I often see references to the AI bonuses at emperor level, they do not bother me much, but soon I may try playing at even higher levels, I was wondering what the AI bonuses are at immortal and top level.
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AI Bonuses at the highest levels
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There are about 70 parameter values specified for each difficulty level. They are found in directory:
C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Assets/XML/
in file:
CIV4HandicapInfo.xml
As difficulty increases, some parameters benefit the AI relative to the human player and others make it more difficult for both AI and human.
The values are tabulated below for easier viewing:
Code:Sett Chie Warl Nobl Prin Mona Empe Immo Deit 5 4 3 2 1 0 0 0 0 FreeWinsVsBarbs 0 25 50 75 90 95 98 99 100 AnimalAttackProb 10 20 30 40 50 60 70 80 90 StartingLocPercent 0 0 0 0 0 0 0 0 0 Gold 24 18 12 8 6 4 3 2 1 FreeUnits 20 30 40 50 60 70 80 90 100 UnitCostPercent 60 75 90 100 110 115 120 125 130 ResearchPercent 45 55 65 75 85 90 95 100 100 DistanceMaintenancePercent 40 50 60 70 80 85 90 95 100 NumCitiesMaintenancePercent 4 4 5 5 6 6 7 7 8 MaxNumCitiesMaintenance 50 60 70 80 90 95 100 100 100 CivicUpkeepPercent 60 70 80 90 95 100 100 100 100 InflationPercent 4 4 3 3 2 2 1 1 1 HealthBonus 6 6 5 5 4 4 3 3 3 HappyBonus 2 1 0 -1 -1 -1 -1 -1 -1 AttitudeChange 100 90 80 70 60 50 40 30 20 NoTechTradeModifier -100 -50 -25 0 0 0 0 0 0 TechTradeKnownModifier 100 80 60 50 40 35 30 25 20 UnownedTilesPerGameAnimal 150 100 80 60 50 40 35 30 25 UnownedTilesPerBarbarianUnit 3000 2400 2200 2000 1800 1600 1400 1200 1000 UnownedWaterTilesPerBarbarianUnit 160 150 140 130 120 110 100 90 80 UnownedTilesPerBarbarianCity 50 45 40 35 30 25 20 15 10 BarbarianCreationTurnsElapsed 55 50 45 40 35 30 25 20 15 BarbarianCityCreationTurnsElapsed 4 5 5 6 6 7 7 8 8 BarbarianCityCreationProb -70 -60 -50 -40 -30 -20 -10 -5 0 AnimalBonus -40 -30 -20 -10 -5 0 0 0 0 BarbarianBonus -70 -70 -70 -70 -70 -70 -70 -70 -70 AIAnimalBonus -40 -40 -40 -40 -40 -40 -40 -40 -40 AIBarbarianBonus 0 0 0 0 0 0 0 0 0 StartingDefenseUnits 0 0 0 0 0 0 0 0 0 StartingWorkerUits 0 0 0 0 0 0 0 0 0 StartingExploreUnits 0 0 0 0 0 0 0 0 1 AIStartingUnitMultiplier 0 0 0 0 0 1 2 3 4 AIStartingDefenseUnits 0 0 0 0 0 1 1 2 2 AIStartingWorkerUnits 0 0 0 0 1 0 1 1 1 AIStartingExploreUnits 1 1 1 2 2 3 3 4 4 BarbaranDefenders 25 50 75 100 100 100 100 100 100 AIDeclareWarProb 0 0 0 0 10 20 50 75 100 AIWorkRateModifier 160 130 110 100 95 90 85 80 60 AIGrowthPercent 160 130 110 100 95 90 85 80 60 AITrainPercent 160 130 110 100 100 100 100 100 100 AIWorldTrainPercent 160 130 110 100 95 90 85 80 60 AIConstructPercent 160 130 110 100 100 100 100 100 100 AIWorldConstructPercent 160 130 110 100 95 90 85 80 60 AICreatePercent 160 130 110 100 100 100 100 100 100 AIWorldCreatePercent 100 100 100 100 95 90 85 80 60 AICivicUpkeepPercent 100 100 100 100 95 90 85 80 60 AIUnitCostPercent 50 45 40 35 30 25 20 15 10 AIUnitSupplyPercent 45 40 35 30 25 20 15 10 5 AIUnitUpgradePercent 100 90 80 70 60 50 40 30 20 AIInflationPercent 100 90 80 70 60 50 40 30 20 AIWarWearinessPercent 0 0 0 0 -1 -2 -3 -4 -5 AIPerEraModifier Goodies(from huts) 4 4 3 3 2 1 1 0 0 _HighGold 2 2 3 4 4 4 5 5 5 _LowGold 1 1 2 2 2 2 2 2 1 _Map 2 2 1 0 0 0 0 0 0 _Settler 2 2 2 2 2 2 1 1 1 _Warrior 1 1 1 1 1 1 1 1 1 _Scout 2 2 1 0 0 0 0 0 0 _Worker 1 1 1 2 2 2 1 1 1 _Experience 1 1 1 1 1 1 1 1 1 _Healing 4 3 3 2 2 2 2 2 2 _Tech 0 1 1 2 3 3 3 3 2 _BarbariansWeak 0 0 1 1 1 2 3 4 6 _BarbariansStrong Whee Whee Whee - - - - - - FreeTechs Agri Agri Mini - - - - - Argi Argi Agri Agri AIFreeTechs Hunt Hunt Hunt Arch Arch Whee
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Originally posted by couerdelion
Anyone fancy a Deity level game sandwiched between Napoleon, Genghis and Monty? I suspect that this would be pretty close to unwinnable, particularly if they get all the resource rich tiles..Dom 8-)
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Caligula most helpfully posted the link to this thread in response to cynyck's question. It's probably best to continue here because of paul's nice table.
Taking up trev's comment ("mostly understandable"), I have only vague ideas about the meaning of the following statistics:
- StartingLocProbability
- MaxNumCitiesMaintenance
- NoTechTradeModifier
- TechTradeKnownModifier
- AIWorld*** as distinct from AI***
Finally, is the table exhaustive or are there any undocumented differences between the difficulty levels?
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Originally posted by Verrucosus
Caligula most helpfully posted the link to this thread in response to cynyck's question. It's probably best to continue here because of paul's nice table.
Taking up trev's comment ("mostly understandable"), I have only vague ideas about the meaning of the following statistics:
- StartingLocProbability
- MaxNumCitiesMaintenance
- NoTechTradeModifier
- TechTradeKnownModifier
- AIWorld*** as distinct from AI***
Finally, is the table exhaustive or are there any undocumented differences between the difficulty levels?
My guess is that AIWorld is to do with World Wonders although I can't see why this would include a "train" variable. Guess it isn't then
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Does this mean that on deity the AI starts with 4 defenders, 2 workers, 1 scout? What about the 2 settlers that the AI gets? Is that what the starting unit multiplier applies to?
0 0 0 0 0 0 0 0 1 AIStartingUnitMultiplier
0 0 0 0 0 1 2 3 4 AIStartingDefenseUnits
0 0 0 0 0 1 1 2 2 AIStartingWorkerUnits
0 0 0 0 1 0 1 1 1 AIStartingExploreUnits
And the AI gets 4 techs to start with.
- - - - - Argi Argi Agri Agri AIFreeTechs
Hunt Hunt Hunt
Arch Arch
Whee
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I started a 'Diety' game just to see what they had besides the tech speed etc. I opened up world builder and scoped around.
They start with
2 settler
2 scout
2worker
4 archer
The previously mentioned techs are in addition to the base techs that come with the AI civ, so some might start with 4, 5, or 6 techs.
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Wow, this table is spawning so many questions for me.
I am at Prince and wanting to move to Monarch. It looks like the difference, according to the table is as follows.
The AI starts with a worker and a defender, but it loses a scout so the defender has to become its scout or it loses out on huts. There is a slight hit financially (about 10% total, 5% more for the human and 5% less for the AI) but the health and happiness bounuses are the same. If NoTechTradeModifier means what I think it means, then its a bit more difficult to get the AI to trade techs (which leads to another question, see below).
Barbarians are slightly more troublesome, but that seems O.K. to me because barbarians are the strop on which I sharpen my razor. The goody hut situation might complicate things a bit because "high gold" has a lesser chance of popping and gold usually helps fund 100% research at the beginning.
Can any of you that have made the transition from Prince to Monarch confirm or deny this based upon actual experience?
If NoTechTradeModifier refers to the likelihood an AI civ will trade with you, then could there also be modifiers for each specific civ or leader? Otherwise, how do you explain Tokugawa's extreme reluctance to trade and other leaders' varying reluctance?
I would love to know what StartingLocPercent means.
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I just started a Noble level game, 11 AIs, epic, me as Hatty. I went into worldbuilder on turn 5 and discovered that the AI does appear to have another advantage over the player at this level: its units build faster (although my understanding was that at Noble the AI received no bonuses). Which of the values in the table above controls that?
What I saw was this: On turn 5 every AI was at 13 turns for the next pop point (up from 1). Every AI except for two (China and one other, and I'm guessing it had to do with traits) was 2 turns from the next warrior, all on a 2F, 1H, 1G start. (China and the other were 5 turns away--still better than me.)
I had the identical start but was at 13 turns for the next pop point and 7 turns for the next warrior.
It appears the AIs have a 5-turn advantage here, which would seem to explain how they always manage to hem me in so quickly no matter how quickly I try to expand and have several defensive archers up while still somehow building settlers to expand.
Then I thought my lag might have to do with whatever tile that 1 pop was working. So I tried different combinations and discovered that there is no combo that will give me a faster start.
Can anyone else confirm that this AI advantage is the case?
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