Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strategist Difficulty v.2
34 Comments
FearSunn  [author] 16 Feb, 2019 @ 12:55pm 
It is in the queue.
ser barristan 16 Feb, 2019 @ 12:47pm 
When will this get updated for GS
FearSunn  [author] 27 Jul, 2018 @ 11:22am 
There is no "issue" with AI and CityStates. It is good AI conquers CityStates as it opens more diplomatic and military oportunities for human player.
OrangeGuac 27 Jul, 2018 @ 11:01am 
As a side benefit, does this reduce the issue with the AI rolling over City-States?
FearSunn  [author] 2 Apr, 2018 @ 7:04am 
New v.2 uploaded.
Bonus on Production reinstated.
Thedv8or 4 Mar, 2018 @ 4:14am 
@fearsunn Thanks mate, appreciate the help
FearSunn  [author] 28 Feb, 2018 @ 12:05am 
@Theodor
Congratulations, you've got Firaxis expansion bug. This is the solution:
https://forums.civfanatics.com/resources/workaround-when-returning-to-main-menu-with-r-f-and-some-mods.26701/
Thedv8or 27 Feb, 2018 @ 10:51pm 
Game won't start with this enabled, no other mods enabled, all DLC enabled
MysteriumX 20 Feb, 2018 @ 11:45pm 
That's awesome to hear - Got a request though, could you give us an external link to the download as well plz? That would be excellent, thank you in advance!
FearSunn  [author] 20 Feb, 2018 @ 5:41am 
@MysteriumX
No bugs! Guaranteed!
MysteriumX 20 Feb, 2018 @ 5:00am 
This is exactly what I've been looking for - Thank you so much for this and keep up the good work!!

Hopefully, this will work without bugs =)
FearSunn  [author] 13 Feb, 2018 @ 12:07am 
Yes it does. Starting from 2 warriors on King ending with 5 on Strategist (same as in base game).
Daga 13 Feb, 2018 @ 12:03am 
Does the AI still get more starting warriors? I'm playing with this and am next to Egypt, ~turn 15, so far she has 3 warriors I've discovered.
FearSunn  [author] 7 Feb, 2018 @ 11:38pm 
This mod is fully compatible with [2/7/18] patch and R&F expansion.
FearSunn  [author] 7 Feb, 2018 @ 12:01am 
titan_vfaf 5 Feb, 2018 @ 10:34am 
Very well. I do appreciate you see effort to explain the facts that really matter. It's totally ok to make "Legacy" affect MoreStrategy in a way it used to be as stand-alone. Emperor at +8 is a level difficult enough for my needs. I'd guess including most people. And if someone finds appropriate to go Immortal and beyond, by all means right? ;)
FearSunn  [author] 5 Feb, 2018 @ 9:19am 
It doesn't work like that. You choose base from Warlord (say -1) then increment step (say +3). Then on Prince you get +2 and then step up till Emperor you get +8 and so on. I am not willing to invent bycicle here.
titan_vfaf 5 Feb, 2018 @ 8:59am 
Like you said, a lot of things here really seem to be a matter of personal preferences.

Please make the legacy mod. For Immortal you can add for example +9 and for Deity +10 combat bonus.
FearSunn  [author] 5 Feb, 2018 @ 8:49am 
Settlers. There would be no extra settlers. And I am quite convinced they are not needed at all.
titan_vfaf 5 Feb, 2018 @ 8:11am 
Yes, 11 and 14 sounds like awful lot.

What if you changed the combat bonus for Emperor and Immortal to +8 on this mod? Wouldn't the result be the same as it was before? Then you didn't have to make a separate mod.
FearSunn  [author] 5 Feb, 2018 @ 8:07am 
Yes, it is now +6 on Emperor with this mod.
Legacy Immortal would be +11 and Deity +14 (ridiculous isn't it:)
titan_vfaf 5 Feb, 2018 @ 7:58am 
How much is the bonus on this mod? +6?

And that late MoreStrategy combat bonus scaling for immortal and Deity levels, you never mentioned anything about that. Was it also +8 for both?
FearSunn  [author] 5 Feb, 2018 @ 7:53am 
Oh this... I hate spamming mods... But on this occasion I could just release some kind of More Strategy Legacy combat scaling mod... If this is what you need really.
titan_vfaf 5 Feb, 2018 @ 7:48am 
What about that +8 combat bonus? It was really good on late Emperor. You had to actually respect AIs armies.
FearSunn  [author] 5 Feb, 2018 @ 7:45am 
Just use vanilla difficulties and you will have those settlers back.
titan_vfaf 5 Feb, 2018 @ 7:40am 
Cities need to grow in order to become actually useful. The more they grow, the more you can build districts in them which are the key to everything. The later you found it, the less usefull it is in the long run.

MoreStrategy makes cities grow much slower than in vanilla. This is a good thing in general but, at the same time it's even more crucial to found them as early as possible. Saying "it doesn't matter", "it will be back" is just naive.
FearSunn  [author] 5 Feb, 2018 @ 7:18am 
Just don't worry so much about AI future:) It "will be back":)
But I admit a lot of things here are the matter of personal preferences. Therefore I've removed everything regarding difficulty settings from More Strategy mod and put it into separate mod this one.
You could very much just use vanilla difficulties or any other difficulties mod out here.
titan_vfaf 5 Feb, 2018 @ 7:09am 
Attacking human... so is this what you think early game is all about, a war between AI and human? Ok you get attacked by AI very early on and then you obviously repel the attack, but what happens after that? What happens to AI's FUTURE developement? It needs every single city ASAP that is possible to get in order for it to cope in mid- and late game! Now you've just forced it to play one-city-challenge for dozens of turns and you know what? It sucks at it. In the LONG RUN.
In other words, what happened to peaceful solutions - diplomacy and all that other stuff like culture, tecnology, religion etc?
FearSunn  [author] 5 Feb, 2018 @ 6:30am 
Extra settlers were removed because they make AI weaker in the beginning.

This sounds counterintuitive but the fact is that for more cities more combat unit should be dedicated for defense (from barbarians mainly) and therefore AI had less units left for exploration and human's harrasment.

With current setup AI is more focused on attacking human than anything else.
titan_vfaf 5 Feb, 2018 @ 5:36am 
Yeah, except you didn't answer it. Just pointed out the obvious. Although this needs further explaining: "...AI gets no bonuses on yields and no extra starting settlers. With More Strategy AI improved it just dont need these bonuses anymore."
Removing bonuses on yields sounds about right, but extra settlers also? Why not to give even one? There's a HUGE difference for AI early-game performance whether it gets 2nd city very early on or not. Building alot of cities has always been AI's greatest strenght, so therefore "Strategist" is alot easier level than so called late MoreStrategymod "Emperor" which also had +8 combat bonus (before you made this mod and updated MoreStrategy to what it is now). Did you find that "late" Emperor too difficult or something?
FearSunn  [author] 4 Feb, 2018 @ 11:48pm 
@titan
This question more fits to More Strategy mod discussion than there. But I will answer it here:
All difficulty settings are removed from More Strategy mod for better compatibilty.
Strategist level from this mod is in essence vanilla Deity just AI gets no bonuses on yields and no extra starting settlers. With More Strategy AI improved it just dont need these bonuses anymore.
Plus AI gets buff on combat to +8. Why +8? Human will need just one GreatGeneral +5 and use terrain +3 to get on par with AI . Fair enough I suppose.
Then why go for Deity? Because on this level barbarians and diplomacy is more challanging.
titan_vfaf 4 Feb, 2018 @ 3:37pm 
Is Strategist supposed to be a some sort of seriously softened version of Emperor level from More Strategy mod? To me this feels sort of like a King-level, spiced up with extra combat bonus for AI.
FearSunn  [author] 3 Feb, 2018 @ 5:52am 
With this mod on Prince AI gets +3 combat bonus.
On Strategist AI gets:
+8 combat bonus, 5 starting warriors, 2 extra builders
Plus: barbarians and diplomacy scaling.
So this is not "slightly better".
Foolish 3 Feb, 2018 @ 5:37am 
this is basically, slightly better prince difficulty.