So I want to update the difficulty level Prince to be closer to King but without the free techs, and make a private mod I can use on my own to adjust difficulty here and there.
So I was wondering, what would do the trick?
Is the standard Prince code.
Would this work?
Seems kind of rudimentary and like Im missing something
So I was wondering, what would do the trick?
Code:
<Type>HANDICAP_PRINCE</Type>
<Description>TXT_KEY_HANDICAP_PRINCE</Description>
<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
<StartingLocPercent>50</StartingLocPercent>
<AdvancedStartPointsMod>100</AdvancedStartPointsMod>
<HappinessDefault>9</HappinessDefault>
<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
<Gold>0</Gold>
<GoldFreeUnits>0</GoldFreeUnits>
<ProductionFreeUnits>5</ProductionFreeUnits>
<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
<RouteCostPercent>100</RouteCostPercent>
<UnitCostPercent>100</UnitCostPercent>
<BuildingCostPercent>100</BuildingCostPercent>
<ResearchPercent>100</ResearchPercent>
<PolicyPercent>100</PolicyPercent>
<ImprovementCostPercent>100</ImprovementCostPercent>
<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
<!--<InflationPercent>90</InflationPercent>-->
<AttitudeChange>-1</AttitudeChange>
<NoTechTradeModifier>70</NoTechTradeModifier>
<BarbCampGold>25</BarbCampGold>
<BarbSpawnMod>0</BarbSpawnMod>
<BarbarianBonus>40</BarbarianBonus>
<AIBarbarianBonus>60</AIBarbarianBonus>
<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
<BarbarianLandTargetRange>5</BarbarianLandTargetRange>
<BarbarianSeaTargetRange>10</BarbarianSeaTargetRange>
<AIDeclareWarProb>100</AIDeclareWarProb>
<AIUnhappinessPercent>100</AIUnhappinessPercent>
<AIGrowthPercent>100</AIGrowthPercent>
<AITrainPercent>100</AITrainPercent>
<AIWorldTrainPercent>100</AIWorldTrainPercent>
<AIConstructPercent>100</AIConstructPercent>
<AIWorldConstructPercent>100</AIWorldConstructPercent>
<AICreatePercent>100</AICreatePercent>
<AIWorldCreatePercent>100</AIWorldCreatePercent>
<AIBuildingCostPercent>100</AIBuildingCostPercent>
<AIUnitCostPercent>85</AIUnitCostPercent>
<AIUnitSupplyPercent>20</AIUnitSupplyPercent>
<AIUnitUpgradePercent>50</AIUnitUpgradePercent>
<!--<AIInflationPercent>80</AIInflationPercent>-->
<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
<PortraitIndex>3</PortraitIndex>
Is the standard Prince code.
Would this work?
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 6/27/2014 6:30:21 PM -->
<GameData>
<Update>
<Type>HANDICAP_PRINCE</Type>
<Description>TXT_KEY_HANDICAP_PRINCE</Description>
<Help>TXT_KEY_HANDICAP_PRINCE_HELP</Help>
<StartingLocPercent>50</StartingLocPercent>
<AdvancedStartPointsMod>100</AdvancedStartPointsMod>
<HappinessDefault>9</HappinessDefault>
<NumCitiesUnhappinessMod>100</NumCitiesUnhappinessMod>
<PopulationUnhappinessMod>100</PopulationUnhappinessMod>
<Gold>0</Gold>
<GoldFreeUnits>0</GoldFreeUnits>
<ProductionFreeUnits>5</ProductionFreeUnits>
<ProductionFreeUnitsPopulationPercent>50</ProductionFreeUnitsPopulationPercent>
<ProductionFreeUnitsPerCity>2</ProductionFreeUnitsPerCity>
<RouteCostPercent>100</RouteCostPercent>
<UnitCostPercent>100</UnitCostPercent>
<BuildingCostPercent>100</BuildingCostPercent>
<ResearchPercent>100</ResearchPercent>
<PolicyPercent>100</PolicyPercent>
<ImprovementCostPercent>100</ImprovementCostPercent>
<CityProductionNumOptionsConsidered>2</CityProductionNumOptionsConsidered>
<TechNumOptionsConsidered>2</TechNumOptionsConsidered>
<PolicyNumOptionsConsidered>2</PolicyNumOptionsConsidered>
<!--<InflationPercent>90</InflationPercent>-->
<AttitudeChange>-1</AttitudeChange>
<NoTechTradeModifier>70</NoTechTradeModifier>
<BarbCampGold>25</BarbCampGold>
<BarbSpawnMod>0</BarbSpawnMod>
<BarbarianBonus>40</BarbarianBonus>
<AIBarbarianBonus>80</AIBarbarianBonus>
<EarliestBarbarianReleaseTurn>0</EarliestBarbarianReleaseTurn>
<BarbarianLandTargetRange>5</BarbarianLandTargetRange>
<BarbarianSeaTargetRange>10</BarbarianSeaTargetRange>
<AIDeclareWarProb>100</AIDeclareWarProb>
<AIUnhappinessPercent>100</AIUnhappinessPercent>
<AIGrowthPercent>90</AIGrowthPercent>
<AITrainPercent>95</AITrainPercent>
<AIWorldTrainPercent>100</AIWorldTrainPercent>
<AIConstructPercent>95</AIConstructPercent>
<AIWorldConstructPercent>100</AIWorldConstructPercent>
<AICreatePercent>95</AICreatePercent>
<AIWorldCreatePercent>100</AIWorldCreatePercent>
<AIBuildingCostPercent>90</AIBuildingCostPercent>
<AIUnitCostPercent>80</AIUnitCostPercent>
<AIUnitSupplyPercent>10</AIUnitSupplyPercent>
<AIUnitUpgradePercent>40</AIUnitUpgradePercent>
<!--<AIInflationPercent>80</AIInflationPercent>-->
<AIAdvancedStartPercent>100</AIAdvancedStartPercent>
<IconAtlas>DIFFICULTY_ATLAS</IconAtlas>
<PortraitIndex>3</PortraitIndex>
</update>
</gamedata>
Seems kind of rudimentary and like Im missing something