Sid Meier's Civilization VI

Sid Meier's Civilization VI

Smoother Difficulty 2.0 (updated for GS and added tourism scaling)
54 Comments
derrickcreamer 6 Jan, 2024 @ 6:22pm 
Is it intended that the PLAYER gets -10% production to all cities on Deity? (This also affects multiplayer on a per-player basis)
TNA_Viking_DK 9 May, 2023 @ 12:01am 
it works, but u have to remove most other mods
giovaniroggia 24 Apr, 2023 @ 9:53pm 
I am not sure how this was adjusted for the early game, but it seems way harder than the unmodded game already in the ancient era. Playing on Immortal, you do notice that the AI takes longer to pull out its first cities without their starting settlers, but they seem to grow and produce much faster from the start. It feels like the game gets harder across the board, except maybe for the first 30ish or so turns.
MC Yaralı 24 Mar, 2023 @ 2:35pm 
Is this mod working with RealStrategy AI mod?
dramaticflare 15 Jan, 2023 @ 8:10pm 
AI has multiple starting settlers in the game I just tried this with this, but I do have other mods and dunno if real AI conflicts or something.
Mushyheaded 5 Sep, 2022 @ 4:03pm 
This is one of my all-time favorite mods. Been using it for years. Can't play without it. Unfortunately it's no longer working for me, which means no Civ.
Kaitax 14 Aug, 2022 @ 12:38pm 
Exactly what I've looked for!
Scaling difficulty.
Where the AI gets more bonuses the longer the game goes.

Thank you!
SomeLoser7734 9 Dec, 2021 @ 10:18pm 
HoNk :0)
Fusion Road 31 Jul, 2021 @ 10:14am 
I don't see the two new difficulties, so I'm assuming it's not working on the current patch.
Meryas 14 Jan, 2021 @ 1:25pm 
Seems to be working for me, I can see the new difficulty levels and AI doesn't get starting settlers. I don't know if the scaling works as intended, but deity AI no longer has pikeman while I have field cannons.
34A 10 Jan, 2021 @ 8:49am 
Mod stopped working for me after latest xpac
Siu-King** 30 Nov, 2020 @ 1:00pm 
Does not work in Dec 2020
hewo 16 Sep, 2020 @ 8:24am 
how can I download?
CivGumby 6 Jun, 2020 @ 3:26pm 
I am concerned because I don't see the two new Difficulty Layers. Does this mean that the mod has loaded properly? (and generally how can verify that it has - other than trusting the "Enabled" marker in the mod list
bostonbongrips 3 Jun, 2020 @ 12:58pm 
@Lovebuzz it shouldn't conflict with either Real Strategy or AI+

As far as new patch, no issues here
Bitterman 25 May, 2020 @ 9:06am 
It seems to work with the Season Pass. I didn't get any incompatibilities at least.
rayek. 21 May, 2020 @ 3:16pm 
Does it work?
Robert Habeck 21 May, 2020 @ 11:53am 
any problesm with the new update?
Lovebuzz 6 May, 2020 @ 4:54am 
Hi guys, how does this mod work with modifications that improve AI?
HeyNongMer 6 Apr, 2020 @ 1:24pm 
@xxx78, I get that log error too, and because of it I avoid playing on those two custom difficulties. I'm not good enough at following the way the mod is built to know if that error makes the chain break and then the AI bonuses don't get applied, so I just avoid them. It makes the jump from Immortal to Deity a little bigger, but not much.

There's too much else I like about this mod versus the alternatives like Persistent Difficulty, especially the tourism scaling, so I live with it. But I'd love it if those extra difficulties were either fixed or removed (and Immortal and Deity adjusted accordingly).
xxx78 8 Mar, 2020 @ 10:31am 
Anyone find out what to do with?
INSERT INTO DifficultyTraits (DifficultyType, TraitType) VALUES
('DIFFICULTY_DEMIGOD', 'TRAIT_DIFFICULTY_DEMIGOD'),
('DIFFICULTY_OMNISCIENT', 'TRAIT_DIFFICULTY_OMNISCIENT');

It say in log that: ERROR: no such table: DifficultyTraits
xxx78 23 Feb, 2020 @ 3:14am 
Very nice mod. I hope it still work.
I just wonder about the Ai production/gold 20% bonus that should start from Prince, and not from king as default. I can't see this in the files, but Im no expert. So i wonder if those really is implemented?
Jason 24 Jan, 2020 @ 8:39am 
This mod currently doesn't work on multiplayer for me, as of the last patch. However, it does still work on singleplayer. I hope this is fixed soon, as this is an excellent mod.
Leile............. 4 Jan, 2020 @ 5:57am 
Same, does it work with latest patch?
RoyalMuffin 27 Sep, 2019 @ 5:55pm 
Yes this is a great mod does it still work as of the latest patch?
Robert Habeck 23 Sep, 2019 @ 5:11am 
cant you give a quick update? are there any problesm with the new patch (e.g gabriel posted)
Or did someone else recogniced sth?
Robert Habeck 18 Sep, 2019 @ 8:08pm 
anything?
Robert Habeck 13 Sep, 2019 @ 3:35pm 
so is this working with the new patch or not?
Gabriel 10 Sep, 2019 @ 2:46pm 
Scharwpol, this line seems to be causing a SQL Fail:

INSERT INTO DifficultyTraits (DifficultyType, TraitType) VALUES
('DIFFICULTY_DEMIGOD', 'TRAIT_DIFFICULTY_DEMIGOD'),
('DIFFICULTY_OMNISCIENT', 'TRAIT_DIFFICULTY_OMNISCIENT');

It says the DifficultyTraits table does not exist.

Since it's the last command of the file, i believe it won't cause any problems, but it can be annoying when looking for other sql errors. I also don't know if this line is expected when playing, but it's the only reference to DifficultyTraits table in the mod.
PhazezGova 1 Aug, 2019 @ 5:05pm 
With which mods is this not compatible?
Lepo 15 Jul, 2019 @ 1:11am 
is this compatible with Real strategy mod?
schwarzpol  [author] 4 Jul, 2019 @ 10:42am 
I don't see why the update would break anything, so it should be fine. But if you do find any problems please tell me.
Robert Habeck 3 Jul, 2019 @ 2:25pm 
Hey, can you answer my question? can i use this with the new patch
Robert Habeck 18 Jun, 2019 @ 10:26am 
hey, do u think that this mod does work with the new patch?
ubereffect 24 Mar, 2019 @ 6:25am 
@Jonny B God - This should be compatible with just about everything. I've used the predecessor to this mod (Smoother Difficulty 1.4) [forums.civfanatics.com] for a long time without issue. This mod doesn't change much. As long as you're not using mods that change the same variables, you should be fine.

You can open the mod files found at Steam\steamapps\workshop\content\289070\1673479392 with a text editor like Notepad++ to get a better idea of what it does. If you're curious about viewing files for another mod, the Mod ID can be found right in it's URL https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1673479392 (for example).
Jonny B God 22 Mar, 2019 @ 6:06pm 
Could you guys add some info about compatability with other mods? Especially the most used ones, plz
nut9931 14 Mar, 2019 @ 9:54am 
@schwarzpol
Description Thank you. And I'm sorry to have to ask too much.
schwarzpol  [author] 14 Mar, 2019 @ 9:16am 
@nut9931 I think for the food bonus you also need to specify the yield type with this line:

INSERT INTO ModifierArguments (ModifierId, Name, Value) VALUES
('HIGH_DIFFICULTY_FOOD_SCALING', 'YieldType', 'YIELD_FOOD');

If you want your bonuses to be era-scaling you have to add modifiers to the respective parts in EraScaling.sql. I probably won't make any more changes to the mod aside from balancing the tourism scaling, because I wouldn't have the time to test them.
nut9931 12 Mar, 2019 @ 4:03pm 
UPDATE ModifierArguments SET Extra=14 WHERE ModifierId="HIGH_DIFFICULTY_FAITH_SCALING" AND Name="Amount";

and

INSERT INTO TraitModifiers (TraitType, ModifierId) VALUES
('TRAIT_LEADER_MAJOR_CIV', 'HIGH_DIFFICULTY_FOOD_SCALING');

INSERT INTO Modifiers (ModifierId, ModifierType, OwnerRequirementSetId) VALUES
('HIGH_DIFFICULTY_FOOD_SCALING', 'MODIFIER_PLAYER_CITIES_ADJUST_CITY_YIELD_MODIFIER', 'PLAYER_IS_HIGH_DIFFICULTY_AI');

INSERT INTO ModifierArguments (ModifierId, Name, Type, Value, Extra) VALUES
('HIGH_DIFFICULTY_FOOD_SCALING', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 14);

Once I add the code like this, I do not know if it works.
nut9931 12 Mar, 2019 @ 3:37pm 
Can you apply the same basic bonus, age, and difficulty bonuses to science and culture to food and faith in this mode?

I think the disadvantage of AI is that it does not manage population and faith, so it would be better if this is solved.

If you want to think too much about it, I would appreciate making separate modes for food and faith.

(This comment was written in Google translation.)
Mc.turdle 10 Mar, 2019 @ 6:05pm 
Thanks for this!
ubereffect 7 Mar, 2019 @ 2:57pm 
@schwarzpol - Thanks for the update. Things are much clearer, and less scary now.
Looking forward to trying it out in my next game.
schwarzpol  [author] 7 Mar, 2019 @ 10:58am 
@PJOTYR @ubereffect
Sorry, the difficulty scaling starts above prince, not above settler, I've corrected that in the description. I don't play in english, so I'm not too familliar with the names of the difficulties.

That means at immortal (which is what I'm testing mostly) this means it was from +120% in ancient era to +360% in future era (with the new values it's +60% to +180%). With the 100% flat bonus I've tested I meant +100% per difficulty, so +300% at immortal, which should have been more difficult since the AI had more tourism earlier, so more time to accumulate it.

I've integrated the tourism scaling into this mod instead of releasing it seperately because I think the AI needs to get a high bonus in the lategame, but not so much in the early game, to mimic the way a players tourism develops, and to avoid it getting a culture victory too early when you can't defend yet.
schwarzpol  [author] 7 Mar, 2019 @ 10:42am 
For now I've set the tourism scaling to half of the original values, and will do some mor testing when I get the time. In the meantime I've also uploaded a version without tourism scaling, so you can enjoy the original mod in Gathering Storm without hassle.
I still think a tourism bonus for AI is a good concept, it's just a matter of finding the right values so an AI cultural victory becomes possible but not unavoidable. I do think the values need to be quite highb because I've never seen the AI get close to cultural victory in the base game.
unsuspected 7 Mar, 2019 @ 8:24am 
@PJOTYR yeah, the mod is definitely perfect for that. In the base game, you'll get steamrolled if the AI declares early war on you due to their significant starting advantage, and conversely you start to steamroll the AI later as you catch up and exceed them. The idea of this mod balancing that out is great. I did, however, remove the tourism scaling from the EraScaling.sql file since it's a bit too absurd currently.
vompatti 7 Mar, 2019 @ 12:28am 
So this doesn't remove or reduce the technologies the AI starts with? I hate the catch-up-and-grind nature of vs AI civ games, and this mod seems perfect for reducing that, definitely subscribing.
ubereffect 6 Mar, 2019 @ 7:51pm 
@schwarzpol - I'm guessing you mean the following?

Difficulty Levels: Settler (140%), Chieftain (150%), Warlord (160%), Prince (170%), King (180%), Emperor (190%), Immortal (200%), Deity (210%).

Plus the additional +10% per era?

If so, a flat +100% bonus at immortal would just match the base level, and effectively negate the additional +10% per era.
ubereffect 6 Mar, 2019 @ 7:49pm 
@schwarzpol
I loved the original mod, and I'm excited to see you're updating it.
I read the description to mean the following:

Difficulty Levels: Settler (100%), Chieftain (140%), Warlord (180%), Prince (220%), King (260%), Emperor (300%), Immortal (340%), Deity (380%).

Eras: Ancient (+0%), Classical (+10%), Medieval (+20%), Renaissance (+30%), Industrial (+40%), Modern (+50%), Atomic (+60%), Information (+70%), Future (+80% ...).

In other words, if you're playing Immortal the AI has +240% tourism right out of the gate, which rises another 10% every era. I must not be reading that right, as you've stated a flat 100% tourism bonus on immortal should be harder then this mods current settings.

I see what you're doing. This tourism scaling is a Public Relations stunt designed to get people discussing your mod, so that it gains more traction. Very clever. :lunar2019coolpig:
SirMalFet 6 Mar, 2019 @ 6:15pm 
First, I wanted to say great work, this is a necessary mod. However, and to add to the discussion, I am seeing the same regarding turism. I even set the initial modifier at 20% after reading this (just changed the 40 to a 20 in the .sql file, is that enough?) and I have one civ (Cree) just about to win a culture victory in the Industrial Era.

It is probably way too much, I might even suggest to go down to 10% at the start, and then 5% per era. A quick calculation gives me the bonus in this case would be 80% increase in Emperor by the information Era (starting from 50% increase given by the difficulty), and then scale up to 110% in deity. With the default numbers I am getting 160% in Emperor, all the way up to 220% in Deity which explains why I'll lose by culture now :)
unsuspected 6 Mar, 2019 @ 3:43pm 
Also, schwarzpol, to answer your question: I did not have the gold to buy off all of their great works, and there were too many civs too far ahead in tourism for this to be reasonable. Not only does the game seem to be impossible to win at Deity due to easy cultural victory for the AI, I would think someone not going for a cultural victory themselves (like I was) would not stand a snowflake's chance in hell. Usually tourism doesn't exceed cultural until late in the game, so I was shocked to be losing so quickly. I was also playing on the largest map, and would have lost before I could even get my troops built and over to the opponents.