Sid Meier's Civilization VI

Sid Meier's Civilization VI

Bamses Difficulty Mod
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.
The stoic prince 11 Jun, 2021 @ 9:36am 
So towards the end of the game, does the AI ​​on immortal reach 20% science and culture and 50% production? At the beginning and on 15 science and culture and 40% production?
Bamse  [author] 11 Jun, 2021 @ 8:43am 
Here is where my mod differs quite alot from vanilla game: AI also gets a small buff when they reach a new era. When an AI reaches classic era on Immortal difficulty, for example, they'd get an additional (percentage, 0.25% and 0.75% x level of difficulty) bonus to certain outputs. Further, when the ai reaches medieval era on Immortal difficulty, it once again gets the same (0.25% to 0.75% x level of difficulty) added to it's total bonus output. It now has the classic era bonus plus the medieval era bonus. That's why the added percentages each era are relatively small, they add up quickly. These small bonuses aren't added as penalties for the player.
Bamse  [author] 11 Jun, 2021 @ 8:31am 
It would be obvious how it works if I'd find the time to put a table with all the values into the mod description. I think I'll do that further down the road.

Anyhow...

I don't currently have the game installed but in the beginning, you'd only have to deal with the (+5% x level of difficulty) for AI and (-5% x level of difficulty) for Player on certain outputs. Level of difficulty is calculated as Prince = 1, King = 2, Emperor = 3, Immortal = 4 and so on. So, on Immortal it'd be +20% in certain outputs for AI and -20% for certain outputs for player. Remember vanilla game would be +32% for AI as they have +8% for each difficulty level but no penalty for the player. So with my mod the AI on Immortal has a 8% bonus advantage over the player.
Bamse  [author] 11 Jun, 2021 @ 8:30am 
The player doesn't have any penalty to production, this is important. It would be way to punishing.

TL;DR. AI bonuses are quite small in the beginning, but existant, and in the modern era they can be quite large depending on difficulty level. An estimated bonus for AI on Immortal difficulty for science would be +20% (5% x difficulty level, which is 4) +0.5-0.75%/era/difficulty level. Modern era is 6 or 7 I believe. Difficulty of immortal is 4).

As I said I really need to make a table of this.
The stoic prince 11 Jun, 2021 @ 6:55am 
To immortal difficulty, how much do the values ​​of science and production correspond to at the beginning of the game? When do they arrive in modern times?
Bamse  [author] 6 Jun, 2021 @ 11:04pm 
No problem. I'm glad you have it working. :steamhappy:
maxpower179 5 Jun, 2021 @ 10:28pm 
It seems OK now. Sorry to waste your time.
maxpower179 2 Jun, 2021 @ 6:37pm 
Immortal difficulty. I'm running 3 other mods, not counting yours. Better Report Screen, Better Policy Cards and Eps' Tweaks for City states. I will disable Eps and get back to you in a few days.

Overall I'm loving your mod btw.
Bamse  [author] 2 Jun, 2021 @ 12:47am 
@maxpower179 Did a test on Immortal difficulty. It works as expected. You'll have to check if you're running any other mod with faulty code. https://i.imgur.com/W0s31qO.jpg
Bamse  [author] 1 Jun, 2021 @ 11:45pm 
@maxpower179 I've double checked all the code, can't find anything wrong. What difficulty are you running and are you running any other mods? If you let me know I can try to reproduce what you're experiencing.
The stoic prince 17 May, 2021 @ 2:08pm 
At immortal difficulty it is pleasant. The eras last longer and it's beautiful. Towards the end the Ai pushes and gives the right amount of challenge.
The stoic prince 14 May, 2021 @ 12:29pm 
Now text it with that mod, thanks.
Bamse  [author] 14 May, 2021 @ 12:08pm 
It should work fine with that mod, I suggest you try it. AI units don't get extra XP.
The stoic prince 14 May, 2021 @ 10:36am 
AI Combat XP?
The stoic prince 14 May, 2021 @ 10:33am 
a mod in which hides information of science, culture etc. of AI that can only be acquired through diplomacy.
Bamse  [author] 14 May, 2021 @ 9:37am 
Forgot to say that the bonuses only start adding up from difficulty king and above. On prince, the player won't have any penalties and AI won't have any bonuses.

So on Emperor, AI will get +30% to gold and production plus the small incremental percentage added when the AI each era.

I have no idea what hide state evolved is. :steamhappy:
The stoic prince 14 May, 2021 @ 8:54am 
So on emperor difficulty it's 20 gold and production? until you get to divinity with 30? Does the experience of the units not change? Does the mod work with hide state evolved?
Bamse  [author] 14 May, 2021 @ 5:47am 
AI starts with the same technologies depending on difficulty as vanilla CIV6. AI gold is +15% per difficulty level. Production for AI is +15% per difficulty level and +0.75% per difficulty level and era.

Gold and production doesn't have any penalties for the player, would be way to harsh imo.
The stoic prince 14 May, 2021 @ 5:10am 
Great mod. Does AI get free technologies? Does production and gold remain the same?
Bamse  [author] 1 May, 2021 @ 10:06am 
For example: On deity player will have a modifier of -20% to science and culture, AI will have +20% to science and culture. Screenshot: https://imgur.com/4hI1a61

Upon reaching next era the AI gains additional bonus to science and culture depending on difficulty level.
Bamse  [author] 1 May, 2021 @ 9:47am 
@Cey Obviously depend on what mods you're running. Any mod that alters era and difficulty scaling will interfere with this one. Easy way to see if mod is working is to look at your science/culture yield from cities. Pick deity and you should see a hefty negative modifier value to your city culture and science yield. Ai will have an equal positive modifier to their city yields. :o)
Cey 1 May, 2021 @ 9:02am 
@Bamse It doesn't seem to work with me. I monitored the AIs research/culture value and at era progression nothing changes. Playing on deity and set the scaling value to 1.10 in the SQL file. Super easy, I'm #1 all victory types when reaching industrial time in multiple games. Does it conflict with other mods?
Bamse  [author] 31 Dec, 2020 @ 1:50pm 
@Galindus: It would be 1.75 in total when reaching Medieval, as you say .75+1. That's one reason why I like to keep percentages fairly low. They can add up really fast. Yes please let me know how it goes with your values. :steamhappy:
Galindus 31 Dec, 2020 @ 8:58am 
@Bamse regarding your message to make staggered increments to @Paranoid Android -- do these amounts also increase across Eras -- meaning that if you set Classical at .75 and Medieval at 1 -- that Medieval is actually 1.75 (.75 + 1.0) or Medieval is just +1.0? The reductions of Human player science/culture is cumulative based on difficulty level, I'm thinking the same applies here (the cumulative is based on difficulty NOT based on era).

Great mod -- I'm play testing your suggestion now (slight increases from the .75 up to 2.0 and then holding steady at 2.0) -- will let you know what I find as well.
Bamse  [author] 27 Dec, 2020 @ 2:22pm 
And thanks for the positive feedback guys! I've playtested rigorously and am quite happy with how the mod behaves as of now. :steamhappy:
Bamse  [author] 27 Dec, 2020 @ 2:21pm 
@Paranoid Android:
Inside the mod folder, search for "EraScaling.sql". Edit with notepad. You'll find lines like: "('SCIENCE_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0.75),"

This line says: "When an AI player reaches Classical era, increase their total science yield in every city by 0.75%. Do this once for every difficulty above prince."

One thing you can try is to increase the values to maybe 1.0-1.25 per difficulty/era.

Still too easy?
You could make a staggered increment. Like this:

('SCIENCE_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0.75),
('SCIENCE_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 1.0),
Then continue with the rest of the ERA-lines in the same manner changing the last number, 1.25, 1.5, 1.75 and so on.

This way the AI gets it's yields increased exponentially instead of linearly and can be even more competitive late game. You'll have to fiddle with the values and playtest.
Zularmas 27 Dec, 2020 @ 3:58am 
I can confirm this is the best difficulty mod! Thank you!
Paranoid Android 26 Dec, 2020 @ 5:45pm 
This seems like the best difficulty mod I've tried, thank you. I have played a few games on immortal, and it still feels like the AI is struggling to keep up in later eras. Deity might be too big of a jump for me, so I was wondering if you would consider adding an immortal+ and/or tweaking the mod to boost the bonuses/era a little bit more. I might try to mod the mod a bit on my own to see how this works. Either way, thanks for the great mod! It feels WAY better to me than vanilla difficulty scaling.
Zularmas 29 Nov, 2020 @ 3:00am 
@TAS04159 Thank you for the review! Definitely going to try this! Sounds exactly like the kind of mod I have been looking for!
TAS04159 27 Nov, 2020 @ 5:55pm 
Slight review for those wondering: I strongly recommend this over any other difficulty mod. All the other difficulty mods had the AI's science, gold, production fuckin skyrocket like you're on Deity when you're playing King difficulty.

With this mod, the boost is just enough to make sure the AI keeps up with your optimized science, maybe even a bit more or less depending on the AI's civ. There is no case where you roll up with muskets and the AI already has robots rolling around. Also the 5% player penalty is in the sweet spot where you don't actively feel it but the pace is just right.
TAS04159 26 Nov, 2020 @ 7:05pm 
Gonna give this a try because other mods boosted the AI science a bit too much that they'd be ahead of me even when I've optimized the shit out of my campuses. Like i'd roll up in tanks and they'd come at me with GDRs
60km/h 30 Aug, 2020 @ 6:33pm 
i want chinese:monokuma_DGR::torielsad:
Bamse  [author] 27 Aug, 2020 @ 10:43pm 
:steamsunny:
ask.torin 19 Aug, 2020 @ 6:11am 
Bamse bjønn, fager skjønn, deilig mod ja, som en drøm!
Bamse  [author] 15 Aug, 2020 @ 9:21am 
Thank you for the feedback. I will have a look at the GP points next time I load it up.
Glutentag 12 Aug, 2020 @ 8:13am 
This is the one for me. Only used to enjoy early ears before i found this mod.
Only suggestion is maybe give a slight boosty to ai great ppl points aswell? i notice they have higher yields than me but less great ppl points