Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Bamses Difficulty Mod
   
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18 Jul, 2020 @ 1:50am
20 Jul, 2020 @ 12:16am
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Bamses Difficulty Mod

Description
With this mod AI starts on a more even playing field and progressively get more bonuses to keep up with the player on difficulties above Prince.

This mod tries to address issues I have with the game on higher difficulties.

Features:

· Removes extra starting settler for AI on higher difficulties. Extra warriors are still in place. AI can't properly deal with barbs otherwise.

· Reduces static AI bonuses (ex. science, culture) per difficulty level from +8% to +5% but also gives the player a penalty of -5% per difficulty level. This gives a smoother and a bit slower era and science progression.

· Gives AI a minor boost of between 0.25% and 0.75% in Science, Culture, Production and Faith per era and difficulty level. This makes them competitive late game.

· Some other very minor tweaks
46 Comments
Bamse  [author] 10 Jan, 2023 @ 2:47pm 
Late replay but AI still get some free technology at the higher difficulties. I will playtest and possibly remove those starting techs.

Also mod is compatible with newest content updates.
The stoic prince 22 Nov, 2022 @ 11:30am 
Does the immortal difficulty AI get the free technologies at the start of the game? in my opinion they should be removed if they are still there... it is possible to insert a table of values ​​for difficulty
[Liar] Lucky 26 Oct, 2022 @ 6:54am 
AI is not so good with positioning different types of units properly, which is important for capping cities. This is true for every strategy game though. Not just Civ 6.

I've been thinking about how to ameliorate this problem for a while. The best thing I can come up with is to bias it towards building more rams. Then towards trebs once the Renaissance arrives. It should be doable with the modding tools we have.

Even better would be to bias the AI against attacking without having first encircled the targeted city. I don't think Firaxis has provided us with the tools to do this however.
:{BabyloN_PaladiN}: 14 Mar, 2022 @ 8:06am 
I guess this mod dosent help the AI capture at least one lousy city :S
Bamse  [author] 2 Feb, 2022 @ 5:04am 
Not sure about compatibility with Better Balanced Game mod. Skimmed through the changes in that mod and it wouldn't hurt to try them together.
[Liar] Lucky 12 Jan, 2022 @ 10:33am 
@Bamse Do you know if this mod would conflict with the Better Balanced Game mod? I notice BBG takes away the AI's starting settlers as well, but don't believe it has yield scaling.
The stoic prince 13 Jun, 2021 @ 2:52pm 
to the emperor towards the end can he get from 10% of the beginning to 25% in science and culture and faith and increase production more than the standard game in fact?I like it more like that than the standard game
Bamse  [author] 13 Jun, 2021 @ 11:38am 
Ah you’re right. It’s 15% on immortal not 20%.
The stoic prince 12 Jun, 2021 @ 10:30am 
Sorry but isn't it 15% to immortal and 10% to emperor and 20% to divinity? It takes me to immortal early game to immortal -15% science
Bamse  [author] 11 Jun, 2021 @ 11:42am 
At start of the game on Immortal science and culture is +20% for Ai. Late game this becomes around 30-35%.

I’m not able to get the exact values for production atm but you can find the mod folder inside ”steam\steamapps\workshop\content\289070”. Open the sql-files with notepad, It’s quite easy to find (and change) the values and their names are self-explanatory.

I’ll put up a table with complete changes in mod description soon.