maltz
King
- Joined
- Jan 24, 2006
- Messages
- 967
The Height of Level 9 - Songhai, Asia map, mod Marathon, mod difficulty
Hello,
I am going to slowly document my exploration of Civ 5 modding - modded to suit my taste of both discovering the AI's weaknesses and trying out new, exciting ways to play this game.
000. The game is on the official Asia map. I bought this map during the 40%-off discount on Steam a while ago because I needed some "official reference" on my own custom map of China. It turned out that I did a much better job than the "official" version. I didn't get any advise from my < 2 USD dollars but self-satisfaction (for which people are usually willing to pay a lot more than $2). But I may as well to play at least one game with it.
The Asia map is a large-sized map (104x64) occupied by a default 10 Civilizations and 20 City States. A Standard map is 80x52 for 8 Civs and 16 CS. A simple math shows that each Civ roughly has 25-30% more of growth space on Large than on Standard. As the AIs enjoys unhindered expansion but the human is always limited by unhappiness, the difficulty will increase a little bit.
But in fact I am already sick of the Deity AIs. As my loyal possessions, the AIs have been exploited too much. They deserve a promotion, a raise in their advantages so the exploitation can be further justified.
So I went into:
\Sid Meier's Civilization V\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
and looked for which Deity AI advantages are worth a promotion. In principle, I compare the list of Deity advantages with Immortal advantages, and linearly extrapolate the advantage to create a virtual 9th level (replacing the old Deity). For example, the Immortal AI has 1 Settler to begin with. The Deity AI has 2 Settlers. So on the 9th Level AI has 3 Settlers to begin with. The picture below is what I ended up with. Some of the descriptions might be wrong and I will update them with the correct ones later:
001. In summary:
(1) One extra settler and worker.
(2) Population growth 33% faster than Deity.
(3) Buildings and units 42% faster and cheaper - both to purchase and to upkeep - than Deity.
(4) Cities supports 6.7% more units before incurring production penalty. This sounds silly, but I have to follow the rule of extrapolation.
But I am breaking the rule of extrapolation in the following items! They remain unchanged.
(1) Barbarians' detection radius on land and sea. Barbarians are annoying. I am not playing the game to annoy myself even more.
(2) AI's worker efficiency. It stays at 200% of human's (Deity, for Immortal it is 175%). I don't believe in Superpowers. 225% is superpower. 200% is a combination of low-oxygen chamber training, blood doping, and undetectable steroid for Olympic Athletes, which is still humanely possible.
(3) AI's unhappiness stays at 60% (Deity). Even on Deity it is already unlimited unhappiness. Already, every time I see the survey of "smile the most" I want to smash my monitor. Why do I want to spend a night every week in Anger Management group? That stays at 60%.
Hello,
I am going to slowly document my exploration of Civ 5 modding - modded to suit my taste of both discovering the AI's weaknesses and trying out new, exciting ways to play this game.

Spoiler :

000. The game is on the official Asia map. I bought this map during the 40%-off discount on Steam a while ago because I needed some "official reference" on my own custom map of China. It turned out that I did a much better job than the "official" version. I didn't get any advise from my < 2 USD dollars but self-satisfaction (for which people are usually willing to pay a lot more than $2). But I may as well to play at least one game with it.
The Asia map is a large-sized map (104x64) occupied by a default 10 Civilizations and 20 City States. A Standard map is 80x52 for 8 Civs and 16 CS. A simple math shows that each Civ roughly has 25-30% more of growth space on Large than on Standard. As the AIs enjoys unhindered expansion but the human is always limited by unhappiness, the difficulty will increase a little bit.
But in fact I am already sick of the Deity AIs. As my loyal possessions, the AIs have been exploited too much. They deserve a promotion, a raise in their advantages so the exploitation can be further justified.

So I went into:
\Sid Meier's Civilization V\assets\Gameplay\XML\GameInfo\CIV5HandicapInfos.xml
and looked for which Deity AI advantages are worth a promotion. In principle, I compare the list of Deity advantages with Immortal advantages, and linearly extrapolate the advantage to create a virtual 9th level (replacing the old Deity). For example, the Immortal AI has 1 Settler to begin with. The Deity AI has 2 Settlers. So on the 9th Level AI has 3 Settlers to begin with. The picture below is what I ended up with. Some of the descriptions might be wrong and I will update them with the correct ones later:
Spoiler :

001. In summary:
(1) One extra settler and worker.
(2) Population growth 33% faster than Deity.
(3) Buildings and units 42% faster and cheaper - both to purchase and to upkeep - than Deity.
(4) Cities supports 6.7% more units before incurring production penalty. This sounds silly, but I have to follow the rule of extrapolation.
But I am breaking the rule of extrapolation in the following items! They remain unchanged.
(1) Barbarians' detection radius on land and sea. Barbarians are annoying. I am not playing the game to annoy myself even more.
(2) AI's worker efficiency. It stays at 200% of human's (Deity, for Immortal it is 175%). I don't believe in Superpowers. 225% is superpower. 200% is a combination of low-oxygen chamber training, blood doping, and undetectable steroid for Olympic Athletes, which is still humanely possible.
(3) AI's unhappiness stays at 60% (Deity). Even on Deity it is already unlimited unhappiness. Already, every time I see the survey of "smile the most" I want to smash my monitor. Why do I want to spend a night every week in Anger Management group? That stays at 60%.