## there must be 6 difficulty settings ## Chieftain { 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 20 # 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 5 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 102 YEARS_PER_TURN 5 } PERIOD { START_TURN 252 YEARS_PER_TURN 2 } PERIOD { START_TURN 376 YEARS_PER_TURN 4 } PERIOD { START_TURN 465 YEARS_PER_TURN 5 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 15.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 0.0 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 0 AI_START_GOLD 100 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 AI_TECHNOLOGY_COST 0.3 0.3 0.2 0.2 0.0 AI_PRODUCTION_COST_ADJUSTMENT 0.75 0.75 0.5 0.5 0.4 AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.1 1.2 MAX_HUMAN_ADVANCES 6 MAX_AI_ADVANCES 2 HUMAN_SCIENCE_BONUS -0.4 HUMAN_FOOD_BONUS -0.4 EXTRA_SETTLER_CHANCE 1000000 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 90 99 ADVANCE_BRONZE_WORKING 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_JURISPRUDENCE 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_GEOMETRY 5 50 ADVANCE_IRON_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # Warlord { 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 25 # 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 3800 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 5 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 102 YEARS_PER_TURN 5 } PERIOD { START_TURN 252 YEARS_PER_TURN 2 } PERIOD { START_TURN 376 YEARS_PER_TURN 5 } PERIOD { START_TURN 465 YEARS_PER_TURN 6 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 15.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 200.0 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 0 AI_START_GOLD 100 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 AI_TECHNOLOGY_COST 0.3 0.3 0.01 0.0 -0.1 AI_PRODUCTION_COST_ADJUSTMENT 0.65 0.65 0.6 0.5 0.3 AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.1 1.2 MAX_HUMAN_ADVANCES 6 MAX_AI_ADVANCES 2 HUMAN_SCIENCE_BONUS -0.1 HUMAN_FOOD_BONUS -0.1 EXTRA_SETTLER_CHANCE 1 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 90 99 ADVANCE_BRONZE_WORKING 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_JURISPRUDENCE 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_GEOMETRY 5 50 ADVANCE_IRON_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # Prince { 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 25 # 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 4000 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 5 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 102 YEARS_PER_TURN 5 } PERIOD { START_TURN 252 YEARS_PER_TURN 2 } PERIOD { START_TURN 376 YEARS_PER_TURN 4 } PERIOD { START_TURN 465 YEARS_PER_TURN 10 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 15.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 400.0 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 0 AI_START_GOLD 100 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 AI_TECHNOLOGY_COST 0.2 0.2 0.0 -0.1 -0.2 AI_PRODUCTION_COST_ADJUSTMENT 0.55 0.55 0.5 0.5 0.2 AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.2 1.2 MAX_HUMAN_ADVANCES 4 MAX_AI_ADVANCES 3 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 90 99 ADVANCE_BRONZE_WORKING 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_JURISPRUDENCE 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_GEOMETRY 5 50 ADVANCE_IRON_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # King { 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 25 # 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 4200 # base score from which to generate the civ score TIME_SCALE{ START_YEAR -4000 NUM_PERIODS 5 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 102 YEARS_PER_TURN 5 } PERIOD { START_TURN 252 YEARS_PER_TURN 2 } PERIOD { START_TURN 376 YEARS_PER_TURN 4 } PERIOD { START_TURN 465 YEARS_PER_TURN 10 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 15.0 WONDERS_FACTOR 40.0 POPULATION_FACTOR 1.0 CITY_FACTOR 3.0 PEACE_FACTOR 1.0 TURN_FACTOR 0.15 DIFFICULTY_BONUS 600.0 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 0 AI_START_GOLD 100 AI_START_ADVANCES 4 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 AI_TECHNOLOGY_COST 0.0 0.0 -0.3 -0.4 -0.5 AI_PRODUCTION_COST_ADJUSTMENT 0.45 0.45 0.4 0.3 0.2 AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.2 1.2 MAX_HUMAN_ADVANCES 3 MAX_AI_ADVANCES 4 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 90 99 ADVANCE_BRONZE_WORKING 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_JURISPRUDENCE 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_GEOMETRY 5 50 ADVANCE_IRON_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # Emperor { 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 25 # 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 5 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 102 YEARS_PER_TURN 5 } PERIOD { START_TURN 252 YEARS_PER_TURN 2 } PERIOD { START_TURN 376 YEARS_PER_TURN 5 } PERIOD { START_TURN 465 YEARS_PER_TURN 15 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 15.0 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 0 AI_START_GOLD 100 AI_START_ADVANCES 6 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 AI_TECHNOLOGY_COST -0.1 -0.1 -0.3 -0.4 -0.5 AI_PRODUCTION_COST_ADJUSTMENT 0.35 0.25 0.3 0.2 0.1 AI_GOLD_ADJUSTMENT 1.0 1.0 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 1 ADVANCE_CHANCES { ADVANCE_AGRICULTURE 90 99 ADVANCE_TOOLMAKING 100 100 ADVANCE_MINING 90 99 ADVANCE_DOMESTICATION 90 99 ADVANCE_BRONZE_WORKING 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_JURISPRUDENCE 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_GEOMETRY 5 50 ADVANCE_IRON_WORKING 5 50 ADVANCE_RELIGION 80 50 } } # God (Deity) { 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 25 # 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 5 PERIOD { START_TURN 0 YEARS_PER_TURN 50 } PERIOD { START_TURN 102 YEARS_PER_TURN 5 } PERIOD { START_TURN 252 YEARS_PER_TURN 2 } PERIOD { START_TURN 376 YEARS_PER_TURN 6 } PERIOD { START_TURN 465 YEARS_PER_TURN 40 } } CELEBRATION_FACTOR 1.0 ADVANCES_FACTOR 15.0 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 0 AI_START_GOLD 100 AI_START_ADVANCES 8 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 AI_TECHNOLOGY_COST -0.1 -0.2 -0.3 -0.4 -0.6 AI_PRODUCTION_COST_ADJUSTMENT -0.05 -0.15 -0.3 -0.4 -0.5 AI_GOLD_ADJUSTMENT 1.0 1.0 1.1 1.2 1.2 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 90 99 ADVANCE_BRONZE_WORKING 50 99 ADVANCE_STONE_WORKING 50 99 ADVANCE_JURISPRUDENCE 5 5 ADVANCE_SHIP_BUILDING 50 50 ADVANCE_WRITING 5 5 ADVANCE_GEOMETRY 5 50 ADVANCE_IRON_WORKING 5 50 ADVANCE_RELIGION 80 50 } }