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The difficulty level is a game setting in Civilization V that allows players to compete against AI opponents matched to their skills and desire for challenge. In order from lowest to highest, the difficulty levels are as follows:

  • Settler
  • Chieftain
  • Warlord
  • Prince
  • King
  • Emperor
  • Immortal
  • Deity

Since the computer players are controlled not by actual AI (like Siri or self-driving cars), but by simple sets of rules which don't result in very effective play, the game makes the AI leaders more challenging opponents by giving them advantages on higher difficulty levels. The bonuses conferred to both human and AI players on each difficulty level are listed in the tables below.

All of the information presented here comes from an info page on CivFanatics and the game's XML files.[1]

In Vanilla and Gods & Kings

Player Bonuses

Players receive gameplay bonuses that diminish as the chosen difficulty level increases. The AI plays on Chieftain difficulty and receives all of the appropriate bonuses.

Element Settler Chieftain Warlord Prince King Emperor Immortal Deity
Advanced Start Points* 150% 130% 110% 100% 90% 85% 80% 75%
Base Happiness 15 12 12 9 9 9 9 9
Extra Happiness Per Luxury 1 1 0 0 0 0 0 0
Unhappiness Per City 40% 60% 75% 100% 100% 100% 100% 100%
Unhappiness Per Population 40% 60% 75% 100% 100% 100% 100% 100%
Production Free Units 10 7 7 5 5 5 5 5
Production Free Units Per City 3 3 2 2 2 2 2 2
Route Cost 34% 50% 75% 100% 100% 100% 100% 100%
Unit Cost 50% 67% 85% 100% 100% 100% 100% 100%
Building Cost 50% 67% 85% 100% 100% 100% 100% 100%
Research Cost 90% 95% 100% 100% 100% 100% 100% 100%
Policy Cost 50% 67% 85% 100% 100% 100% 100% 100%
City Production Num Options Considered 10 4 3 2 2 2 2 2
Tech Num Options Considered 10 4 3 2 2 2 2 2
Policy Num Options Considered 10 4 3 2 2 2 2 2
Attitude Change* 2 1 0 -1 -1 -1 -1 -1
No Tech Trade Modifier* 100% 90% 80% 70% 50% 40% 30% 20%
Tech Trade Known Modifier* -100% -50% -25% 0% 0% 0% 0% 0%
Barb Camp Gold 50 40 30 25 25 25 25 25
Barb Spawn Mod 8 5 3 0 0 0 0 0
Barbarian Bonus 75 50 40 33 25 20 10 0
Turn Barbarians Can Enter Player Land 10,000 60 20 0 0 0 0 0
Barbarian Land Target Range 2 3 4 5 5 6 7 8
Barbarian Sea Target Range 4 6 8 10 12 15 18 20

* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.

AI Bonuses

The player's chosen difficulty level also affects the AI leaders. The gameplay bonuses they receive from Chieftain difficulty are cumulative with the bonuses below, so if the player chooses Deity difficulty, the AI will receive 60% of 60% (or 36%) of the normal Unhappiness (Civ5) Unhappiness Unhappiness from its cities and population.

Element Settler Chieftain Warlord Prince King Emperor Immortal Deity
Free Techs None None None None Pottery Pottery, Animal Husbandry Pottery, Animal Husbandry, Mining Pottery, Animal Husbandry, Mining, The Wheel
Barbarian Bonus 45% 50% 55% 60% 60% 60% 60% 60%
Starting Settler Bonus 0 0 0 0 0 0 0 1
Starting Defense Units 0 0 0 0 1 1 2 2
Starting Worker Units 0 0 0 0 0 0 1 2
Starting Explore Units 0 0 0 0 0 1 1 1
Declare War Probability 0% 75% 85% 100% 100% 100% 100% 100%
Work Rate Bonus 0% 0% 0% 0% 20% 50% 75% 100%
Unhappiness 100% 100% 100% 100% 90% 85% 75% 60%
Growth Rate1 160% 130% 110% 100% 90% 85% 75% 60%
Train Rate2 175% 130% 110% 100% 85% 80% 65% 50%
World Train Rate 160% 130% 110% 100% 100% 100% 100% 100%
Construction Rate3 160% 130% 110% 100% 85% 80% 65% 50%
World Construction Rate4 160% 130% 110% 100% 100% 100% 100% 100%
Create Rate5 160% 130% 110% 100% 85% 80% 65% 50%
World Create Rate6 160% 130% 110% 100% 100% 100% 100% 100%
Building Cost7 100% 100% 100% 100% 85% 80% 65% 50%
Unit Cost8 100% 100% 100% 85% 80% 75% 65% 50%
Unit Supply 0% 0% 10% 20% 30% 30% 40% 50%
Per Era Modifier 0 0 0 0 -2 -3 -4 -5
Advanced Start Points* 100% 100% 100% 100% 120% 135% 150% 170%

1 This element applies to the amount of Food Food Food that cities must store to increase their 20xPopulation5 Population Population.
2 This element applies to the Production Production Production and Faith Faith Faith costs of units.
3 This element applies to the Production Production Production costs of buildings.
4 This element applies to the Production Production Production costs of wonders.
5 This element applies to the Production Production Production costs of national projects, such as the Manhattan Project.
6 This element applies to the amount of Production Production Production that must be contributed to complete international projects, such as the World's Fair.
7 This element applies to the Gold Gold Gold maintenance costs of buildings.
8 This element applies to the Gold Gold Gold maintenance costs of units.
* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.

In Brave New World

Player Bonuses

Players receive gameplay bonuses that diminish as the chosen difficulty level increases. The AI plays on a special difficulty level (as detailed under "AI" in the table below) and receives all of the appropriate bonuses.

Element Settler Chieftain Warlord Prince King Emperor Immortal Deity AI
Advanced Start Points* 150% 130% 110% 100% 90% 85% 80% 75% 100%
Base Happiness 15 12 12 9 9 9 9 9 15
Extra Happiness Per Luxury 1 1 0 0 0 0 0 0 0
Unhappiness Per City 40% 60% 75% 100% 100% 100% 100% 100% 90%
Unhappiness Per Population 40% 60% 75% 100% 100% 100% 100% 100% 90%
Production Free Units 10 7 7 5 5 5 5 5 7
Production Free Units Per City 3 3 2 2 2 2 2 2 3
Route Cost 34% 50% 75% 100% 100% 100% 100% 100% 50%
Unit Cost 50% 67% 85% 100% 100% 100% 100% 100% 75%
Building Cost 50% 67% 85% 100% 100% 100% 100% 100% 75%
Research Cost 90% 95% 100% 100% 100% 100% 100% 100% 85%
Policy Cost 50% 67% 85% 100% 100% 100% 100% 100% 75%
City Production Num Options Considered 10 4 3 2 2 2 2 2 2
Tech Num Options Considered 10 4 3 2 2 2 2 2 2
Policy Num Options Considered 10 4 3 2 2 2 2 2 2
Attitude Change* 2 1 0 -1 -1 -1 -1 -1 -1
No Tech Trade Modifier* 100% 90% 80% 70% 50% 40% 30% 20% 70%
Tech Trade Known Modifier* -100% -50% -25% 0% 0% 0% 0% 0% 0%
Barb Camp Gold 50 40 30 25 25 25 25 25 25
Barb Spawn Mod 8 5 3 0 0 0 0 0 0
Barbarian Bonus 70 60 50 40 30 20 10 0 40
Turn Barbarians Can Enter Player Land 10,000 60 20 0 0 0 0 0 0
Barbarian Land Target Range 2 3 4 5 5 6 7 8 5
Barbarian Sea Target Range 4 6 8 10 12 15 18 20 10

* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.

AI Bonuses

The player's chosen difficulty level also affects the AI leaders. The gameplay bonuses they receive from their special difficulty level are cumulative with the bonuses below, so if the player chooses Deity difficulty, the AI will receive 90% of 75% (or 67.5%) of the normal Unhappiness (Civ5) Unhappiness Unhappiness from its cities and population.

Element Settler Chieftain Warlord Prince King Emperor Immortal Deity
Free Techs None None None None Pottery Pottery, Animal Husbandry, Mining Pottery, Animal Husbandry, Mining, Archery Pottery, Animal Husbandry, Mining, Archery, The Wheel
Barbarian Bonus 75% 70% 60% 60% 60% 60% 60% 60%
Starting Settler Bonus 0 0 0 0 0 0 0 1
Starting Defense Units 0 0 0 0 1 1 2 2
Starting Worker Units 0 0 0 0 0 0 1 2
Starting Explore Units 0 0 0 0 0 1 1 1
Declare War Probability 0% 75% 85% 100% 100% 100% 100% 100%
Work Rate Bonus 0% 0% 0% 0% 20% 50% 75% 100%
Unhappiness 100% 100% 100% 100% 100% 90% 85% 75%
Growth Rate1 160% 130% 110% 100% 90% 80% 70% 55%
Train Rate2 175% 130% 110% 100% 85% 80% 65% 50%
World Train Rate 160% 130% 110% 100% 100% 100% 100% 100%
Construction Rate3 160% 130% 110% 100% 85% 75% 60% 50%
World Construction Rate4 160% 130% 110% 100% 100% 100% 100% 100%
Create Rate5 160% 130% 110% 100% 85% 80% 65% 50%
World Create Rate6 160% 130% 110% 100% 100% 100% 100% 100%
Building Cost7 100% 100% 100% 100% 85% 80% 65% 50%
Unit Cost8 100% 100% 100% 85% 80% 75% 65% 50%
Unit Supply 0% 0% 10% 20% 30% 30% 40% 50%
Per Era Modifier 0 0 0 0 -2 -3 -4 -5
Advanced Start Points* 100% 100% 100% 100% 120% 135% 150% 170%
Free XP9 0 0 0 0 10 10 30 30
Free XP Percent10 0% 0% 0% 0% 0% 25% 50% 100%

1 This element applies to the amount of Food Food Food that cities must store to increase their 20xPopulation5 Population Population.
2 This element applies to the Production Production Production and Faith Faith Faith costs of units.
3 This element applies to the Production Production Production costs of buildings.
4 This element applies to the Production Production Production costs of wonders.
5 This element applies to the Production Production Production costs of national projects, such as the Manhattan Project.
6 This element applies to the amount of Production Production Production that must be contributed to complete international projects, such as the World's Fair.
7 This element applies to the Gold Gold Gold maintenance costs of buildings.
8 This element applies to the Gold Gold Gold maintenance costs of units.
9 This element applies to the starting XP of military units.
10 This element applies to the number of XP that military units earn from combat.
* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.

References

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