercent>
<iHealthBonus>3</iHealthBonus>
<iHappyBonus>5</iHappyBonus>
<iAttitudeChange>1</iAttitudeChange>
<iNoTechTradeModifier>90</iNoTechTradeModifier>
<iTechTradeKnownModifier>-50</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>80</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>100</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>600</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>150</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>45</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>50</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>5</iBarbarianCityCreationProb>
<iAnimalBonus>-60</iAnimalBonus>
<iBarbarianBonus>-30</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>1</iBarbarianDefenders>
<iAIDeclareWarProb>50</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>130</iAIGrowthPercent>
<iAITrainPercent>130</iAITrainPercent>
<iAIWorldTrainPercent>130</iAIWorldTrainPercent>
<iAIConstructPercent>130</iAIConstructPercent>
<iAIWorldConstructPercent>130</iAIWorldConstructPercent>
<iAICreatePercent>130</iAICreatePercent>
<iAIWorldCreatePercent>130</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>90</iAIInflationPercent>
<iAIWarWearinessPercent>90</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
</Goodies>
<FreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<AIFreeTechs/>
</HandicapInfo>
Warlord Difficulty
Noble Difficulty
Prince Difficulty
Monarch Difficulty
Emperor Difficulty
Immortal Difficulty
Deity Difficulty
</HandicapInfos>
</Civ4HandicapInfo>
AI build costs on Deity
In the Ancient Era
Units (iAITrainPercent) cost 60% of normal
Buildings (iAIConstructPercent) cost 60% of normal
Wonders (iAIWorldConstructPercent) cost 100% of normal
City Growth (iAIGrowthPercent) costs 80% of normal
Settler is a special case at 92
.. 
Archer 25*0.6 = 15
Work Boat 30*0.6 = 18
Barracks 50*0.6 = 30
Worker 60*0.6 = 36
Pyramids 500*1 = 500
Size 1 = 22*0.8 = 17
to Size 2
Size 2 = 24*0.8 = 19
to Size 3
Size 3 = 26*0.8 = 20
to Size 4
Once a city is calculated to have between 37
and 91
it is probably a Settler.
Once a city is calculated to have over 92
it is probably a Wonder.
What makes Deity AI even more terrifying is the Era bonus they get.
On Deity, for every era that the AI advances, they get a (-5%) to almost everything bonus.
This is the infamous iAIPerEraModifier
All the AI have to do is get an appropriate tech, advance to a new era, and they get a 5% bonus to almost everything.
iAIPerEraModifier does not affect the cost of tech the AI is researching

List of Techs to advance to the next Era
So if the AI gets Nationalism and enters the Renaissance Era (Era = 3), they get a 3*5 = 15% bonus to production, food, units, and even Wonders!
For a Renaissance Era Deity AI, build costs become:
Units (iAITrainPercent) cost (0.6*0.85) = 51% of normal
Buildings (iAIConstructPercent) cost 0.6*0.85) = 51% of normal
Wonders (iAIWorldConstructPercent) cost (1.0*0.85) = 85% of normal
City Growth (iAIGrowthPercent) costs (0.8*0.85) = 68% of normal
Archer 25*0.51 = 12
Work Boat 30*0.51 = 15
Barracks 50*0.51 = 25
Worker 60*0.51 = 30
Pyramids 500*0.85 = 425
Size 1 = 22*0.68 = 14
to Size 2
Size 2 = 24*0.68 = 16
to Size 3
Size 3 = 26*0.68 = 17
to Size 4
The best way to keep track of the era of the AI is monitoring the AI's completed techs through the trade screen. ("Can Research" shows all the techs the AI has the prerequisites to research
)
City models only update for some eras and are not a great way to keep track of the AI's era.

This guide is intended to cover every aspect of Espionage once and for all.

(BtS Patch 3.19)
A list of all the nice threads that came before:
Spoiler :
Complete Espionage Mission Cost Guide
Guide to 500k+ Scores
Espionage Guide for Beginners
Espionage Guide 1.0
The Espionage Economy (EE) Guide
The Great Wall of Suleiman
The Power of Settled Great Spies
The Spread Culture Spy Mission
Understanding Espionage (From Realm's Beyond Website)
Spy Detection
Culture Thru Espionage - Exploit?
Guide to 500k+ Scores
Espionage Guide for Beginners
Espionage Guide 1.0
The Espionage Economy (EE) Guide
The Great Wall of Suleiman
The Power of Settled Great Spies
The Spread Culture Spy Mission
Understanding Espionage (From Realm's Beyond Website)
Spy Detection
Culture Thru Espionage - Exploit?
1) Start of the Game and Passive Missions
Even before the era of spies starts, it is possible to use the espionage screen and scouts to get some info on your neighbors.
The Palace, which every civilization's capital starts with, provides +4

Once the player meets an AI for the 1st time, both the AI and the player automatically start putting +4

This event also unlocks the

Press Control + E or the

So far only the passives "Can See Demographics" and "Can See Research" are available after meeting an AI on Turn 1.
Can See Demographics has a 0.3 modifier and starts at 0.3*(100+0) = 30

Unlocking this allows the player to see secret AI stats graphically compared to the player in the Info Screen (F9).
Spoiler :
The Info Screen (F9) includes GNP each turn (total commerce + total culture + total espionage + (total research * research bonus) – expenses), Manufactured Goods each turn (Total Hammers Produced), Crop Yield each turn (Total Food Produced), Culture each turn (Total of all Cities combined), Espionage (Cumulative Total produced over the game), and most importantly Power (Represented by Soldiers).
Robi D's Demographics Guide explains Soldiers here.
Robi D's Demographics Guide explains Soldiers here.
Spoiler :
Soldiers for BTS 3.19
Total Population of all cities combined
1pop = 0 Soldiers
2pop= 1000 Soldiers
3pop= 1000 Soldiers
4pop= 2000 Soldiers
5pop= 2000 Soldiers
6pop= 3000 and so on.
Techs
2000 Soldiers - Hunting, Mining, Animal Husbandry, Sailing
4000 Soldiers - Wheel, Alphabet, Metal Casting, Compass, Construction,Astronomy, Steel, Radio, Satellites
5000 Soldiers - Composites, Stealth
6000 Soldiers - Archery, Mathematics, Chemistry, Combustion
8000 Soldiers - Bronze Working, Machinery, Guilds, Fission, Flight, Assembly Line
10000 Soldiers - Iron Working, Horseback Riding, Industrialism, Artillery, Rocketry, Advanced Flight, Laser
12000 Soldiers - Gunpowder, Rifling, Military Science
Buildings
1000 Soldiers - Trading Post, Shale Plant, Totem Pole
2000 Soldiers - Walls, Dry Dock, Castles, Forge, Factory, Stable, Mint, Assembly Plant, Industrial Park, Levee, Dike
3000 Soldiers - Dun, Barracks, Ikhanda, Citadel
4000 Soldiers - Mt. Rushmore, Red Cross, Iron works, Ger, Statue of Zeus
6000 Soldiers - Military Acadamy
8000 Soldiers - Heroic Epic, Chichen Itza, Scotland Yard, West Point
10000 Soldiers - Great Wall, Cristor Redentor, Moai Statues
Units
2000 Soldiers - Warrior, Quechua, Galley
3000 Soldiers - Archer, Trireme, Caravel, Carrack
4000 Soldiers - Spearman, Impi, Holkan, Skirmisher, Bowman, Chariot, War Chariot, Immortal, Galleon, Airship
5000 Soldiers - Catapult, Hwacha
6000 Soldiers - Swordsman, Jaguar, Gallic Warrior, Axeman, Dog Soldier, Phalanx, Vulture, Pikeman, Landsknecht, Longbowman, Horse Archer, Numidian Cavalry, Keshik, East Indiaman, Privateer, Guided Missile
7000 Soldiers - Cho-Ko-Nu, Crossbow
8000 Soldiers - Praetorian, War Elephant, Ballista Elephant, Trebuchet, Frigate
9000 Soldiers - Maceman, Samurai, Musketman, Musketeer, Janissary, Oromo Warrior
10000 Soldiers - Berserker, Knight, Camel Archer, Ship of the Line
12000 Soldiers - Grenadier, Cataphract, Cuirassier, Conquistador, Cannon, Ironclad, Fighter
14000 Soldiers - Missile Cruiser, Rifleman, Redcoat, Anti Tank, Machine Gun
15000 Soldiers - Cossack, Cavalry
16000 Soldiers - Transport, Carrier, Bomber
18000 Soldiers - SAM Infantry, Artillery
20000 Soldiers - Infantry, Stealth Bomber
22000 Soldiers - Mobile SAM
24000 Soldiers - Jet Fighter
26000 Soldiers - Gunship, Mobile Artillery
28000 Soldiers - Marine, Navy SEAL, Submarine
30000 Soldiers - Paratrooper, Tank, Panzer, Destroyer, Stealth Destroyer, Attack Submarine, Tactical Nuke
32000 Soldiers - Mechanized Infantry
40000 Soldiers - Modern Armor, Battleship, ICBM
Power is all the Soldiers added up into one number.
Power Ratio is the Player's Power / AI's Power.
This number is very important for whether an AI decides the player is a valid war target, how much a player can beg/demand from an AI, if a Cease Fire is an option to end a war.
Generally if a player has more Power than the AI, the war can end with a Cease Fire or a Peace Treaty with the AI giving stuff to the player.
It is affected by the player or AI winning battles, capturing cities, and to a small extent capturing Workers or Settlers.
The player's Power can be viewed any time in the Info Screen (F9) -> Demographics Tab at the bottom -> Value Column.
Total Population of all cities combined
1pop = 0 Soldiers
2pop= 1000 Soldiers
3pop= 1000 Soldiers
4pop= 2000 Soldiers
5pop= 2000 Soldiers
6pop= 3000 and so on.
Techs
2000 Soldiers - Hunting, Mining, Animal Husbandry, Sailing
4000 Soldiers - Wheel, Alphabet, Metal Casting, Compass, Construction,Astronomy, Steel, Radio, Satellites
5000 Soldiers - Composites, Stealth
6000 Soldiers - Archery, Mathematics, Chemistry, Combustion
8000 Soldiers - Bronze Working, Machinery, Guilds, Fission, Flight, Assembly Line
10000 Soldiers - Iron Working, Horseback Riding, Industrialism, Artillery, Rocketry, Advanced Flight, Laser
12000 Soldiers - Gunpowder, Rifling, Military Science
Buildings
1000 Soldiers - Trading Post, Shale Plant, Totem Pole
2000 Soldiers - Walls, Dry Dock, Castles, Forge, Factory, Stable, Mint, Assembly Plant, Industrial Park, Levee, Dike
3000 Soldiers - Dun, Barracks, Ikhanda, Citadel
4000 Soldiers - Mt. Rushmore, Red Cross, Iron works, Ger, Statue of Zeus
6000 Soldiers - Military Acadamy
8000 Soldiers - Heroic Epic, Chichen Itza, Scotland Yard, West Point
10000 Soldiers - Great Wall, Cristor Redentor, Moai Statues
Units
2000 Soldiers - Warrior, Quechua, Galley
3000 Soldiers - Archer, Trireme, Caravel, Carrack
4000 Soldiers - Spearman, Impi, Holkan, Skirmisher, Bowman, Chariot, War Chariot, Immortal, Galleon, Airship
5000 Soldiers - Catapult, Hwacha
6000 Soldiers - Swordsman, Jaguar, Gallic Warrior, Axeman, Dog Soldier, Phalanx, Vulture, Pikeman, Landsknecht, Longbowman, Horse Archer, Numidian Cavalry, Keshik, East Indiaman, Privateer, Guided Missile
7000 Soldiers - Cho-Ko-Nu, Crossbow
8000 Soldiers - Praetorian, War Elephant, Ballista Elephant, Trebuchet, Frigate
9000 Soldiers - Maceman, Samurai, Musketman, Musketeer, Janissary, Oromo Warrior
10000 Soldiers - Berserker, Knight, Camel Archer, Ship of the Line
12000 Soldiers - Grenadier, Cataphract, Cuirassier, Conquistador, Cannon, Ironclad, Fighter
14000 Soldiers - Missile Cruiser, Rifleman, Redcoat, Anti Tank, Machine Gun
15000 Soldiers - Cossack, Cavalry
16000 Soldiers - Transport, Carrier, Bomber
18000 Soldiers - SAM Infantry, Artillery
20000 Soldiers - Infantry, Stealth Bomber
22000 Soldiers - Mobile SAM
24000 Soldiers - Jet Fighter
26000 Soldiers - Gunship, Mobile Artillery
28000 Soldiers - Marine, Navy SEAL, Submarine
30000 Soldiers - Paratrooper, Tank, Panzer, Destroyer, Stealth Destroyer, Attack Submarine, Tactical Nuke
32000 Soldiers - Mechanized Infantry
40000 Soldiers - Modern Armor, Battleship, ICBM
Power is all the Soldiers added up into one number.
Power Ratio is the Player's Power / AI's Power.
This number is very important for whether an AI decides the player is a valid war target, how much a player can beg/demand from an AI, if a Cease Fire is an option to end a war.
Generally if a player has more Power than the AI, the war can end with a Cease Fire or a Peace Treaty with the AI giving stuff to the player.
It is affected by the player or AI winning battles, capturing cities, and to a small extent capturing Workers or Settlers.
The player's Power can be viewed any time in the Info Screen (F9) -> Demographics Tab at the bottom -> Value Column.

Unlocking this allows the player to see what the AI is currently teching in the scoreboard in the bottom right of the screen and how many turns to finish the tech at their current tech rate.
If this is ever activated but blank, that means the AI has not put 1 turn into a new tech yet.

Go forward a single turn to Turn 2, and both the AI and the human player put +4

Can See Demographics now costs = 31

Can See Research now costs = 78

Passive Mission Costs are governed by the formula:
Base Factor * (100+How much they have against you) * Modifiers
Base Factors for Passive Missions
Demographics=0.3
City Visibility=1.2
Investigate=2
See Research=0.75

His Passive 'Can See Demographics' cost the player 0.3*(100+0) = 30

His Passive 'Can See Research' cost the player 0.75*(100+0) = 75

On Turn 2 Tokugawa has 4

His Passive 'Can See Demographics' cost the player 0.3*(100+4) = 31

His Passive 'Can See Research' cost the player 0.75*(100+4) = 78

If the AI has met another AI besides the human player, they will likely put +2


It is also possible to see how many total

Merely hover the mouse pointer over the AI in the scoreboard and the popup will give the Ratio of AI espionage points against the player / player espionage points against the AI.
In this example, Tokugawa clearly met another AI.

After 11 turns, Tokugawa has 20


Passive missions like 'See Demographics' and 'See Research' are based entirely on how much Espionage Points

If the human player blows all their

If the AI blows all their



2) The 1st AI City
Before Open Borders, it is possible to get vision on an AI city to see what they are doing.
This is possible by standing on a hill to get +1 vision, staring across a lake to get +1 vision, the city being on a hill, or getting a good angle on the coast.
Note that a forest or jungle can block vision on the city and a straight coastline is not enough to get city vision.
Once vision is achieved on the 1st AI city, 3 things immediately happen.
1st, the Espionage Screen is immediately updated with the final 2 of 4 Passive Missions.
City Visibility has a 1.2 modifier and starts at 1.2*(100+0) = 120

Unlocking this allows the player to view any AI city uncovered from the black fog as if the player had a unit standing inside that city. (Best with cities on a hill or next to a lake to see more than 9 tiles)
Investigate City has a 2.0 modifier and starts at 2.0*(100+0) = 200

Unlocking this allows the player to double click on any AI city uncovered from the black fog and view its intimate details as if the AI city were the player's own city.

If the AI regularly accumulates +4


If the AI regularly accumulates +4


Don't expect to unlock these 2 passives against an AI with the measly +4

The 1.2 modifier and 2.0 modifier are brutal.
City Visibility and Investigate City's passive


The farther the AI cities are from the player capital, the more

In addition to the distance penalty modifier, City Visibility/Investigate City are also affected by __% Cost espionage point spending, counterespionage mission by AI spy, security bureau building, trade routes, state religion, and city culture ratio modifiers.
In comparison, Can See Demographics and Can See Research are only affected by __% Cost and Counterespionage mission by AI Spy modifiers.
For more information on cost modifiers, read Section 6) Mission Costs After Modifiers later in this guide.
To illustrate the distance penalty in an example, Tokugawa has +4



City Visibility = 1.2*(100+4)*Distance Penalty = 124*Distance Penalty = 179
Investigate City = 2.0*(100+4)*Distance Penalty = 208*Distance Penalty = 301
Distance Penalty from player capital to Tokyo is 179/124 = 301/208 = 1.45 = +45%
124*1.45 = 179.8 = 179
208*1.45 = 301.6 = 301
Distance Penalty is also able to be calculated easiest through the Counterespionage Mission cost at the start of the game when everyone is still producing +4

Spoiler :
The base cost of 'Counterespionage Mission' is 100
for Normal Speed games.
When the Espionage Spending modifier is at (100% Cost) at the start of the game, then the Counterespionage Mission cost in a normal speed game is 100
* Distance Penalty * Espionage Spending Modifier (__% Cost).
We can see that the Perform Counterespionage mission costs 145
in Tokyo in this screenshot.
Since 145
is the cost after modifiers, and there is only 1 modifier (distance penalty) since __% Cost = 1.0, then it is easy to calculate the distance penalty for Tokyo will be +45% for the rest of the game.

When the Espionage Spending modifier is at (100% Cost) at the start of the game, then the Counterespionage Mission cost in a normal speed game is 100

We can see that the Perform Counterespionage mission costs 145

Spoiler :

Since 145


Here is the hard way to calculate distance penalty by counting tiles if you know what map you are playing.
This is mainly for the mid-game when there are too many modifiers to subtract out, or the distance modifier needs to be known for a gift city.
Spoiler :
Calculating Distance Penalty the Hard Way 
In this example, the Player has 15
in Tokugawa and Tokugawa has 8
in the Player.
Note that Tokugawa has (86% Cost) next to his name.
We understand the formula and only care about the espionage modifiers, so we write down (86% Cost).
Next, we calculate Distance Penalty.
Distance Penalty is calculated by the formula:
Target City distance to Player Capital is calculated by counting tiles (diagonal is 1.5 tiles)
In this example there are 20 tiles between the Player capital and Tokyo.
Max Distance is a number representing the farthest possible distance on the map from that one city can be from another.
'Max_Distance' can be calculated if you know the map width and map height.
Standard Sized Fractal is 52 tiles wide and has a height of 32 tiles.
On a Flat Map, the max distance between 2 cities can be counted from the bottom left corner and counting diagonally up-and-to-the-right 31 tiles.
Then count to the right 20 more tiles.
Since Civ 4 counts diagonal tiles as 1.5 tiles, then the Max_Distance calculates to 31*1.5 + 20 = 46.5+20 = 66
So the distance penalty for Tokyo should be (1 + 20/66) = 1.3333 = 33% Distance Penalty
But this map is Cylindrical!
That means we need to use a width of 52/2 = 26 and a height of 32.
Because of world wrap, if the capital was 27 tiles to the west of the target city it would also be 25 tiles to the east of the target city.
Max Distance for this Cylindrical wrapped map would be counting 26 tiles diagonally and then counting 5 tiles up.
Max Distance on a Cylindrical Wrapped Map that is 52x32 is 26*1.5+5 = 44
So the distance penalty for Tokyo should be (1 + 20/44) = 1.4545 or +45%
We can check it very fast with World Builder using a Spy and a Great Spy Infiltration.
So play Flat wrapped maps for spy heavy games to keep the distance penalty down.
Cylindrical is not as good.
Toroidal wrapped maps are very bad for spy games!

In this example, the Player has 15


Note that Tokugawa has (86% Cost) next to his name.
We understand the formula and only care about the espionage modifiers, so we write down (86% Cost).
Next, we calculate Distance Penalty.
Distance Penalty is calculated by the formula:
(1+Target City distance to Player Capital / Max Distance)
Target City distance to Player Capital is calculated by counting tiles (diagonal is 1.5 tiles)
In this example there are 20 tiles between the Player capital and Tokyo.
Max Distance is a number representing the farthest possible distance on the map from that one city can be from another.
'Max_Distance' can be calculated if you know the map width and map height.
Standard Sized Fractal is 52 tiles wide and has a height of 32 tiles.
On a Flat Map, the max distance between 2 cities can be counted from the bottom left corner and counting diagonally up-and-to-the-right 31 tiles.
Then count to the right 20 more tiles.
Since Civ 4 counts diagonal tiles as 1.5 tiles, then the Max_Distance calculates to 31*1.5 + 20 = 46.5+20 = 66
So the distance penalty for Tokyo should be (1 + 20/66) = 1.3333 = 33% Distance Penalty
But this map is Cylindrical!
That means we need to use a width of 52/2 = 26 and a height of 32.
Because of world wrap, if the capital was 27 tiles to the west of the target city it would also be 25 tiles to the east of the target city.
Max Distance for this Cylindrical wrapped map would be counting 26 tiles diagonally and then counting 5 tiles up.
Max Distance on a Cylindrical Wrapped Map that is 52x32 is 26*1.5+5 = 44
So the distance penalty for Tokyo should be (1 + 20/44) = 1.4545 or +45%
We can check it very fast with World Builder using a Spy and a Great Spy Infiltration.
So play Flat wrapped maps for spy heavy games to keep the distance penalty down.
Cylindrical is not as good.
Toroidal wrapped maps are very bad for spy games!
The AI tends to spend

Causing the AI to use their


The AI will never increase their Espionage Slider over 20% due to coding as pointed out by Coanda.
Does reaching 'City Visibility' passive threshold reveal undiscovered cities?
No.
Cities have to be manually seen with units or through a map trade before cities are visible.
The 2nd thing that occurs when a city is unfogged from the blackness is that the population of the city is forever known to the human at all times.
When an AI 3-pop whips their capital and the player doesn't have a single unit nearby, the Population of the city instantly updates in the gray fog.

This is a surprising result, but knowing the total population of a neighbor is a good way of judging overall strength.
So get vision on all those cities!
The 3rd thing that occurs when a city is unfogged is that it is possible to zoom all the way in and see which buildings a city has.
Zoomed-in city buildings guide here
Finally, it is worth mentioning the effects of the Total Player Espionage Spending vs. the AI.
This is a record of all the espionage points ever produced and is not affected by spending points in spy missions in any way.

This Ratio becomes important when it deviates from 100% and can be viewed directly at any time in the Espionage Screen.

Total Player Espionage spending vs. the AI Total Espionage Spending (__% Cost) is governed by the formula:
(2 * TargetsTotalEPpoints + PlayerTotalEPpoints) / (TargetsTotalEPpoints + 2 * PlayerTotalEPpoints)
In this example on Turn 3, the player has 15



Note that Tokugawa has (86% Cost) next to his name.
This means that the player has accumulated more TOTAL Espionage Points

Due to this, the player gets a bonus against Tokugawa for the 4 Passive Effects and also when conducting Espionage Missions with Spies!

Now one would be tempted to plug in 15



So for this example it would be 19


(__% Cost) = (2*12+19)/(12+2*19) = (24+19)/(12+38) = (43/50) = 0.86 = (86% Cost)
Precisely correct

With the bonus provided by (86% Cost), instead of needing 81



3) Knowing what the AI city is producing using 'Sabotage Production' Mission
Let's take another look at the Espionage Screen after revealing the 1st AI city.
The Passive Effects information at the top no longer interests us, we only care about the Spy Mission Costs and what can be gleaned from there.
There are 13 possible Spy Missions.
- Sabotage Tile
- Sabotage Building
- Sabotage Project
- Sabotage Production
- Steal Treasury
- Spread Culture
- Poison Water
- Foment Unhappiness
- Support City Revolt
- Steal Technology
- Influence Civics
- Influence Religion
- Perform Counterespionage
All of these will be explored in detail later in this guide, but for now only Sabotage Production and Perform Counterespionage are interesting.
'Sabotage Production' lets you know how many

This indirectly lets you know what they are building.
If Sabotage Production is blank, that means the item the AI is currently building has 0 hammers placed into it so far.
This is irritating if the AI is completing an item every single turn as the 'Sabotage Production' information will remain blank.

=============================
What is the foolproof formula for calculating


Oh nice, why does that work? (LowtherCastle

It works because of Algebra.
1)

2) Sabotage Production Mission Cost seen in the city screen = Sabotage Production Base Mission Cost * modifiers.
3) Sabotage Production Mission Cost seen in the city screen =

We are trying to figure out

The base cost of 'City Revolt' is 650

City Revolt cost on the city screen = 650 * modifiers
We could divide Sabotage Production Mission Cost seen in city screen by City Revolt Cost seen in city screen to remove the hidden modifiers from both of them, then multiply by 650 to get just Sabotage Production Base Mission Cost.
Sabotage Production Base Mission Cost is equal to

Divide Sabotage Production Base Mission Cost by 6 and we instantly have


Best of all, Sabotage Production is always available if a city has hammers in a build, and City Revolt is also always available.
The formula is correct for all game speeds and settings.
Round up or down to the nearest integer to get the

For our example with 7



A Great Spy infiltration confirms the city is indeed producing 1


The formula worked.
=============================
Once you know how many hammers are in an AI build, then you need to look up how many

The game difficulty modifiers are described here: (Civ4HandicapInfo)
http://modiki.civfanatics.com/index.php?title=Civ4HandicapInfo
The best way to get the direct AI difficulty modifiers is to consult the Civ 4 XML Reference and see they are stored in Assets\XML\GameInfo
http://modiki.civfanatics.com/index.php?title=Civ4_XML_Reference
Here is the copy+pasted handicap information from the Civ 4 BTS 3.19 game files

Spoiler :
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Handicap Infos -->
<Civ4HandicapInfo xmlns="x-schema:CIV4GameInfoSchema.xml">
<HandicapInfos>
Settler Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_SETTLER</Type>
<Description>TXT_KEY_HANDICAP_SETTLER</Description>
<Help>TXT_KEY_HANDICAP_SETTLER_HELP</Help>
<iFreeWinsVsBarbs>5</iFreeWinsVsBarbs>
<iAnimalAttackProb>25</iAnimalAttackProb>
<iStartingLocPercent>10</iStartingLocPercent>
<iAdvancedStartPointsMod>150</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>24</iFreeUnits>
<iUnitCostPercent>20</iUnitCostPercent>
<iResearchPercent>60</iResearchPercent>
<iDistanceMaintenancePercent>45</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>40</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>4</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>60</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>60</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>50</iCivicUpkeepPercent>
<iInflationPercent>60</iInflationPercent>
<iHealthBonus>4</iHealthBonus>
<iHappyBonus>6</iHappyBonus>
<iAttitudeChange>2</iAttitudeChange>
<iNoTechTradeModifier>100</iNoTechTradeModifier>
<iTechTradeKnownModifier>-100</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>100</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>150</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>750</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>160</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>50</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>55</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>4</iBarbarianCityCreationProb>
<iAnimalBonus>-70</iAnimalBonus>
<iBarbarianBonus>-40</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>1</iBarbarianDefenders>
<iAIDeclareWarProb>25</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>160</iAIGrowthPercent>
<iAITrainPercent>160</iAITrainPercent>
<iAIWorldTrainPercent>160</iAIWorldTrainPercent>
<iAIConstructPercent>160</iAIConstructPercent>
<iAIWorldConstructPercent>160</iAIWorldConstructPercent>
<iAICreatePercent>160</iAICreatePercent>
<iAIWorldCreatePercent>160</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>100</iAIInflationPercent>
<iAIWarWearinessPercent>100</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
</Goodies>
<FreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_MINING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<AIFreeTechs/>
</HandicapInfo>
<Type>HANDICAP_SETTLER</Type>
<Description>TXT_KEY_HANDICAP_SETTLER</Description>
<Help>TXT_KEY_HANDICAP_SETTLER_HELP</Help>
<iFreeWinsVsBarbs>5</iFreeWinsVsBarbs>
<iAnimalAttackProb>25</iAnimalAttackProb>
<iStartingLocPercent>10</iStartingLocPercent>
<iAdvancedStartPointsMod>150</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>24</iFreeUnits>
<iUnitCostPercent>20</iUnitCostPercent>
<iResearchPercent>60</iResearchPercent>
<iDistanceMaintenancePercent>45</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>40</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>4</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>60</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>60</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>50</iCivicUpkeepPercent>
<iInflationPercent>60</iInflationPercent>
<iHealthBonus>4</iHealthBonus>
<iHappyBonus>6</iHappyBonus>
<iAttitudeChange>2</iAttitudeChange>
<iNoTechTradeModifier>100</iNoTechTradeModifier>
<iTechTradeKnownModifier>-100</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>100</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>150</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>750</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>160</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>50</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>55</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>4</iBarbarianCityCreationProb>
<iAnimalBonus>-70</iAnimalBonus>
<iBarbarianBonus>-40</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>1</iBarbarianDefenders>
<iAIDeclareWarProb>25</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>160</iAIGrowthPercent>
<iAITrainPercent>160</iAITrainPercent>
<iAIWorldTrainPercent>160</iAIWorldTrainPercent>
<iAIConstructPercent>160</iAIConstructPercent>
<iAIWorldConstructPercent>160</iAIWorldConstructPercent>
<iAICreatePercent>160</iAICreatePercent>
<iAIWorldCreatePercent>160</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>100</iAIInflationPercent>
<iAIWarWearinessPercent>100</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
</Goodies>
<FreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_MINING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<AIFreeTechs/>
</HandicapInfo>
Chieftain Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_CHIEFTAIN</Type>
<Description>TXT_KEY_HANDICAP_CHIEFTAIN</Description>
<Help>TXT_KEY_HANDICAP_CHIEFTAIN_HELP</Help>
<iFreeWinsVsBarbs>4</iFreeWinsVsBarbs>
<iAnimalAttackProb>50</iAnimalAttackProb>
<iStartingLocPercent>20</iStartingLocPercent>
<iAdvancedStartPointsMod>130</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>18</iFreeUnits>
<iUnitCostPercent>30</iUnitCostPercent>
<iResearchPercent>75</iResearchPercent>
<iDistanceMaintenancePercent>55</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>50</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>4</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>80</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>80</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>60</iCivicUpkeepPercent>
<iInflationPercent>70</iInflationPercent>
<iHealthBonus>3</iHealthBonus>
<iHappyBonus>5</iHappyBonus>
<iAttitudeChange>1</iAttitudeChange>
<iNoTechTradeModifier>90</iNoTechTradeModifier>
<iTechTradeKnownModifier>-50</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>80</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>100</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>600</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>150</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>45</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>50</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>5</iBarbarianCityCreationProb>
<iAnimalBonus>-60</iAnimalBonus>
<iBarbarianBonus>-30</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>1</iBarbarianDefenders>
<iAIDeclareWarProb>50</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>130</iAIGrowthPercent>
<iAITrainPercent>130</iAITrainPercent>
<iAIWorldTrainPercent>130</iAIWorldTrainPercent>
<iAIConstructPercent>130</iAIConstructPercent>
<iAIWorldConstructPercent>130</iAIWorldConstructPercent>
<iAICreatePercent>130</iAICreatePercent>
<iAIWorldCreatePercent>130</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>90</iAIInflationPercent>
<iAIWarWearinessPercent>90</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
</Goodies>
<FreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_AGRICULTURE</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<AIFreeTechs/>
</HandicapInfo>
Warlord Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_WARLORD</Type>
<Description>TXT_KEY_HANDICAP_WARLORD</Description>
<Help>TXT_KEY_HANDICAP_WARLORD_HELP</Help>
<iFreeWinsVsBarbs>3</iFreeWinsVsBarbs>
<iAnimalAttackProb>75</iAnimalAttackProb>
<iStartingLocPercent>30</iStartingLocPercent>
<iAdvancedStartPointsMod>110</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>12</iFreeUnits>
<iUnitCostPercent>40</iUnitCostPercent>
<iResearchPercent>90</iResearchPercent>
<iDistanceMaintenancePercent>65</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>60</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>5</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>90</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>90</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>70</iCivicUpkeepPercent>
<iInflationPercent>80</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>0</iAttitudeChange>
<iNoTechTradeModifier>80</iNoTechTradeModifier>
<iTechTradeKnownModifier>-25</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>60</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>80</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>550</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>140</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>40</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>45</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>5</iBarbarianCityCreationProb>
<iAnimalBonus>-50</iAnimalBonus>
<iBarbarianBonus>-20</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>1</iBarbarianDefenders>
<iAIDeclareWarProb>75</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>110</iAIGrowthPercent>
<iAITrainPercent>110</iAITrainPercent>
<iAIWorldTrainPercent>110</iAIWorldTrainPercent>
<iAIConstructPercent>110</iAIConstructPercent>
<iAIWorldConstructPercent>110</iAIWorldConstructPercent>
<iAICreatePercent>110</iAICreatePercent>
<iAIWorldCreatePercent>110</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<AIFreeTechs/>
</HandicapInfo>
<Type>HANDICAP_WARLORD</Type>
<Description>TXT_KEY_HANDICAP_WARLORD</Description>
<Help>TXT_KEY_HANDICAP_WARLORD_HELP</Help>
<iFreeWinsVsBarbs>3</iFreeWinsVsBarbs>
<iAnimalAttackProb>75</iAnimalAttackProb>
<iStartingLocPercent>30</iStartingLocPercent>
<iAdvancedStartPointsMod>110</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>12</iFreeUnits>
<iUnitCostPercent>40</iUnitCostPercent>
<iResearchPercent>90</iResearchPercent>
<iDistanceMaintenancePercent>65</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>60</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>5</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>90</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>90</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>70</iCivicUpkeepPercent>
<iInflationPercent>80</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>0</iAttitudeChange>
<iNoTechTradeModifier>80</iNoTechTradeModifier>
<iTechTradeKnownModifier>-25</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>60</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>80</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>550</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>140</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>40</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>45</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>5</iBarbarianCityCreationProb>
<iAnimalBonus>-50</iAnimalBonus>
<iBarbarianBonus>-20</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>1</iBarbarianDefenders>
<iAIDeclareWarProb>75</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>110</iAIGrowthPercent>
<iAITrainPercent>110</iAITrainPercent>
<iAIWorldTrainPercent>110</iAIWorldTrainPercent>
<iAIConstructPercent>110</iAIConstructPercent>
<iAIWorldConstructPercent>110</iAIWorldConstructPercent>
<iAICreatePercent>110</iAICreatePercent>
<iAIWorldCreatePercent>110</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_SETTLER</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_WORKER</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs>
<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<AIFreeTechs/>
</HandicapInfo>
Noble Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_NOBLE</Type>
<Description>TXT_KEY_HANDICAP_NOBLE</Description>
<Help>TXT_KEY_HANDICAP_NOBLE_HELP</Help>
<iFreeWinsVsBarbs>2</iFreeWinsVsBarbs>
<iAnimalAttackProb>85</iAnimalAttackProb>
<iStartingLocPercent>40</iStartingLocPercent>
<iAdvancedStartPointsMod>100</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>8</iFreeUnits>
<iUnitCostPercent>50</iUnitCostPercent>
<iResearchPercent>100</iResearchPercent>
<iDistanceMaintenancePercent>75</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>70</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>5</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>100</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>100</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>80</iCivicUpkeepPercent>
<iInflationPercent>90</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>70</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>50</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>60</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>500</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>130</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>35</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>40</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
<iAnimalBonus>-40</iAnimalBonus>
<iBarbarianBonus>-10</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>2</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>100</iAIGrowthPercent>
<iAITrainPercent>100</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>100</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>100</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_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_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</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>
</Goodies>
<FreeTechs/>
<AIFreeTechs/>
</HandicapInfo>
<Type>HANDICAP_NOBLE</Type>
<Description>TXT_KEY_HANDICAP_NOBLE</Description>
<Help>TXT_KEY_HANDICAP_NOBLE_HELP</Help>
<iFreeWinsVsBarbs>2</iFreeWinsVsBarbs>
<iAnimalAttackProb>85</iAnimalAttackProb>
<iStartingLocPercent>40</iStartingLocPercent>
<iAdvancedStartPointsMod>100</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>8</iFreeUnits>
<iUnitCostPercent>50</iUnitCostPercent>
<iResearchPercent>100</iResearchPercent>
<iDistanceMaintenancePercent>75</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>70</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>5</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>100</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>100</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>80</iCivicUpkeepPercent>
<iInflationPercent>90</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>70</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>50</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>60</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>500</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>130</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>35</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>40</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
<iAnimalBonus>-40</iAnimalBonus>
<iBarbarianBonus>-10</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>2</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>0</iAIWorkRateModifier>
<iAIGrowthPercent>100</iAIGrowthPercent>
<iAITrainPercent>100</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>100</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>100</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>100</iAICivicUpkeepPercent>
<iAIUnitCostPercent>100</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
<iAIAdvancedStartPercent>100</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_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_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</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>
</Goodies>
<FreeTechs/>
<AIFreeTechs/>
</HandicapInfo>
Prince Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_PRINCE</Type>
<Description>TXT_KEY_HANDICAP_PRINCE</Description>
<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
<iFreeWinsVsBarbs>1</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>50</iStartingLocPercent>
<iAdvancedStartPointsMod>95</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>6</iFreeUnits>
<iUnitCostPercent>60</iUnitCostPercent>
<iResearchPercent>110</iResearchPercent>
<iDistanceMaintenancePercent>85</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>80</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>110</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>110</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>90</iCivicUpkeepPercent>
<iInflationPercent>95</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>60</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>40</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>50</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>450</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>120</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>30</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>35</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
<iAnimalBonus>-30</iAnimalBonus>
<iBarbarianBonus>-5</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>2</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>10</iAIWorkRateModifier>
<iAIGrowthPercent>100</iAIGrowthPercent>
<iAITrainPercent>95</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>95</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>95</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>95</iAICivicUpkeepPercent>
<iAIUnitCostPercent>95</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
<iAIPerEraModifier>-1</iAIPerEraModifier>
<iAIAdvancedStartPercent>110</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_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_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</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_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs/>
</HandicapInfo>
<Type>HANDICAP_PRINCE</Type>
<Description>TXT_KEY_HANDICAP_PRINCE</Description>
<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
<iFreeWinsVsBarbs>1</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>50</iStartingLocPercent>
<iAdvancedStartPointsMod>95</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>6</iFreeUnits>
<iUnitCostPercent>60</iUnitCostPercent>
<iResearchPercent>110</iResearchPercent>
<iDistanceMaintenancePercent>85</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>80</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>110</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>110</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>90</iCivicUpkeepPercent>
<iInflationPercent>95</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>60</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>40</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>50</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>450</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>120</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>30</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>35</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
<iAnimalBonus>-30</iAnimalBonus>
<iBarbarianBonus>-5</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>0</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>2</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>10</iAIWorkRateModifier>
<iAIGrowthPercent>100</iAIGrowthPercent>
<iAITrainPercent>95</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>95</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>95</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>95</iAICivicUpkeepPercent>
<iAIUnitCostPercent>95</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>80</iAIWarWearinessPercent>
<iAIPerEraModifier>-1</iAIPerEraModifier>
<iAIAdvancedStartPercent>110</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_HIGH_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_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</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_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs/>
</HandicapInfo>
Monarch Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_MONARCH</Type>
<Description>TXT_KEY_HANDICAP_MONARCH</Description>
<Help>TXT_KEY_HANDICAP_MONARCH_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>60</iStartingLocPercent>
<iAdvancedStartPointsMod>90</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>4</iFreeUnits>
<iUnitCostPercent>70</iUnitCostPercent>
<iResearchPercent>115</iResearchPercent>
<iDistanceMaintenancePercent>90</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>85</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>120</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>120</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>95</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>50</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>35</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>40</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>400</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>110</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>25</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>30</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
<iAnimalBonus>-20</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>1</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>3</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>20</iAIWorkRateModifier>
<iAIGrowthPercent>95</iAIGrowthPercent>
<iAITrainPercent>90</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>90</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>90</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>90</iAICivicUpkeepPercent>
<iAIUnitCostPercent>90</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>75</iAIWarWearinessPercent>
<iAIPerEraModifier>-2</iAIPerEraModifier>
<iAIAdvancedStartPercent>120</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_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_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</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_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
<Type>HANDICAP_MONARCH</Type>
<Description>TXT_KEY_HANDICAP_MONARCH</Description>
<Help>TXT_KEY_HANDICAP_MONARCH_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>60</iStartingLocPercent>
<iAdvancedStartPointsMod>90</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>4</iFreeUnits>
<iUnitCostPercent>70</iUnitCostPercent>
<iResearchPercent>115</iResearchPercent>
<iDistanceMaintenancePercent>90</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>85</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>120</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>120</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>95</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>50</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>35</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>40</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>400</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>110</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>25</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>30</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
<iAnimalBonus>-20</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>1</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>3</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>20</iAIWorkRateModifier>
<iAIGrowthPercent>95</iAIGrowthPercent>
<iAITrainPercent>90</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>90</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>90</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>90</iAICivicUpkeepPercent>
<iAIUnitCostPercent>90</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>75</iAIWarWearinessPercent>
<iAIPerEraModifier>-2</iAIPerEraModifier>
<iAIAdvancedStartPercent>120</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_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_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</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_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
Emperor Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_EMPEROR</Type>
<Description>TXT_KEY_HANDICAP_EMPEROR</Description>
<Help>TXT_KEY_HANDICAP_EMPEROR_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>70</iStartingLocPercent>
<iAdvancedStartPointsMod>85</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>3</iFreeUnits>
<iUnitCostPercent>80</iUnitCostPercent>
<iResearchPercent>120</iResearchPercent>
<iDistanceMaintenancePercent>95</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>90</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>7</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>130</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>130</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>40</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>30</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>35</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>350</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>100</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>20</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>25</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
<iAnimalBonus>-10</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>2</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>3</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>50</iAIWorkRateModifier>
<iAIGrowthPercent>90</iAIGrowthPercent>
<iAITrainPercent>85</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>85</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>85</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>85</iAICivicUpkeepPercent>
<iAIUnitCostPercent>85</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>70</iAIWarWearinessPercent>
<iAIPerEraModifier>-3</iAIPerEraModifier>
<iAIAdvancedStartPercent>135</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<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_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_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
<Type>HANDICAP_EMPEROR</Type>
<Description>TXT_KEY_HANDICAP_EMPEROR</Description>
<Help>TXT_KEY_HANDICAP_EMPEROR_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>70</iStartingLocPercent>
<iAdvancedStartPointsMod>85</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>3</iFreeUnits>
<iUnitCostPercent>80</iUnitCostPercent>
<iResearchPercent>120</iResearchPercent>
<iDistanceMaintenancePercent>95</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>90</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>7</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>130</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>130</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>40</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>30</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>35</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>350</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>100</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>20</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>25</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
<iAnimalBonus>-10</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>2</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>3</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>50</iAIWorkRateModifier>
<iAIGrowthPercent>90</iAIGrowthPercent>
<iAITrainPercent>85</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>85</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>85</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>85</iAICivicUpkeepPercent>
<iAIUnitCostPercent>85</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>70</iAIWarWearinessPercent>
<iAIPerEraModifier>-3</iAIPerEraModifier>
<iAIAdvancedStartPercent>135</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<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_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_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>
Immortal Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_IMMORTAL</Type>
<Description>TXT_KEY_HANDICAP_IMMORTAL</Description>
<Help>TXT_KEY_HANDICAP_IMMORTAL_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>80</iStartingLocPercent>
<iAdvancedStartPointsMod>80</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>2</iFreeUnits>
<iUnitCostPercent>90</iUnitCostPercent>
<iResearchPercent>125</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>95</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>7</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>140</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>140</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>30</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>25</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>30</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>300</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>90</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>15</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>20</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>-5</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>3</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>1</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>75</iAIWorkRateModifier>
<iAIGrowthPercent>85</iAIGrowthPercent>
<iAITrainPercent>80</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>80</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>80</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>80</iAICivicUpkeepPercent>
<iAIUnitCostPercent>80</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>60</iAIWarWearinessPercent>
<iAIPerEraModifier>-4</iAIPerEraModifier>
<iAIAdvancedStartPercent>150</iAIAdvancedStartPercent>
<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_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_WEAK</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_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>
<Type>HANDICAP_IMMORTAL</Type>
<Description>TXT_KEY_HANDICAP_IMMORTAL</Description>
<Help>TXT_KEY_HANDICAP_IMMORTAL_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>80</iStartingLocPercent>
<iAdvancedStartPointsMod>80</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>2</iFreeUnits>
<iUnitCostPercent>90</iUnitCostPercent>
<iResearchPercent>125</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>95</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>7</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>140</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>140</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>30</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>25</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>30</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>300</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>90</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>15</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>20</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>-5</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>3</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>1</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>75</iAIWorkRateModifier>
<iAIGrowthPercent>85</iAIGrowthPercent>
<iAITrainPercent>80</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>80</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>80</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>80</iAICivicUpkeepPercent>
<iAIUnitCostPercent>80</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>60</iAIWarWearinessPercent>
<iAIPerEraModifier>-4</iAIPerEraModifier>
<iAIAdvancedStartPercent>150</iAIAdvancedStartPercent>
<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_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_WEAK</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_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>
Deity Difficulty
Spoiler :
<HandicapInfo>
<Type>HANDICAP_DEITY</Type>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iAdvancedStartPointsMod>75</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>1</iFreeUnits>
<iUnitCostPercent>100</iUnitCostPercent>
<iResearchPercent>130</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>150</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>25</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>250</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>80</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>10</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>15</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>1</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<iAIGrowthPercent>80</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>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>50</iAIWarWearinessPercent>
<iAIPerEraModifier>-5</iAIPerEraModifier>
<iAIAdvancedStartPercent>170</iAIAdvancedStartPercent>
<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>
<Type>HANDICAP_DEITY</Type>
<Description>TXT_KEY_HANDICAP_DEITY</Description>
<Help>TXT_KEY_HANDICAP_DEITY_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>90</iStartingLocPercent>
<iAdvancedStartPointsMod>75</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>1</iFreeUnits>
<iUnitCostPercent>100</iUnitCostPercent>
<iResearchPercent>130</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>150</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>25</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>250</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>80</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>10</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>15</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>8</iBarbarianCityCreationProb>
<iAnimalBonus>0</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>1</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<iAIGrowthPercent>80</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>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>50</iAIWarWearinessPercent>
<iAIPerEraModifier>-5</iAIPerEraModifier>
<iAIAdvancedStartPercent>170</iAIAdvancedStartPercent>
<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>
</Civ4HandicapInfo>
In the Ancient Era
Units (iAITrainPercent) cost 60% of normal
Buildings (iAIConstructPercent) cost 60% of normal
Wonders (iAIWorldConstructPercent) cost 100% of normal
City Growth (iAIGrowthPercent) costs 80% of normal

Settler is a special case at 92


Archer 25*0.6 = 15

Work Boat 30*0.6 = 18

Barracks 50*0.6 = 30

Worker 60*0.6 = 36

Pyramids 500*1 = 500

Size 1 = 22*0.8 = 17

Size 2 = 24*0.8 = 19

Size 3 = 26*0.8 = 20

Once a city is calculated to have between 37


Once a city is calculated to have over 92

What makes Deity AI even more terrifying is the Era bonus they get.
On Deity, for every era that the AI advances, they get a (-5%) to almost everything bonus.

This is the infamous iAIPerEraModifier
All the AI have to do is get an appropriate tech, advance to a new era, and they get a 5% bonus to almost everything.
iAIPerEraModifier does not affect the cost of tech the AI is researching


List of Techs to advance to the next Era
Spoiler :
Ancient Era Techs
FISHING
HUNTING
MYSTICISM
MINING
PRIESTHOOD
THE WHEEL
AGRICULTURE
ARCHERY
MEDITATION
POTTERY
MASONRY
POLYTHEISM
SAILING
ANIMAL HUSBANDRY
MONOTHEISM
WRITING
BRONZE WORKING
Classical Era Techs
IRON WORKING
LITERATURE
HORSEBACK RIDING
MATHEMATICS
MONARCHY
DRAMA
AESTHETICS
ALPHABET
CONSTRUCTION
CODE OF LAWS
CALENDAR
COMPASS
CURRENCY
METAL CASTING
Medieval Era Techs
THEOLOGY
MUSIC
PAPER
OPTICS
FEUDALISM
BANKING
MACHINERY
CIVIL SERVICE
PHILOSOPHY
GUILDS
ENGINEERING
DIVINE RIGHT
Renaissance Era Techs
GUNPOWDER
LIBERALISM
ECONOMICS
CORPORATION
PRINTING PRESS
REPLACEABLE PARTS
NATIONALISM
EDUCATION
CHEMISTRY
MILITARY SCIENCE
MILITARY TRADITION
CONSTITUTION
ASTRONOMY
RIFLING
DEMOCRACY
Industrial Era Techs
FASCISM
SCIENTIFIC METHOD
COMMUNISM (Civ 4 code calls it UTOPIA
)
STEEL
STEAM POWER
BIOLOGY
COMBUSTION
PHYSICS
ARTILLERY
MEDICINE
ELECTRICITY
RAILROAD
ASSEMBLY LINE
FISSION
INDUSTRIALISM
Modern Era Techs
MASS MEDIA
REFRIGERATION
ROCKETRY
FLIGHT
ADVANCED FLIGHT
ECOLOGY
RADIO
SATELLITES
SUPERCONDUCTORS
COMPUTERS
LASER
PLASTICS
COMPOSITES
FIBER OPTICS
ROBOTICS
Future Era Techs
GENETICS
STEALTH
FUSION
FUTURE TECH
FISHING
HUNTING
MYSTICISM
MINING
PRIESTHOOD
THE WHEEL
AGRICULTURE
ARCHERY
MEDITATION
POTTERY
MASONRY
POLYTHEISM
SAILING
ANIMAL HUSBANDRY
MONOTHEISM
WRITING
BRONZE WORKING
Classical Era Techs
IRON WORKING
LITERATURE
HORSEBACK RIDING
MATHEMATICS
MONARCHY
DRAMA
AESTHETICS
ALPHABET
CONSTRUCTION
CODE OF LAWS
CALENDAR
COMPASS
CURRENCY
METAL CASTING
Medieval Era Techs
THEOLOGY
MUSIC
PAPER
OPTICS
FEUDALISM
BANKING
MACHINERY
CIVIL SERVICE
PHILOSOPHY
GUILDS
ENGINEERING
DIVINE RIGHT
Renaissance Era Techs
GUNPOWDER
LIBERALISM
ECONOMICS
CORPORATION
PRINTING PRESS
REPLACEABLE PARTS
NATIONALISM
EDUCATION
CHEMISTRY
MILITARY SCIENCE
MILITARY TRADITION
CONSTITUTION
ASTRONOMY
RIFLING
DEMOCRACY
Industrial Era Techs
FASCISM
SCIENTIFIC METHOD
COMMUNISM (Civ 4 code calls it UTOPIA

STEEL
STEAM POWER
BIOLOGY
COMBUSTION
PHYSICS
ARTILLERY
MEDICINE
ELECTRICITY
RAILROAD
ASSEMBLY LINE
FISSION
INDUSTRIALISM
Modern Era Techs
MASS MEDIA
REFRIGERATION
ROCKETRY
FLIGHT
ADVANCED FLIGHT
ECOLOGY
RADIO
SATELLITES
SUPERCONDUCTORS
COMPUTERS
LASER
PLASTICS
COMPOSITES
FIBER OPTICS
ROBOTICS
Future Era Techs
GENETICS
STEALTH
FUSION
FUTURE TECH
So if the AI gets Nationalism and enters the Renaissance Era (Era = 3), they get a 3*5 = 15% bonus to production, food, units, and even Wonders!
For a Renaissance Era Deity AI, build costs become:
Units (iAITrainPercent) cost (0.6*0.85) = 51% of normal
Buildings (iAIConstructPercent) cost 0.6*0.85) = 51% of normal
Wonders (iAIWorldConstructPercent) cost (1.0*0.85) = 85% of normal
City Growth (iAIGrowthPercent) costs (0.8*0.85) = 68% of normal

Archer 25*0.51 = 12

Work Boat 30*0.51 = 15

Barracks 50*0.51 = 25

Worker 60*0.51 = 30

Pyramids 500*0.85 = 425

Size 1 = 22*0.68 = 14

Size 2 = 24*0.68 = 16

Size 3 = 26*0.68 = 17

The best way to keep track of the era of the AI is monitoring the AI's completed techs through the trade screen. ("Can Research" shows all the techs the AI has the prerequisites to research

City models only update for some eras and are not a great way to keep track of the AI's era.
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