Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
No, they replace them. The mod is meant to round out the difficulty over time, so all the starting bonuses are removed. Any values mentioned are replacements to the original settings.
It appears that there are still some people using the mod just fine, which is a good sign.
smoothing out the AI bonuses is a brilliant idea, and though I have not tested it yet, the premise is very promising! I always disliked that AI only got their massive bonuses in the beginning, making it impossible to build early thematic wonders, while making the end game a tedious slog when you've caught up and were ahead.
with this mod, hopefully, I have a fair chance of building that Wonder, while also having a more interesting end game!
Thanks a lot for the work you put into this!
Despite other comments, to my surprise the mod does seem to work, September 2024. Played a few turns, saved the game, exited and loaded it up without any issues. I only have the base game and do not have any other unofficial mods installed.
As for people saying it's too easy - it's not meant to make the game *harder*, per se. It's mostly to give some extra challenge in the long run without the AI just getting a free headstart. The AI are going to be weak against early game military rushes (and aggressive playstyles in general) still.
Is there any way to make the starting bonus production and gold a toggle? i.e. I want them to get bonuses as the game progresses, but I don't want them to start out with flat production and gold bonuses.
Thank you very much!
Do you consider creating ver 2 and 3 with different modifiers?
Example:
"extra production and gold per difficulty level above Prince" 15% --> 10%
"more food, production, and gold per new era per difficulty level above Prince" 2% --> 1%
"extra science and faith per new era per difficulty level above Prince" 3% --> 2%
Due to the way cultural victories work, it becomes harder to win as opponents gain more culture (culture increases domestic tourists, which in turn means you need more visiting tourists). In every game at least one AI snowballs in culture near the late game. With an extra 3% per difficulty per era, by my calculation in the atomic era the AI is receiving +72% culture, compared to 32% in vanilla.
Whereas high science and faith can be countered (sabotaging spaceports, denouncing heretics, etc), any domestic tourism increase is permanent and cannot be reduced. Oftentimes I will need 500+ visiting tourists to win, at which point I normally have to switch to domination.
I'd like to suggest the culture scaling to drop down to 2%, which will still keep the AI competitive civic-wise but reduce the enormous passive tourist generation they get.
i have tried changing the "Extra" parameter in your code from 2 to 3. Will that work?
Sorry, I'm not sure I understand what you're asking, though. If you just don't want to increase the difficulty, I'm not sure why you'd want to avoid that. This mod already removes the stuff the AI normally gets by increasing the difficulty. So, combat against the AI isn't any more difficult than on normal, for example, and they don't get a huge headstart like they do in vanilla Civ 6.
The point - as stated in the description - is to make peaceful play viable without becoming too easy, as it does in vanilla, after the hurdle at the beginning of the game. It's not perfect, but it doesn't come close to comparing to Chieftain..
Sorry for the possibly noob question, but shouldn't ModifierArguments values (Value column) be positive? Why are they negative?
The third to last block is the scaling per era. The first value needs to be the inverse of the second value. For some reason, with these, it counts Prince as the first high difficulty level, so you use "Value" to offset the final amount. The second value scales with difficulty level, and they're all labeled.
The starting bonuses are closer to the top - to raise one, start by removing it from the code block where it's being set. Then add this for science and change the 0 to whatever you want (it scales with difficulty above Prince).
UPDATE ModifierArguments SET Extra=0 WHERE Name='Amount' AND ModifierId='HIGH_DIFFICULTY_SCIENCE_SCALING'