Here comes a complete change list of the 2nd version of level-9 MOD.
(1) AI's technology is enhanced to 3X of original.
I want to give AI a human-like growth rate. So they must be able to research a lot faster. In 1 vs. 7 the AI team researches 184% times faster than human and they were still lagging behind in military tech. So I made an educated guess of 300%!
But there is no such line of AI's research rate in XML files. And I don't want to make human's research 3 times slower, as that will break all the balances. So I came up with a workaround.
(1) sid meier's civilization v\assets\Gameplay\XML\Technologies\CIV5Technologies.xml
Chnage every technology to 1/3 flask requirement.
(2) \sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
<ResearchPercent>100</ResearchPercent> -- change to 300.
This means that human has 1/3 x 300% flask requirement (unchanged, maybe little discrepancy due to roundups). But the AIs are happily enjoying 67% off techs!
(2) Eliminating all AI's startup bonuses
\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
<AIStartingUnitMultiplier>1</AIStartingUnitMultiplier> - deleted (no extra Settler)
<AIStartingDefenseUnits>2</AIStartingDefenseUnits> - deleted (no extra Warrior)
<AIStartingWorkerUnits>2</AIStartingWorkerUnits> - deleted (no extra Worker)
<AIStartingExploreUnits>1</AIStartingExploreUnits> - deleted (no extra Scout)
(3) Eliminating all AI's explicit bonuses
\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
<AIWorkRateModifier>100</AIWorkRateModifier> - deleted. Now AI workers work as fast as human's.
<AIUnhappinessPercent>60</AIUnhappinessPercent> - change to 100. Now AI does not get ANY unhappiness discount.
<AIGrowthPercent>60</AIGrowthPercent> - change to 100. AI's city grows as fast as human's.
I have received a lot of concerns on whether removing AI's unhappiness cheat will cause stunt growth - my actual testing reveals it won't! Because now they have cities as small as humans', eliminating the greatest source of unhappiness.
<AIBarbarianBonus>60</AIBarbarianBonus> - deleted. AI does not enjoy bonus against barbarians.
Note: I forgot to remove Deity AI's 4 free techs in this game.
(4) Enhacing AI's implicit bonuses
\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
<AITrainPercent>50</AITrainPercent> - enhanced to 33. The 9th level AI trains units 3 times faster, compared to 2 times faster in Deity.
<AIConstructPercent>50</AIConstructPercent> - enhanced to 33. The 9th level AI construct buildings 3 times faster.
<AICreatePercent>50</AICreatePercent> enhanced to 33. The 9th level AI complete projects 3 times faster. (Not 100% sure on this one.)
\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
<AIBuildingCostPercent>50</AIBuildingCostPercent> - enhanced to 33. The 9th level AI purchases buildings with 1/3 of original price. (50% for Deity)
<AIUnitCostPercent>50</AIUnitCostPercent> - enhanced to 33. The 9th level AI purchases units with 1/3 of original price. (50% for Deity)
<AIUnitUpgradePercent>50</AIUnitUpgradePercent> - enhanced to 33. The 9th level AI upgrades units with, again, 1/3 of the original price (50% for Deity).
(5) Army size, from level 7-8-9 linear extrapolation
\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
<AIUnitSupplyPercent>50</AIUnitSupplyPercent> - enhanced to 60. Slightly larger army.
(6) Barbarians, from level 7-8-9 linear extrapolation
\sid meier's civilization v\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
<BarbarianLandTargetRange>8</BarbarianLandTargetRange> - enhanced to 9
<BarbarianSeaTargetRange>20</BarbarianSeaTargetRange> - enhanced to 22
That's it. Now let's watch the AI grow!
