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DiffDB.txt
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## there must be 6 difficulty settings
## Chieftain
{
BASE_CONTENTMENT 75 # starting happiness
GRANARY_COEF 10 # a city needs this number times the pop food to grow
BIG_CITY_SCALE 1.0 # how much each unhappy person matters
BIG_CITY_OFFSET 6 # population above this size are unhappy
SCIENCE_HANDICAP 20 # How much extra science to get advances
#UV_MULTIPLIER 1.0 # how much extra pollution
POLLUTION_MULTIPLIER 1.0 # how much extra pollution
RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0 # How much happiness a city loses when starving
STARTING_GOLD 100 # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE 3600 # base score from which to generate the civ score
TIME_SCALE{
START_YEAR -4000
NUM_PERIODS 5
PERIOD {
START_TURN 0
YEARS_PER_TURN 50
}
PERIOD {
START_TURN 102
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 252
YEARS_PER_TURN 2
}
PERIOD {
START_TURN 376
YEARS_PER_TURN 4
}
PERIOD {
START_TURN 465
YEARS_PER_TURN 5
}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 0.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0
AI_START_UNITS 0
AI_START_GOLD 300
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.2 0.2 0.0
AI_PRODUCTION_COST_ADJUSTMENT 0.75 0.75 0.5 0.5 0.4
AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.1 1.2
MAX_HUMAN_ADVANCES 6
MAX_AI_ADVANCES 2
HUMAN_SCIENCE_BONUS -0.4
HUMAN_FOOD_BONUS -0.4
EXTRA_SETTLER_CHANCE 1000000
ADVANCE_CHANCES {
ADVANCE_AGRICULTURE 90 99
ADVANCE_TOOLMAKING 100 100
ADVANCE_MINING 90 99
ADVANCE_DOMESTICATION 90 99
ADVANCE_BRONZE_WORKING 50 99
ADVANCE_STONE_WORKING 50 99
ADVANCE_JURISPRUDENCE 5 5
ADVANCE_SHIP_BUILDING 50 50
ADVANCE_WRITING 5 5
ADVANCE_GEOMETRY 5 50
ADVANCE_IRON_WORKING 5 50
ADVANCE_RELIGION 80 50
}
}
# Warlord
{
BASE_CONTENTMENT 75 # starting happiness
GRANARY_COEF 10 # a city needs this number times the pop food to grow
BIG_CITY_SCALE 1.0 # how much each unhappy person matters
BIG_CITY_OFFSET 5 # population above this size are unhappy
SCIENCE_HANDICAP 25 # How much extra science to get advances
#UV_MULTIPLIER 1.0 # how much extra pollution
POLLUTION_MULTIPLIER 1.0 # how much extra pollution
RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0 # How much happiness a city loses when starving
STARTING_GOLD 100 # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE 3800 # base score from which to generate the civ score
TIME_SCALE{
START_YEAR -4000
NUM_PERIODS 5
PERIOD {
START_TURN 0
YEARS_PER_TURN 50
}
PERIOD {
START_TURN 102
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 252
YEARS_PER_TURN 2
}
PERIOD {
START_TURN 376
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 465
YEARS_PER_TURN 6
}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 200.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0
AI_START_UNITS 1
AI_START_GOLD 200
AI_START_ADVANCES 2
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.3 0.3 0.01 0.0 -0.1
AI_PRODUCTION_COST_ADJUSTMENT 0.65 0.65 0.6 0.5 0.3
AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.1 1.2
MAX_HUMAN_ADVANCES 6
MAX_AI_ADVANCES 2
HUMAN_SCIENCE_BONUS -0.1
HUMAN_FOOD_BONUS -0.1
EXTRA_SETTLER_CHANCE 1000000
ADVANCE_CHANCES {
ADVANCE_AGRICULTURE 90 99
ADVANCE_TOOLMAKING 100 100
ADVANCE_MINING 90 99
ADVANCE_DOMESTICATION 90 99
ADVANCE_BRONZE_WORKING 50 99
ADVANCE_STONE_WORKING 50 99
ADVANCE_JURISPRUDENCE 5 5
ADVANCE_SHIP_BUILDING 50 50
ADVANCE_WRITING 5 5
ADVANCE_GEOMETRY 5 50
ADVANCE_IRON_WORKING 5 50
ADVANCE_RELIGION 80 50
}
}
# Prince
{
BASE_CONTENTMENT 75 # starting happiness
GRANARY_COEF 10 # a city needs this number times the pop food to grow
BIG_CITY_SCALE 1.0 # how much each unhappy person matters
BIG_CITY_OFFSET 5 # population above this size are unhappy
SCIENCE_HANDICAP 25 # How much extra science to get advances
#UV_MULTIPLIER 1.0 # how much extra pollution
POLLUTION_MULTIPLIER 1.0 # how much extra pollution
RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0 # How much happiness a city loses when starving
STARTING_GOLD 100 # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE 4000 # base score from which to generate the civ score
TIME_SCALE{
START_YEAR -4000
NUM_PERIODS 5
PERIOD {
START_TURN 0
YEARS_PER_TURN 50
}
PERIOD {
START_TURN 102
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 252
YEARS_PER_TURN 2
}
PERIOD {
START_TURN 376
YEARS_PER_TURN 4
}
PERIOD {
START_TURN 465
YEARS_PER_TURN 10
}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 400.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0
AI_START_UNITS 1
AI_START_GOLD 500
AI_START_ADVANCES 3
AI_START_PUBLIC_WORKS 0
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.2 0.2 0.0 -0.1 -0.2
AI_PRODUCTION_COST_ADJUSTMENT 0.55 0.55 0.5 0.5 0.2
AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.2 1.2
MAX_HUMAN_ADVANCES 4
MAX_AI_ADVANCES 3
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 2500
ADVANCE_CHANCES {
ADVANCE_AGRICULTURE 90 99
ADVANCE_TOOLMAKING 100 100
ADVANCE_MINING 90 99
ADVANCE_DOMESTICATION 90 99
ADVANCE_BRONZE_WORKING 50 99
ADVANCE_STONE_WORKING 50 99
ADVANCE_JURISPRUDENCE 5 5
ADVANCE_SHIP_BUILDING 50 50
ADVANCE_WRITING 5 5
ADVANCE_GEOMETRY 5 50
ADVANCE_IRON_WORKING 5 50
ADVANCE_RELIGION 80 50
}
}
# King
{
BASE_CONTENTMENT 75 # starting happiness
GRANARY_COEF 10 # a city needs this number times the pop food to grow
BIG_CITY_SCALE 1.0 # how much each unhappy person matters
BIG_CITY_OFFSET 3 # population above this size are unhappy
SCIENCE_HANDICAP 25 # How much extra science to get advances
#UV_MULTIPLIER 1.0 # how much extra pollution
POLLUTION_MULTIPLIER 1.0 # how much extra pollution
RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0 # How much happiness a city loses when starving
STARTING_GOLD 100 # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE 4200 # base score from which to generate the civ score
TIME_SCALE{
START_YEAR -4000
NUM_PERIODS 5
PERIOD {
START_TURN 0
YEARS_PER_TURN 50
}
PERIOD {
START_TURN 102
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 252
YEARS_PER_TURN 2
}
PERIOD {
START_TURN 376
YEARS_PER_TURN 4
}
PERIOD {
START_TURN 465
YEARS_PER_TURN 10
}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 600.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0
AI_START_UNITS 1
AI_START_GOLD 1000
AI_START_ADVANCES 4
AI_START_PUBLIC_WORKS 200
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST 0.0 0.0 -0.3 -0.4 -0.5
AI_PRODUCTION_COST_ADJUSTMENT 0.45 0.45 0.4 0.3 0.2
AI_GOLD_ADJUSTMENT 1.0 1.0 1.0 1.2 1.2
MAX_HUMAN_ADVANCES 3
MAX_AI_ADVANCES 4
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1800
ADVANCE_CHANCES {
ADVANCE_AGRICULTURE 90 99
ADVANCE_TOOLMAKING 100 100
ADVANCE_MINING 90 99
ADVANCE_DOMESTICATION 90 99
ADVANCE_BRONZE_WORKING 50 99
ADVANCE_STONE_WORKING 50 99
ADVANCE_JURISPRUDENCE 5 5
ADVANCE_SHIP_BUILDING 50 50
ADVANCE_WRITING 5 5
ADVANCE_GEOMETRY 5 50
ADVANCE_IRON_WORKING 5 50
ADVANCE_RELIGION 80 50
}
}
# Emperor
{
BASE_CONTENTMENT 75 # starting happiness
GRANARY_COEF 10 # a city needs this number times the pop food to grow
BIG_CITY_SCALE 1.0 # how much each unhappy person matters
BIG_CITY_OFFSET 2 # population above this size are unhappy
SCIENCE_HANDICAP 25 # How much extra science to get advances
#UV_MULTIPLIER 1.0 # how much extra pollution
POLLUTION_MULTIPLIER 1.0 # how much extra pollution
RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0 # How much happiness a city loses when starving
STARTING_GOLD 100 # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE 4400 # base score from which to generate the civ score
TIME_SCALE{
START_YEAR -4000
NUM_PERIODS 5
PERIOD {
START_TURN 0
YEARS_PER_TURN 50
}
PERIOD {
START_TURN 102
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 252
YEARS_PER_TURN 2
}
PERIOD {
START_TURN 376
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 465
YEARS_PER_TURN 15
}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 800.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0
AI_START_UNITS 1
AI_START_GOLD 2000
AI_START_ADVANCES 6
AI_START_PUBLIC_WORKS 200
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST -0.1 -0.1 -0.3 -0.4 -0.5
AI_PRODUCTION_COST_ADJUSTMENT 0.35 0.25 0.3 0.2 0.1
AI_GOLD_ADJUSTMENT 1.0 1.0 1.1 1.2 1.2
MAX_HUMAN_ADVANCES 3
MAX_AI_ADVANCES 6
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1500
ADVANCE_CHANCES {
ADVANCE_AGRICULTURE 90 99
ADVANCE_TOOLMAKING 100 100
ADVANCE_MINING 90 99
ADVANCE_DOMESTICATION 90 99
ADVANCE_BRONZE_WORKING 50 99
ADVANCE_STONE_WORKING 50 99
ADVANCE_JURISPRUDENCE 5 5
ADVANCE_SHIP_BUILDING 50 50
ADVANCE_WRITING 5 5
ADVANCE_GEOMETRY 5 50
ADVANCE_IRON_WORKING 5 50
ADVANCE_RELIGION 80 50
}
}
# God (Deity)
{
BASE_CONTENTMENT 75 # starting happiness
GRANARY_COEF 10 # a city needs this number times the pop food to grow
BIG_CITY_SCALE 1.0 # how much each unhappy person matters
BIG_CITY_OFFSET 1 # population above this size are unhappy
SCIENCE_HANDICAP 25 # How much extra science to get advances
#UV_MULTIPLIER 1.0 # how much extra pollution
POLLUTION_MULTIPLIER 1.0 # how much extra pollution
RIOT_CHANCE 10.0 # chance of rioting for each happiness point below const->RIOT_LEVEL
STARVATION_EFFECT -1.0 # How much happiness a city loses when starving
STARTING_GOLD 100 # How much gold the player starts with
SUPER_STEALTH_FUN_FACTOR 0 # I can see for miles & miles
BASE_SCORE 4600 # base score from which to generate the civ score
TIME_SCALE{
START_YEAR -4000
NUM_PERIODS 5
PERIOD {
START_TURN 0
YEARS_PER_TURN 50
}
PERIOD {
START_TURN 102
YEARS_PER_TURN 5
}
PERIOD {
START_TURN 252
YEARS_PER_TURN 2
}
PERIOD {
START_TURN 376
YEARS_PER_TURN 6
}
PERIOD {
START_TURN 465
YEARS_PER_TURN 40
}
}
CELEBRATION_FACTOR 1.0
ADVANCES_FACTOR 15.0
WONDERS_FACTOR 40.0
POPULATION_FACTOR 1.0
CITY_FACTOR 3.0
PEACE_FACTOR 1.0
TURN_FACTOR 0.15
DIFFICULTY_BONUS 1000.0
MAP_FACTOR 0.02
OPPONENTS_FACTOR 75.0
WONDER_VICTORY_BONUS 500.0
UNIT_FACTOR 1.0
RIOT_FACTOR 1.0
REVOLUTION_FACTOR 25.0
POLLUTION_FACTOR -1.0
AI_START_UNITS 2
AI_START_GOLD 8000
AI_START_ADVANCES 8
AI_START_PUBLIC_WORKS 500
HUMAN_START_LOCATION 0
AI_INTELLIGENCE_FACTOR 1
AI_GANG_UP_FACTOR 1
DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
AI_DISTANCE_FROM_CAPITOL_ADJUSTMENT 0
POLLUTION_ADJUST 0
AI_TECHNOLOGY_COST -0.1 -0.2 -0.3 -0.4 -0.6
AI_PRODUCTION_COST_ADJUSTMENT -0.05 -0.15 -0.3 -0.4 -0.5
AI_GOLD_ADJUSTMENT 1.0 1.0 1.1 1.2 1.2
MAX_HUMAN_ADVANCES 3
MAX_AI_ADVANCES 8
HUMAN_SCIENCE_BONUS 0.0
HUMAN_FOOD_BONUS 0.0
EXTRA_SETTLER_CHANCE 1
ADVANCE_CHANCES {
ADVANCE_AGRICULTURE 90 99
ADVANCE_TOOLMAKING 100 100
ADVANCE_MINING 90 99
ADVANCE_DOMESTICATION 90 99
ADVANCE_BRONZE_WORKING 50 99
ADVANCE_STONE_WORKING 50 99
ADVANCE_JURISPRUDENCE 5 5
ADVANCE_SHIP_BUILDING 50 50
ADVANCE_WRITING 5 5
ADVANCE_GEOMETRY 5 50
ADVANCE_IRON_WORKING 5 50
ADVANCE_RELIGION 80 50
}
}