## there must be 6 difficulty settings ## Beginner { BASE_CONTENTMENT 75 # 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 6 # population above this size are unhappy SCIENCE_HANDICAP 0 # 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 3600 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 6 PERIOD { START_TURN 0 YEARS_PER_TURN 25 } PERIOD { START_TURN 120 YEARS_PER_TURN 15 } PERIOD { START_TURN 220 YEARS_PER_TURN 10 } PERIOD { START_TURN 320 YEARS_PER_TURN 4 } PERIOD { START_TURN 400 YEARS_PER_TURN 1 } PERIOD { START_TURN 480 YEARS_PER_TURN 1 } NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT } FEATS_FACTOR 100.0 ADVANCES_FACTOR 10.0 WONDERS_FACTOR 500.0 CITIES0TO30_FACTOR 10.0 CITIES30TO100_FACTOR 25.0 CITIES100TO500_FACTOR 50.0 CITIES500PLUS_FACTOR 100.0 CITIES_RECAPTURED_FACTOR 50.0 POPULATION_FACTOR 2000.0 RANK_FACTOR 2000.0 OPPONENTS_CONQUERED_FACTOR 500.0 ALLIES_FACTOR 300.0 WONDER_VICTORY_BONUS 500.0 SOLO_VICTORY_BONUS 5000.0 ALLIED_VICTORY_BONUS 5000.0 AI_START_UNITS 0 AI_START_GOLD 300 AI_START_ADVANCES 3 AI_START_PUBLIC_WORKS 0 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 # Resource Adjustment Amounts # when ai is ranked by this amount or less below lowest ranked human, # then use AI_MIN_BEHIND_TECHNOLOGY_* numbers AI_MIN_BEHIND_PERCENT 0.7 # when ai is ranked by this amount or less below lowest ranked human, # then use ai_max_behind* numbers AI_MAX_BEHIND_PERCENT 0.4 # when ai is ranked by atleast this amount above highest ranked human, # then use ai_min_ahead* numbers AI_MIN_AHEAD_PERCENT 0.9 # when ai is ranked by this amount or more above highest ranked human, # then use ai_max_ahead* numbers AI_MAX_AHEAD_PERCENT 1.5 # note: scale values linearly between max-min when amount # behind/ahead are between min-max # % amount to multiply advance cost by per age for ai AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_TECHNOLOGY_COST 0.7 0.7 0.8 0.8 0.9 # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9 # multiplier for gold collected for ai AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.2 1.2 1.2 1.1 1.1 # % amount to multiply advance cost by per age for ai AI_MIN_AHEAD_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_TECHNOLOGY_COST 1.3 1.3 1.2 1.2 1.1 # % amount to multiply production cost by per age for ai AI_MIN_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_PRODUCTION_COST_ADJUSTMENT 2.0 2.0 1.75 1.75 1.5 # multiplier for gold collected fo ai AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.5 0.5 0.7 0.7 0.9 MAX_HUMAN_ADVANCES 6 MAX_AI_ADVANCES 2 HUMAN_SCIENCE_BONUS -0.4 # % amount to add to advance cost for the player HUMAN_FOOD_BONUS 0.4 # % amount to add to food collected for the player #Starting Condtions EXTRA_SETTLER_CHANCE 1000000 ADVANCE_CHANCES { ADVANCE_TOOLMAKING 100 100 ADVANCE_AGRICULTURE 100 100 ADVANCE_BALLISTICS 95 60 ADVANCE_RELIGION 95 60 ADVANCE_HULL_MAKING 90 50 ADVANCE_ARISTOCRACY 90 50 ADVANCE_STONE_WORKING 50 10 ADVANCE_WHEEL 50 10 ADVANCE_SLAVE_LABOR 50 10 } POLLUTION_START_PRODUCTION_LEVEL 400 #WW from 300 POLLUTION_START_POPULATION_LEVEL 6 POLLUTION_PRODUCTION_RATIO 1 POLLUTION_POPULATION_RATIO 5 } # Easy { BASE_CONTENTMENT 75 # 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 5 # population above this size are unhappy SCIENCE_HANDICAP 0 # How much extra science to get advances (WW from 25) #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 3800 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 6 PERIOD { START_TURN 0 YEARS_PER_TURN 25 } PERIOD { START_TURN 120 YEARS_PER_TURN 15 } PERIOD { START_TURN 220 YEARS_PER_TURN 10 } PERIOD { START_TURN 320 YEARS_PER_TURN 4 } PERIOD { START_TURN 400 YEARS_PER_TURN 1 } PERIOD { START_TURN 480 YEARS_PER_TURN 1 } NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT } FEATS_FACTOR 100.0 ADVANCES_FACTOR 10.0 WONDERS_FACTOR 500.0 CITIES0TO30_FACTOR 10.0 CITIES30TO100_FACTOR 25.0 CITIES100TO500_FACTOR 50.0 CITIES500PLUS_FACTOR 100.0 CITIES_RECAPTURED_FACTOR 50.0 POPULATION_FACTOR 2000.0 RANK_FACTOR 2000.0 OPPONENTS_CONQUERED_FACTOR 500.0 ALLIES_FACTOR 300.0 WONDER_VICTORY_BONUS 500.0 SOLO_VICTORY_BONUS 5000.0 ALLIED_VICTORY_BONUS 5000.0 AI_START_UNITS 1 AI_START_GOLD 200 AI_START_ADVANCES 2 AI_START_PUBLIC_WORKS 0 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 # Resource Adjustment Amounts # when ai is ranked by this amount or less below lowest ranked human, # then use AI_MIN_BEHIND_TECHNOLOGY_* numbers AI_MIN_BEHIND_PERCENT 0.8 # when ai is ranked by this amount or less below lowest ranked human, # then use ai_max_behind* numbers AI_MAX_BEHIND_PERCENT 0.5 # when ai is ranked by atleast this amount above highest ranked human, # then use ai_min_ahead* numbers AI_MIN_AHEAD_PERCENT 0.9 # when ai is ranked by this amount or more above highest ranked human, # then use ai_max_ahead* numbers AI_MAX_AHEAD_PERCENT 1.5 # note: scale values linearly between max-min when amount # behind/ahead are between min-max # % amount to multiply advance cost by per age for ai AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_TECHNOLOGY_COST 0.7 0.7 0.8 0.8 0.9 # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.6 0.6 0.8 0.8 0.9 # multiplier for gold collected for ai AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.3 1.3 1.2 1.2 1.1 # % amount to multiply advance cost by per age for ai AI_MIN_AHEAD_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_TECHNOLOGY_COST 1.3 1.3 1.2 1.2 1.1 # % amount to multiply production cost by per age for ai AI_MIN_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.75 1.75 1.5 1.5 1.25 # multiplier for gold collected fo ai AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.6 0.6 0.8 0.8 0.9 MAX_HUMAN_ADVANCES 5 MAX_AI_ADVANCES 3 HUMAN_SCIENCE_BONUS -0.2 # % amount to add to advance cost for the player HUMAN_FOOD_BONUS 0.2 # % amount to add to food collected for the player #Starting Condtions EXTRA_SETTLER_CHANCE 1000000 ADVANCE_CHANCES { ADVANCE_TOOLMAKING 100 100 ADVANCE_AGRICULTURE 100 100 ADVANCE_BALLISTICS 90 65 ADVANCE_RELIGION 90 65 ADVANCE_HULL_MAKING 80 60 ADVANCE_ARISTOCRACY 80 60 ADVANCE_STONE_WORKING 40 20 ADVANCE_WHEEL 40 20 ADVANCE_SLAVE_LABOR 40 20 } POLLUTION_START_PRODUCTION_LEVEL 400 #WW from 300 POLLUTION_START_POPULATION_LEVEL 6 POLLUTION_PRODUCTION_RATIO 1 POLLUTION_POPULATION_RATIO 5 } # Medium { BASE_CONTENTMENT 75 # 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 5 # population above this size are unhappy SCIENCE_HANDICAP 0 # How much extra science to get advances (WW from 25) #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 4000 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 6 PERIOD { START_TURN 0 YEARS_PER_TURN 25 } PERIOD { START_TURN 120 YEARS_PER_TURN 15 } PERIOD { START_TURN 220 YEARS_PER_TURN 10 } PERIOD { START_TURN 320 YEARS_PER_TURN 4 } PERIOD { START_TURN 400 YEARS_PER_TURN 1 } PERIOD { START_TURN 480 YEARS_PER_TURN 1 } NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT } FEATS_FACTOR 100.0 ADVANCES_FACTOR 10.0 WONDERS_FACTOR 500.0 CITIES0TO30_FACTOR 10.0 CITIES30TO100_FACTOR 25.0 CITIES100TO500_FACTOR 50.0 CITIES500PLUS_FACTOR 100.0 CITIES_RECAPTURED_FACTOR 50.0 POPULATION_FACTOR 2000.0 RANK_FACTOR 2000.0 OPPONENTS_CONQUERED_FACTOR 500.0 ALLIES_FACTOR 300.0 WONDER_VICTORY_BONUS 500.0 SOLO_VICTORY_BONUS 5000.0 ALLIED_VICTORY_BONUS 5000.0 AI_START_UNITS 1 AI_START_GOLD 500 AI_START_ADVANCES 3 AI_START_PUBLIC_WORKS 0 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 # Resource Adjustment Amounts # when ai is ranked by this amount or less below lowest ranked human, # then use AI_MIN_BEHIND_TECHNOLOGY_* numbers AI_MIN_BEHIND_PERCENT 1.0 # when ai is ranked by this amount or less below lowest ranked human, # then use ai_max_behind* numbers AI_MAX_BEHIND_PERCENT 0.6 # when ai is ranked by atleast this amount above highest ranked human, # then use ai_min_ahead* numbers AI_MIN_AHEAD_PERCENT 1.25 # when ai is ranked by this amount or more above highest ranked human, # then use ai_max_ahead* numbers AI_MAX_AHEAD_PERCENT 1.75 # note: scale values linearly between max-min when amount # behind/ahead are between min-max # % amount to multiply advance cost by per age for ai AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_TECHNOLOGY_COST 0.5 0.5 0.7 0.7 0.9 # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.5 0.5 0.7 0.7 0.9 # multiplier for gold collected for ai AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.3 1.3 1.2 1.2 1.1 # % amount to multiply advance cost by per age for ai AI_MIN_AHEAD_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_TECHNOLOGY_COST 1.3 1.3 1.2 1.2 1.1 # % amount to multiply production cost by per age for ai AI_MIN_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.5 1.5 1.3 1.3 1.1 # multiplier for gold collected fo ai AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.7 0.7 0.8 0.8 0.9 MAX_HUMAN_ADVANCES 4 MAX_AI_ADVANCES 4 HUMAN_SCIENCE_BONUS 0.0 # % amount to add to advance cost for the player HUMAN_FOOD_BONUS 0.0 # % amount to add to food collected for the player #Starting Condtions EXTRA_SETTLER_CHANCE 2500 ADVANCE_CHANCES { ADVANCE_TOOLMAKING 100 100 ADVANCE_AGRICULTURE 100 100 ADVANCE_BALLISTICS 75 75 ADVANCE_RELIGION 75 75 ADVANCE_HULL_MAKING 70 70 ADVANCE_ARISTOCRACY 70 70 ADVANCE_STONE_WORKING 30 30 ADVANCE_WHEEL 30 30 ADVANCE_SLAVE_LABOR 30 30 } POLLUTION_START_PRODUCTION_LEVEL 400 #WW from 300 POLLUTION_START_POPULATION_LEVEL 6 POLLUTION_PRODUCTION_RATIO 1 POLLUTION_POPULATION_RATIO 20 #WW from 15 } # Hard { BASE_CONTENTMENT 75 # 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 3 # population above this size are unhappy SCIENCE_HANDICAP 0 # How much extra science to get advances (WW from 25) #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 4200 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 6 PERIOD { START_TURN 0 YEARS_PER_TURN 25 } PERIOD { START_TURN 120 YEARS_PER_TURN 15 } PERIOD { START_TURN 220 YEARS_PER_TURN 10 } PERIOD { START_TURN 320 YEARS_PER_TURN 4 } PERIOD { START_TURN 400 YEARS_PER_TURN 1 } PERIOD { START_TURN 480 YEARS_PER_TURN 1 } NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT } FEATS_FACTOR 100.0 ADVANCES_FACTOR 10.0 WONDERS_FACTOR 500.0 CITIES0TO30_FACTOR 10.0 CITIES30TO100_FACTOR 25.0 CITIES100TO500_FACTOR 50.0 CITIES500PLUS_FACTOR 100.0 CITIES_RECAPTURED_FACTOR 50.0 POPULATION_FACTOR 2000.0 RANK_FACTOR 2000.0 OPPONENTS_CONQUERED_FACTOR 500.0 ALLIES_FACTOR 300.0 WONDER_VICTORY_BONUS 500.0 SOLO_VICTORY_BONUS 5000.0 ALLIED_VICTORY_BONUS 5000.0 AI_START_UNITS 1 AI_START_GOLD 500 ##WW from 1000 AI_START_ADVANCES 4 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 # Resource Adjustment Amounts # when ai is ranked by this amount or less below lowest ranked human, # then use AI_MIN_BEHIND_TECHNOLOGY_* numbers AI_MIN_BEHIND_PERCENT 1.2 # when ai is ranked by this amount or less below lowest ranked human, # then use ai_max_behind* numbers AI_MAX_BEHIND_PERCENT 0.7 # when ai is ranked by atleast this amount above highest ranked human, # then use ai_min_ahead* numbers AI_MIN_AHEAD_PERCENT 1.5 # when ai is ranked by this amount or more above highest ranked human, # then use ai_max_ahead* numbers AI_MAX_AHEAD_PERCENT 2.0 # note: scale values linearly between max-min when amount # behind/ahead are between min-max # % amount to multiply advance cost by per age for ai AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_TECHNOLOGY_COST 0.4 0.5 0.6 0.7 0.8 # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.5 0.5 0.6 0.6 0.8 # multiplier for gold collected for ai AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.4 1.4 1.2 1.2 1.1 # % amount to multiply advance cost by per age for ai AI_MIN_AHEAD_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_TECHNOLOGY_COST 1.3 1.3 1.2 1.2 1.1 # % amount to multiply production cost by per age for ai AI_MIN_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.4 1.4 1.2 1.2 1.1 # multiplier for gold collected fo ai AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.7 0.8 0.8 0.9 0.9 MAX_HUMAN_ADVANCES 3 MAX_AI_ADVANCES 4 HUMAN_SCIENCE_BONUS 0.2 HUMAN_FOOD_BONUS -0.1 # % amount to add to food collected for the player ##WW from 0.0 #Starting Condtions EXTRA_SETTLER_CHANCE 1 ##WW from 1800 ADVANCE_CHANCES { ADVANCE_TOOLMAKING 100 100 ADVANCE_AGRICULTURE 100 100 ADVANCE_BALLISTICS 75 80 ADVANCE_RELIGION 75 80 ADVANCE_HULL_MAKING 60 75 ADVANCE_ARISTOCRACY 60 75 ADVANCE_STONE_WORKING 20 40 ADVANCE_WHEEL 20 40 ADVANCE_SLAVE_LABOR 20 40 } POLLUTION_START_PRODUCTION_LEVEL 400 #WW from 300 POLLUTION_START_POPULATION_LEVEL 6 #WW from 16 POLLUTION_PRODUCTION_RATIO 1 POLLUTION_POPULATION_RATIO 20 #WW from 15 } # Very Hard { BASE_CONTENTMENT 75 # 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 0 # How much extra science to get advances (WW from 25) #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 6 PERIOD { START_TURN 0 YEARS_PER_TURN 25 } PERIOD { START_TURN 120 YEARS_PER_TURN 15 } PERIOD { START_TURN 220 YEARS_PER_TURN 10 } PERIOD { START_TURN 320 YEARS_PER_TURN 4 } PERIOD { START_TURN 400 YEARS_PER_TURN 1 } PERIOD { START_TURN 480 YEARS_PER_TURN 1 } NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT } FEATS_FACTOR 100.0 ADVANCES_FACTOR 10.0 WONDERS_FACTOR 500.0 CITIES0TO30_FACTOR 10.0 CITIES30TO100_FACTOR 25.0 CITIES100TO500_FACTOR 50.0 CITIES500PLUS_FACTOR 100.0 CITIES_RECAPTURED_FACTOR 50.0 POPULATION_FACTOR 2000.0 RANK_FACTOR 2000.0 OPPONENTS_CONQUERED_FACTOR 500.0 ALLIES_FACTOR 300.0 WONDER_VICTORY_BONUS 500.0 SOLO_VICTORY_BONUS 5000.0 ALLIED_VICTORY_BONUS 5000.0 AI_START_UNITS 2 AI_START_GOLD 750 ##WW from 2000 AI_START_ADVANCES 6 AI_START_PUBLIC_WORKS 350 ##WW from 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 # Resource Adjustment Amounts # when ai is ranked by this amount or less below lowest ranked human, # then use AI_MIN_BEHIND_TECHNOLOGY_* numbers AI_MIN_BEHIND_PERCENT 1.5 # when ai is ranked by this amount or less below lowest ranked human, # then use ai_max_behind* numbers AI_MAX_BEHIND_PERCENT 0.7 # when ai is ranked by atleast this amount above highest ranked human, # then use ai_min_ahead* numbers AI_MIN_AHEAD_PERCENT 1.8 # when ai is ranked by this amount or more above highest ranked human, # then use ai_max_ahead* numbers AI_MAX_AHEAD_PERCENT 2.5 # note: scale values linearly between max-min when amount # behind/ahead are between min-max # % amount to multiply advance cost by per age for ai AI_MIN_BEHIND_TECHNOLOGY_COST 1.0 1.0 0.9 0.8 0.8 AI_MAX_BEHIND_TECHNOLOGY_COST 0.4 0.4 0.3 0.3 0.3 # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.4 0.4 0.4 0.4 0.4 # multiplier for gold collected for ai AI_MIN_BEHIND_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.4 1.4 1.4 1.4 1.4 # % amount to multiply advance cost by per age for ai AI_MIN_AHEAD_TECHNOLOGY_COST 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_TECHNOLOGY_COST 1.1 1.1 1.1 1.1 1.1 # % amount to multiply production cost by per age for ai AI_MIN_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.1 1.1 1.1 1.1 1.1 # multiplier for gold collected fo ai AI_MIN_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 AI_MAX_AHEAD_GOLD_ADJUSTMENT 0.9 0.9 0.9 0.9 0.9 MAX_HUMAN_ADVANCES 3 MAX_AI_ADVANCES 6 HUMAN_SCIENCE_BONUS 0.4 HUMAN_FOOD_BONUS -0.2 #Starting Condtions EXTRA_SETTLER_CHANCE 1 ##WW from 1500 ADVANCE_CHANCES { ADVANCE_TOOLMAKING 100 100 ADVANCE_AGRICULTURE 100 100 ADVANCE_BALLISTICS 60 95 ADVANCE_RELIGION 60 95 ADVANCE_HULL_MAKING 50 90 ADVANCE_ARISTOCRACY 50 90 ADVANCE_STONE_WORKING 10 50 ADVANCE_WHEEL 10 50 ADVANCE_SLAVE_LABOR 10 50 } POLLUTION_START_PRODUCTION_LEVEL 400 #WW from 300 POLLUTION_START_POPULATION_LEVEL 6 #WW from 16 POLLUTION_PRODUCTION_RATIO 1 POLLUTION_POPULATION_RATIO 20 #WW from 15 } # Impossible { BASE_CONTENTMENT 75 # 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 0 # How much extra science to get advances #WW from 20 #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 6 PERIOD { START_TURN 0 YEARS_PER_TURN 25 } PERIOD { START_TURN 120 YEARS_PER_TURN 15 } PERIOD { START_TURN 220 YEARS_PER_TURN 10 } PERIOD { START_TURN 320 YEARS_PER_TURN 4 } PERIOD { START_TURN 400 YEARS_PER_TURN 1 } PERIOD { START_TURN 480 YEARS_PER_TURN 1 } NEGATIVE_YEAR_FORMAT BC_YEAR_FORMAT POSITIVE_YEAR_FORMAT AD_YEAR_FORMAT } FEATS_FACTOR 100.0 ADVANCES_FACTOR 10.0 WONDERS_FACTOR 500.0 CITIES0TO30_FACTOR 10.0 CITIES30TO100_FACTOR 25.0 CITIES100TO500_FACTOR 50.0 CITIES500PLUS_FACTOR 100.0 CITIES_RECAPTURED_FACTOR 50.0 POPULATION_FACTOR 2000.0 RANK_FACTOR 2000.0 OPPONENTS_CONQUERED_FACTOR 500.0 ALLIES_FACTOR 300.0 WONDER_VICTORY_BONUS 500.0 SOLO_VICTORY_BONUS 5000.0 ALLIED_VICTORY_BONUS 5000.0 AI_START_UNITS 2 AI_START_GOLD 1000 # WW from 8000 AI_START_ADVANCES 6 # WW from 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 # Resource Adjustment Amounts # when ai is ranked by this amount or less below lowest ranked human, # then use AI_MIN_BEHIND_TECHNOLOGY_* numbers AI_MIN_BEHIND_PERCENT 1.8 # when ai is ranked by this amount or less below lowest ranked human, # then use ai_max_behind* numbers AI_MAX_BEHIND_PERCENT 0.8 # when ai is ranked by atleast this amount above highest ranked human, # then use ai_min_ahead* numbers AI_MIN_AHEAD_PERCENT 2.0 # when ai is ranked by this amount or more above highest ranked human, # then use ai_max_ahead* numbers AI_MAX_AHEAD_PERCENT 3.0 # note: scale values linearly between max-min when amount # behind/ahead are between min-max # % amount to multiply advance cost by per age for ai AI_MIN_BEHIND_TECHNOLOGY_COST 0.8 0.7 0.6 0.5 0.5 AI_MAX_BEHIND_TECHNOLOGY_COST 0.25 0.25 0.25 0.25 0.25 # % amount to multiply production cost by per age for ai AI_MIN_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.8 0.8 0.8 0.8 0.8 AI_MAX_BEHIND_PRODUCTION_COST_ADJUSTMENT 0.2 0.25 0.2 0.25 0.2 # multiplier for gold collected for ai AI_MIN_BEHIND_GOLD_ADJUSTMENT 0.8 0.8 0.8 0.8 0.8 AI_MAX_BEHIND_GOLD_ADJUSTMENT 1.5 1.5 1.5 1.5 1.5 # % amount to multiply advance cost by per age for ai AI_MIN_AHEAD_TECHNOLOGY_COST 0.8 0.8 0.7 0.6 0.6 AI_MAX_AHEAD_TECHNOLOGY_COST 1.0 1.0 0.9 0.8 0.8 # % amount to multiply production cost by per age for ai AI_MIN_AHEAD_PRODUCTION_COST_ADJUSTMENT 0.8 0.8 0.8 0.8 0.8 AI_MAX_AHEAD_PRODUCTION_COST_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 # multiplier for gold collected fo ai AI_MIN_AHEAD_GOLD_ADJUSTMENT 0.8 0.8 0.8 0.8 0.8 AI_MAX_AHEAD_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.0 1.0 MAX_HUMAN_ADVANCES 3 MAX_AI_ADVANCES 6 # WW from 8 HUMAN_SCIENCE_BONUS 0.8 # % amount to add to advance cost for the player HUMAN_FOOD_BONUS -0.4 # % amount to add to food collected for the player #Starting Condtions EXTRA_SETTLER_CHANCE 1 ADVANCE_CHANCES { ADVANCE_TOOLMAKING 100 100 ADVANCE_AGRICULTURE 100 100 ADVANCE_BALLISTICS 60 95 ADVANCE_RELIGION 60 95 ADVANCE_HULL_MAKING 50 90 ADVANCE_ARISTOCRACY 50 90 ADVANCE_STONE_WORKING 10 50 ADVANCE_WHEEL 10 50 ADVANCE_SLAVE_LABOR 10 50 } POLLUTION_START_PRODUCTION_LEVEL 400 #WW from 300 POLLUTION_START_POPULATION_LEVEL 6 #WW from 16 POLLUTION_PRODUCTION_RATIO 1 POLLUTION_POPULATION_RATIO 20 #WW from 15 }