## there must be 6 difficulty settings # Emperor { BASE_CONTENTMENT 74 # starting happiness GRANARY_COEF 10 # a city needs this number times the pop food to grow BIG_CITY_SCALE 1.0 # how much each unhappy person matters BIG_CITY_OFFSET 2 # population above this size are unhappy SCIENCE_HANDICAP 15 # How much extra science to get advances #UV_MULTIPLIER 1.0 # how much extra pollution POLLUTION_MULTIPLIER 1.0 # how much extra pollution RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL STARVATION_EFFECT -1.0 # How much happiness a city loses when starving STARTING_GOLD 100 # How much gold the player starts with SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles BASE_SCORE 4400 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 9 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 61 YEARS_PER_TURN 40 } PERIOD { START_TURN 101 YEARS_PER_TURN 25 } PERIOD { START_TURN 121 YEARS_PER_TURN 10 } PERIOD { START_TURN 171 YEARS_PER_TURN 4 } PERIOD { START_TURN 221 YEARS_PER_TURN 2 } PERIOD { START_TURN 321 YEARS_PER_TURN 3 } PERIOD { START_TURN 371 YEARS_PER_TURN 3 } PERIOD { START_TURN 421 YEARS_PER_TURN 4 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 18.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 800.0 MAP_FACTOR 0.02 OPPONENTS_FACTOR 75.0 WONDER_VICTORY_BONUS 500.0 UNIT_FACTOR 1.0 RIOT_FACTOR 1.0 REVOLUTION_FACTOR 25.0 POLLUTION_FACTOR -1.0 AI_START_UNITS 1 AI_START_GOLD 2000 AI_START_ADVANCES 3 AI_START_PUBLIC_WORKS 200 HUMAN_START_LOCATION 0 AI_INTELLIGENCE_FACTOR 1 AI_GANG_UP_FACTOR 1 DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 POLLUTION_ADJUST 0 AI_TECHNOLOGY_COST -0.1 -0.2 -0.2 -0.3 -0.3 AI_PRODUCTION_COST_ADJUSTMENT 0.0 -0.1 -0.1 -0.2 -0.2 AI_GOLD_ADJUSTMENT 1.0 1.1 1.1 1.2 1.2 MAX_HUMAN_ADVANCES 3 MAX_AI_ADVANCES 6 HUMAN_SCIENCE_BONUS 0.0 HUMAN_FOOD_BONUS 0.0 EXTRA_SETTLER_CHANCE 1500 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 50 99 ADVANCE_APPLIED_MATHEMATICS 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_CEREMONIAL_BURIAL 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_ORAL_TRADITIONS 50 50 ADVANCE_BRONZE_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # Deity I { BASE_CONTENTMENT 73 # starting happiness GRANARY_COEF 10 # a city needs this number times the pop food to grow BIG_CITY_SCALE 1.0 # how much each unhappy person matters BIG_CITY_OFFSET 1 # population above this size are unhappy SCIENCE_HANDICAP 15 # How much extra science to get advances #UV_MULTIPLIER 1.0 # how much extra pollution POLLUTION_MULTIPLIER 1.0 # how much extra pollution RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL STARVATION_EFFECT -1.0 # How much happiness a city loses when starving STARTING_GOLD 100 # How much gold the player starts with SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles BASE_SCORE 4600 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 9 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 61 YEARS_PER_TURN 40 } PERIOD { START_TURN 101 YEARS_PER_TURN 25 } PERIOD { START_TURN 121 YEARS_PER_TURN 10 } PERIOD { START_TURN 171 YEARS_PER_TURN 4 } PERIOD { START_TURN 221 YEARS_PER_TURN 2 } PERIOD { START_TURN 321 YEARS_PER_TURN 3 } PERIOD { START_TURN 371 YEARS_PER_TURN 3 } PERIOD { START_TURN 421 YEARS_PER_TURN 4 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 18.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 1000.0 MAP_FACTOR 0.02 OPPONENTS_FACTOR 75.0 WONDER_VICTORY_BONUS 500.0 UNIT_FACTOR 1.0 RIOT_FACTOR 1.0 REVOLUTION_FACTOR 25.0 POLLUTION_FACTOR -1.0 AI_START_UNITS 2 AI_START_GOLD 4000 AI_START_ADVANCES 8 AI_START_PUBLIC_WORKS 500 HUMAN_START_LOCATION 0 AI_INTELLIGENCE_FACTOR 1 AI_GANG_UP_FACTOR 1 DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 POLLUTION_ADJUST 0 AI_TECHNOLOGY_COST -0.2 -0.3 -0.4 -0.5 -0.6 AI_PRODUCTION_COST_ADJUSTMENT -0.1 -0.2 -0.3 -0.4 -0.5 AI_GOLD_ADJUSTMENT 1.1 1.2 1.3 1.4 1.5 MAX_HUMAN_ADVANCES 3 MAX_AI_ADVANCES 8 HUMAN_SCIENCE_BONUS 0.0 HUMAN_FOOD_BONUS 0.0 EXTRA_SETTLER_CHANCE 1 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 50 99 ADVANCE_APPLIED_MATHEMATICS 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_CEREMONIAL_BURIAL 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_ORAL_TRADITIONS 50 50 ADVANCE_BRONZE_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # Deity II # # # # # # { BASE_CONTENTMENT 73 # starting happiness GRANARY_COEF 10 # a city needs this number times the pop food to grow BIG_CITY_SCALE 1.0 # how much each unhappy person matters BIG_CITY_OFFSET 1 # population above this size are unhappy SCIENCE_HANDICAP 15 # How much extra science to get advances #UV_MULTIPLIER 1.0 # how much extra pollution POLLUTION_MULTIPLIER 1.0 # how much extra pollution RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL STARVATION_EFFECT -1.0 # How much happiness a city loses when starving STARTING_GOLD 100 # How much gold the player starts with SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles BASE_SCORE 4800 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 9 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 61 YEARS_PER_TURN 40 } PERIOD { START_TURN 101 YEARS_PER_TURN 25 } PERIOD { START_TURN 121 YEARS_PER_TURN 10 } PERIOD { START_TURN 171 YEARS_PER_TURN 4 } PERIOD { START_TURN 221 YEARS_PER_TURN 2 } PERIOD { START_TURN 321 YEARS_PER_TURN 3 } PERIOD { START_TURN 371 YEARS_PER_TURN 3 } PERIOD { START_TURN 421 YEARS_PER_TURN 4 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 18.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 1200.0 MAP_FACTOR 0.02 OPPONENTS_FACTOR 75.0 WONDER_VICTORY_BONUS 500.0 UNIT_FACTOR 1.0 RIOT_FACTOR 1.0 REVOLUTION_FACTOR 25.0 POLLUTION_FACTOR -1.0 AI_START_UNITS 3 AI_START_GOLD 5000 AI_START_ADVANCES 8 AI_START_PUBLIC_WORKS 500 HUMAN_START_LOCATION 0 AI_INTELLIGENCE_FACTOR 1 AI_GANG_UP_FACTOR 1 DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 POLLUTION_ADJUST 0 AI_TECHNOLOGY_COST -0.2 -0.3 -0.5 -0.6 -0.7 AI_PRODUCTION_COST_ADJUSTMENT -0.2 -0.3 -0.4 -0.5 -0.6 AI_GOLD_ADJUSTMENT 1.2 1.3 1.4 1.5 1.6 MAX_HUMAN_ADVANCES 3 MAX_AI_ADVANCES 8 HUMAN_SCIENCE_BONUS 0.0 HUMAN_FOOD_BONUS 0.0 EXTRA_SETTLER_CHANCE 1 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 50 99 ADVANCE_APPLIED_MATHEMATICS 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_CEREMONIAL_BURIAL 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_ORAL_TRADITIONS 50 50 ADVANCE_BRONZE_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # Deity III { BASE_CONTENTMENT 73 # starting happiness GRANARY_COEF 10 # a city needs this number times the pop food to grow BIG_CITY_SCALE 1.0 # how much each unhappy person matters BIG_CITY_OFFSET 1 # population above this size are unhappy SCIENCE_HANDICAP 15 # How much extra science to get advances #UV_MULTIPLIER 1.0 # how much extra pollution POLLUTION_MULTIPLIER 1.0 # how much extra pollution RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL STARVATION_EFFECT -1.0 # How much happiness a city loses when starving STARTING_GOLD 100 # How much gold the player starts with SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles BASE_SCORE 5000 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 9 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 61 YEARS_PER_TURN 40 } PERIOD { START_TURN 101 YEARS_PER_TURN 25 } PERIOD { START_TURN 121 YEARS_PER_TURN 10 } PERIOD { START_TURN 171 YEARS_PER_TURN 4 } PERIOD { START_TURN 221 YEARS_PER_TURN 2 } PERIOD { START_TURN 321 YEARS_PER_TURN 3 } PERIOD { START_TURN 371 YEARS_PER_TURN 3 } PERIOD { START_TURN 421 YEARS_PER_TURN 4 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 21.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 1400.0 MAP_FACTOR 0.02 OPPONENTS_FACTOR 75.0 WONDER_VICTORY_BONUS 500.0 UNIT_FACTOR 1.0 RIOT_FACTOR 1.0 REVOLUTION_FACTOR 25.0 POLLUTION_FACTOR -1.0 AI_START_UNITS 4 AI_START_GOLD 7000 AI_START_ADVANCES 8 AI_START_PUBLIC_WORKS 700 HUMAN_START_LOCATION 0 AI_INTELLIGENCE_FACTOR 1 AI_GANG_UP_FACTOR 1 DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 POLLUTION_ADJUST 0 AI_TECHNOLOGY_COST -0.3 -0.4 -0.5 -0.6 -0.7 AI_PRODUCTION_COST_ADJUSTMENT -0.2 -0.3 -0.5 -0.6 -0.7 AI_GOLD_ADJUSTMENT 1.3 1.4 1.5 1.6 1.7 MAX_HUMAN_ADVANCES 2 MAX_AI_ADVANCES 8 HUMAN_SCIENCE_BONUS 0.0 HUMAN_FOOD_BONUS 0.0 EXTRA_SETTLER_CHANCE 1 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 50 99 ADVANCE_APPLIED_MATHEMATICS 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_CEREMONIAL_BURIAL 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_ORAL_TRADITIONS 50 50 ADVANCE_BRONZE_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # Deity IV { BASE_CONTENTMENT 72 # starting happiness GRANARY_COEF 10 # a city needs this number times the pop food to grow BIG_CITY_SCALE 1.0 # how much each unhappy person matters BIG_CITY_OFFSET 1 # population above this size are unhappy SCIENCE_HANDICAP 15 # How much extra science to get advances #UV_MULTIPLIER 1.0 # how much extra pollution POLLUTION_MULTIPLIER 1.0 # how much extra pollution RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL STARVATION_EFFECT -1.0 # How much happiness a city loses when starving STARTING_GOLD 100 # How much gold the player starts with SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles BASE_SCORE 5200 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 9 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 61 YEARS_PER_TURN 40 } PERIOD { START_TURN 101 YEARS_PER_TURN 25 } PERIOD { START_TURN 121 YEARS_PER_TURN 10 } PERIOD { START_TURN 171 YEARS_PER_TURN 4 } PERIOD { START_TURN 221 YEARS_PER_TURN 2 } PERIOD { START_TURN 321 YEARS_PER_TURN 3 } PERIOD { START_TURN 371 YEARS_PER_TURN 3 } PERIOD { START_TURN 421 YEARS_PER_TURN 4 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 21.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 1600.0 MAP_FACTOR 0.02 OPPONENTS_FACTOR 75.0 WONDER_VICTORY_BONUS 500.0 UNIT_FACTOR 1.0 RIOT_FACTOR 1.0 REVOLUTION_FACTOR 25.0 POLLUTION_FACTOR -1.0 AI_START_UNITS 5 AI_START_GOLD 11000 AI_START_ADVANCES 8 AI_START_PUBLIC_WORKS 1100 HUMAN_START_LOCATION 0 AI_INTELLIGENCE_FACTOR 1 AI_GANG_UP_FACTOR 1 DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 POLLUTION_ADJUST 0 AI_TECHNOLOGY_COST -0.35 -0.45 -0.55 -0.7 -0.8 AI_PRODUCTION_COST_ADJUSTMENT -0.3 -0.4 -0.5 -0.6 -0.7 AI_GOLD_ADJUSTMENT 1.4 1.5 1.6 1.8 1.9 MAX_HUMAN_ADVANCES 2 MAX_AI_ADVANCES 8 HUMAN_SCIENCE_BONUS 0.0 HUMAN_FOOD_BONUS 0.0 EXTRA_SETTLER_CHANCE 1 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 50 99 ADVANCE_APPLIED_MATHEMATICS 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_CEREMONIAL_BURIAL 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_ORAL_TRADITIONS 50 50 ADVANCE_BRONZE_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # God { BASE_CONTENTMENT 72 # starting happiness GRANARY_COEF 10 # a city needs this number times the pop food to grow BIG_CITY_SCALE 1.0 # how much each unhappy person matters BIG_CITY_OFFSET 1 # population above this size are unhappy SCIENCE_HANDICAP 15 # How much extra science to get advances #UV_MULTIPLIER 1.0 # how much extra pollution POLLUTION_MULTIPLIER 1.0 # how much extra pollution RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL STARVATION_EFFECT -1.0 # How much happiness a city loses when starving STARTING_GOLD 100 # How much gold the player starts with SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles BASE_SCORE 5400 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 9 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 61 YEARS_PER_TURN 40 } PERIOD { START_TURN 101 YEARS_PER_TURN 25 } PERIOD { START_TURN 121 YEARS_PER_TURN 10 } PERIOD { START_TURN 171 YEARS_PER_TURN 4 } PERIOD { START_TURN 221 YEARS_PER_TURN 2 } PERIOD { START_TURN 321 YEARS_PER_TURN 3 } PERIOD { START_TURN 371 YEARS_PER_TURN 3 } PERIOD { START_TURN 421 YEARS_PER_TURN 4 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 21.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 1800.0 MAP_FACTOR 0.02 OPPONENTS_FACTOR 75.0 WONDER_VICTORY_BONUS 500.0 UNIT_FACTOR 1.0 RIOT_FACTOR 1.0 REVOLUTION_FACTOR 25.0 POLLUTION_FACTOR -1.0 AI_START_UNITS 6 AI_START_GOLD 15000 AI_START_ADVANCES 8 AI_START_PUBLIC_WORKS 1500 HUMAN_START_LOCATION 0 AI_INTELLIGENCE_FACTOR 1 AI_GANG_UP_FACTOR 1 DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0 POLLUTION_ADJUST 0 AI_TECHNOLOGY_COST -0.4 -0.5 -0.6 -0.75 -0.85 AI_PRODUCTION_COST_ADJUSTMENT -0.35 -0.45 -0.55 -0.7 -0.8 AI_GOLD_ADJUSTMENT 1.6 1.7 1.9 2.1 2.4 MAX_HUMAN_ADVANCES 1 MAX_AI_ADVANCES 8 HUMAN_SCIENCE_BONUS 0.0 HUMAN_FOOD_BONUS 0.0 EXTRA_SETTLER_CHANCE 1 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 50 99 ADVANCE_APPLIED_MATHEMATICS 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_CEREMONIAL_BURIAL 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_ORAL_TRADITIONS 50 50 ADVANCE_BRONZE_WORKING 5 50 ADVANCE_RELIGION 80 50 } }