The Problem:
The jump in difficulty from Emperor to Demigod is too big. I like how Demigod plays out in the later stages of the game, but I absolutely hate starting in a big hole compared with the AIs - and an extra settler on top of all the other AI advantages on Demigod definitely starts players in a big hole, not just militarily but in terms of REXing. As a result, I don't like playing on Demigod unless I make sure I have a really great starting position to offset the AI head start.
If I'm the only one who feels that way, it's not that big a deal. But if there are others who find Emperor too easy but who find Demigod too hard to be fun, the situation is worth doing something about.
Proposed Solution:
Eliminate the Chieftain difficulty level, move all the other difficulty levels below Demigod down a slot, and insert a new difficulty level ("Mythic Hero"?) in between Emperor and Demigod. The new difficulty level would have all of the properties of Demigod except for the extra AI settler. (This change also requires changing the AI difficulty level in the general settings to fit the new location of Regent.) An alternative approach would be to add a new difficulty level, but the new one would appear at the end of the list as if it were the hardest instead of fitting the normal progression from easiest to hardest.
Note that the situation with multiplayer games seems to be a lot more awkward. When I tried firing up hotseat games with modified versions of the AU Mod, the list of difficulty levels available reflected the standard rules, not the modified rules in the scenario. That meant that an added difficulty level was not available at all, while with the difficulty levels moved, the difficulty level choices were one off from where they were supposed to be in the Mod. So from a multiplayer perspective, our choice is either an arrangement where the new difficulty level is unavailable or one where game set-up will be confusing. (By the way, with the difficulty levels rearranged, the name of the difficulty level does reflect the modified rules when loading a saved hotseat game.) If we split off a separate MP version of the Mod, we probably ought to keep the standard difficulty level configuration in it.
One other note is that if we move the difficulty levels, scores will probably be as if players were playing one difficulty level lower than they really are. But do people really care enough about scores for that to matter?
Edit: I just came up with what would probably be a better implementation. Instead of eliminating Chieftain and moving difficulty levels down, we could add a new difficulty level and move the highest three levels up (with Sid moved into the new slot, Deity moved into Sid's slot, and so on). That way we could be essentially positive that Emperor and below would not be affected even if there are factors involved that are tied to which "slot" a difficulty level occupies without being reflected in the editor.
The jump in difficulty from Emperor to Demigod is too big. I like how Demigod plays out in the later stages of the game, but I absolutely hate starting in a big hole compared with the AIs - and an extra settler on top of all the other AI advantages on Demigod definitely starts players in a big hole, not just militarily but in terms of REXing. As a result, I don't like playing on Demigod unless I make sure I have a really great starting position to offset the AI head start.
If I'm the only one who feels that way, it's not that big a deal. But if there are others who find Emperor too easy but who find Demigod too hard to be fun, the situation is worth doing something about.
Proposed Solution:
Eliminate the Chieftain difficulty level, move all the other difficulty levels below Demigod down a slot, and insert a new difficulty level ("Mythic Hero"?) in between Emperor and Demigod. The new difficulty level would have all of the properties of Demigod except for the extra AI settler. (This change also requires changing the AI difficulty level in the general settings to fit the new location of Regent.) An alternative approach would be to add a new difficulty level, but the new one would appear at the end of the list as if it were the hardest instead of fitting the normal progression from easiest to hardest.
Note that the situation with multiplayer games seems to be a lot more awkward. When I tried firing up hotseat games with modified versions of the AU Mod, the list of difficulty levels available reflected the standard rules, not the modified rules in the scenario. That meant that an added difficulty level was not available at all, while with the difficulty levels moved, the difficulty level choices were one off from where they were supposed to be in the Mod. So from a multiplayer perspective, our choice is either an arrangement where the new difficulty level is unavailable or one where game set-up will be confusing. (By the way, with the difficulty levels rearranged, the name of the difficulty level does reflect the modified rules when loading a saved hotseat game.) If we split off a separate MP version of the Mod, we probably ought to keep the standard difficulty level configuration in it.
One other note is that if we move the difficulty levels, scores will probably be as if players were playing one difficulty level lower than they really are. But do people really care enough about scores for that to matter?
Edit: I just came up with what would probably be a better implementation. Instead of eliminating Chieftain and moving difficulty levels down, we could add a new difficulty level and move the highest three levels up (with Sid moved into the new slot, Deity moved into Sid's slot, and so on). That way we could be essentially positive that Emperor and below would not be affected even if there are factors involved that are tied to which "slot" a difficulty level occupies without being reflected in the editor.
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