Sid Meier's Civilization VI

Sid Meier's Civilization VI

34 ratings
Adaptive Difficulty
   
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Type: Mod
Mod: AI, Gameplay
File Size
Posted
Updated
76.848 KB
5 Mar, 2018 @ 12:26am
3 Jul, 2019 @ 9:22am
12 Change Notes ( view )

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Adaptive Difficulty

Description
HARDER FOR HUMAN series

Dynamically adapts game difficulty (AI bonuses) during gameplay. AI gets additional units (combat and religious) depending on human player gameplay actions.
Bonuses are individual for each AI player. These bonuses stack on top with any other bonuses AI gets from set game difficulty or other sources.

Counter Strategies:
-- Most important: try to keep better DIPLOMATIC RELATIONSHIP with AI players. AI players get reinforcements (combat units) more frequently less friends you have.
-- Also try to disrupt AI gold yields as below certain levels it will stop combat reinforcements.
-- AI players share bonuses among themselves: more friends AI player has - more bonuses it gets.
-- Also AI gets part of your culture and science yields depending on diplomatic visibility it has on you. Friendly AI "admires" you more and takes more culture and science from you.
-- AI start to get more bonuses (science, culture, faith) during war times with human. Therefore human player should try to wage his wars quickly and decisively now.
--Try to convert friendly foreign cities with shrines and temples to your religion as it will give you some free religious units.

Implemented as gameplay script.
Compatible with ALL game versions and virtually any other mod out here.
Hotseat and Multiplayer compatipble.
53 Comments
STuRoK 28 May, 2021 @ 7:09pm 
Well, not everyone will appreciate the difficulty.
This mod looks great and is just what is needed. Even on Deity the game is too easy. Sure the beginning can be rough, but by mid-game I'm already certain of my victory and it gets boring. In fact just now before I even ended the Classical Era I am way ahead of the AI and it's an easy win.

This mod will spice things up and add a nice challenge all-throughout the game instead of just the beginning.

Thanks, FearSunn !
ChewyWookiee 10 Feb, 2020 @ 6:03pm 
Uninstalled the moment the AI spawned TWO units in MY turn lmao.
ChewyWookiee 10 Feb, 2020 @ 4:46pm 
The unit production bonuses are absurd. I'm playing on Immortal, currently at war against an AI that everyone hates, after I wiped it's army and was about to go against a city,it is now pumping units every turn, ON MARATHON.
:{BabyloN_PaladiN}: 16 Jul, 2019 @ 2:21pm 
Its maybe a dumb question but here it goes. Can i activate this mod during a game or it need it to be right from the start ?
FearSunn  [author] 4 Jul, 2019 @ 9:29am 
I've checked. There is no conflicts. Generally this mod does nothing to AI. It only dynamically adjusts bonuses AI gets.
Kurnn 4 Jul, 2019 @ 1:38am 
Hey FearSunn.
Is this working with the June Patch?
I THINK this mod conflicts with the new improved AI features that the June Patch had,

Could you check? I've tested a single game with this mod and without. The AI behaviour IS difference from before with the Mod, and AI behaviouir from the June patch isnt there.
FearSunn  [author] 12 Mar, 2019 @ 11:49am 
GS compatibility update uploaded.
Nerevatar 10 Mar, 2019 @ 1:05pm 
Ah cool, and agreed on the assesment. This is a mod to make the AI harder / better so I'm all for simplifying stuff that the AI is worse at then the human. So this means the mod is fully compatible and works in GS? Will add it to my next game!
FearSunn  [author] 9 Mar, 2019 @ 5:54am 
So basically I see no reason to change anything regarding combat units (mercenaries). AI player will get a unit if it has 1) required tech and 2) strategic resource. Script won't be checking for how much specific strategic resource AI player has stockpiled. If it has a resource it will get specific unit. This simplifies things for AI and I consider it appropriate here for reports show AI struggles with new resource system introduced in GS expansion.
Nerevatar 8 Mar, 2019 @ 12:42pm 
Alright, sounds great :-) Thank you for your work!