Sid Meier's Civilization V

Sid Meier's Civilization V

Really Advanced Setup
tommytbone05 8 Jun, 2022 @ 10:29am
Does modifying AI start bonuses overwrite difficulty driven bonuses?
As the subject suggests, I see where this mod let's you adjust AI starting bonuses but I'm curious how this affects the bonuses the AI typically gets based on the difficulty selected.

For example, the AI begins with 3 free techs on Emperor difficulty. If I give the AI 1 free tech, will the AI begin the game with their standard free techs from selecting Emperor difficulty PLUS the 1 free tech I assigned or will they straight up only get 1 free tech as specified by the mod? Similarly, if I don't select any techs for each AI, will it REMOVE the typical 3 techs they receive (again based on Emperor difficulty)?

Is this also how AI unit bonuses are handled? For example, can I remove the additional settler the AI receives on Deity?

I'm one of those players stuck between Emperor and Immortal. I think Immortal is doable for me but it's not fun. Emperor would be more fun if the AI built more units. What I'm hoping I can do with this mod is play on Immortal/Deity but remove some of the starting bonuses so that the AI will build larger armies while keeping the tech race relatively even.

Apologies if this has been answered previously.