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Module:Data/Civ5/Base/HandicapInfos

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Help                                 String
--StartingLocPercent                    Int64
--AdvancedStartPointsMod                Int64
--StartingPolicyPoints                  Int64
--HappinessDefault                      Int64
--ExtraHappinessPerLuxury               Int64
--NumCitiesUnhappinessMod               Int64
--PopulationUnhappinessMod              Int64
--Gold                                  Int64
--GoldFreeUnits                         Int64
--ProductionFreeUnits                   Int64
--ProductionFreeUnitsPerCity            Int64
--ProductionFreeUnitsPopulationPercent  Int64
--RouteCostPercent                      Int64
--UnitCostPercent                       Int64
--BuildingCostPercent                   Int64
--ResearchPercent                       Int64
--PolicyPercent                         Int64
--ImprovementCostPercent                Int64
--CityProductionNumOptionsConsidered    Int64
--TechNumOptionsConsidered              Int64
--PolicyNumOptionsConsidered            Int64
--InflationPercent                      Int64
--FreeCulturePerTurn                    Int64
--AttitudeChange                        Int64
--NoTechTradeModifier                   Int64
--TechTradeKnownModifier                Int64
--BarbCampGold                          Int64
--BarbSpawnMod                          Int64
--BarbarianBonus                        Int64
--AIBarbarianBonus                      Int64
--EarliestBarbarianReleaseTurn          Int64
--BarbarianLandTargetRange              Int64
--BarbarianSeaTargetRange               Int64
--StartingDefenseUnits                  Int64
--StartingWorkerUnits                   Int64
--StartingExploreUnits                  Int64
--AIStartingUnitMultiplier              Int64
--AIStartingDefenseUnits                Int64
--AIStartingWorkerUnits                 Int64
--AIStartingExploreUnits                Int64
--AIDeclareWarProb                      Int64
--AIWorkRateModifier                    Int64
--AIUnhappinessPercent                  Int64
--AIGrowthPercent                       Int64
--AITrainPercent                        Int64
--AIWorldTrainPercent                   Int64
--AIConstructPercent                    Int64
--AIWorldConstructPercent               Int64
--AICreatePercent                       Int64
--AIWorldCreatePercent                  Int64
--AIBuildingCostPercent                 Int64
--AIUnitCostPercent                     Int64
--AIUnitSupplyPercent                   Int64
--AIUnitUpgradePercent                  Int64
--AIInflationPercent                    Int64
--AIPerEraModifier                      Int64
--AIAdvancedStartPercent                Int64
--PortraitIndex                         Int64
--IconAtlas                            String
 
local data ={
 
HANDICAP_SETTLER={
Description=[=[Settler]=];
Help=[=[For learning the game.]=];
StartingLocPercent=50;
AdvancedStartPointsMod=150;
HappinessDefault=15;
ExtraHappinessPerLuxury=1;
NumCitiesUnhappinessMod=40;
PopulationUnhappinessMod=40;
ProductionFreeUnits=10;
ProductionFreeUnitsPerCity=3;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=34;
UnitCostPercent=50;
BuildingCostPercent=50;
ResearchPercent=90;
PolicyPercent=50;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=10;
TechNumOptionsConsidered=10;
PolicyNumOptionsConsidered=10;
InflationPercent=100;
AttitudeChange=2;
NoTechTradeModifier=100;
TechTradeKnownModifier=-100;
BarbCampGold=50;
BarbSpawnMod=8;
BarbarianBonus=75;
AIBarbarianBonus=45;
EarliestBarbarianReleaseTurn=10000;
BarbarianLandTargetRange=2;
BarbarianSeaTargetRange=4;
AIUnhappinessPercent=100;
AIGrowthPercent=160;
AITrainPercent=175;
AIWorldTrainPercent=160;
AIConstructPercent=160;
AIWorldConstructPercent=160;
AICreatePercent=160;
AIWorldCreatePercent=160;
AIBuildingCostPercent=100;
AIUnitCostPercent=100;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIAdvancedStartPercent=100;
IconAtlas="DIFFICULTY_ATLAS";};
 
HANDICAP_CHIEFTAIN={
Description=[=[Chieftain]=];
Help=[=[Beginner]=];
StartingLocPercent=50;
AdvancedStartPointsMod=130;
HappinessDefault=12;
ExtraHappinessPerLuxury=1;
NumCitiesUnhappinessMod=60;
PopulationUnhappinessMod=60;
ProductionFreeUnits=7;
ProductionFreeUnitsPerCity=3;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=50;
UnitCostPercent=67;
BuildingCostPercent=67;
ResearchPercent=95;
PolicyPercent=67;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=4;
TechNumOptionsConsidered=4;
PolicyNumOptionsConsidered=4;
InflationPercent=100;
AttitudeChange=1;
NoTechTradeModifier=90;
TechTradeKnownModifier=-50;
BarbCampGold=40;
BarbSpawnMod=5;
BarbarianBonus=50;
AIBarbarianBonus=50;
EarliestBarbarianReleaseTurn=60;
BarbarianLandTargetRange=3;
BarbarianSeaTargetRange=6;
AIDeclareWarProb=75;
AIUnhappinessPercent=100;
AIGrowthPercent=130;
AITrainPercent=130;
AIWorldTrainPercent=130;
AIConstructPercent=130;
AIWorldConstructPercent=130;
AICreatePercent=130;
AIWorldCreatePercent=130;
AIBuildingCostPercent=100;
AIUnitCostPercent=100;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIAdvancedStartPercent=100;
PortraitIndex=1;
IconAtlas="DIFFICULTY_ATLAS";};
 
HANDICAP_WARLORD={
Description=[=[Warlord]=];
Help=[=[Easy]=];
StartingLocPercent=50;
AdvancedStartPointsMod=110;
HappinessDefault=12;
NumCitiesUnhappinessMod=75;
PopulationUnhappinessMod=75;
ProductionFreeUnits=7;
ProductionFreeUnitsPerCity=2;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=75;
UnitCostPercent=85;
BuildingCostPercent=85;
ResearchPercent=100;
PolicyPercent=85;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=3;
TechNumOptionsConsidered=3;
PolicyNumOptionsConsidered=3;
InflationPercent=100;
NoTechTradeModifier=80;
TechTradeKnownModifier=-25;
BarbCampGold=30;
BarbSpawnMod=3;
BarbarianBonus=40;
AIBarbarianBonus=55;
EarliestBarbarianReleaseTurn=20;
BarbarianLandTargetRange=4;
BarbarianSeaTargetRange=8;
AIDeclareWarProb=85;
AIUnhappinessPercent=100;
AIGrowthPercent=110;
AITrainPercent=110;
AIWorldTrainPercent=110;
AIConstructPercent=110;
AIWorldConstructPercent=110;
AICreatePercent=110;
AIWorldCreatePercent=110;
AIBuildingCostPercent=100;
AIUnitCostPercent=100;
AIUnitSupplyPercent=10;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIAdvancedStartPercent=100;
PortraitIndex=2;
IconAtlas="DIFFICULTY_ATLAS";};
 
HANDICAP_PRINCE={
Description=[=[Prince]=];
Help=[=[Normal Difficulty]=];
StartingLocPercent=50;
AdvancedStartPointsMod=100;
HappinessDefault=9;
NumCitiesUnhappinessMod=100;
PopulationUnhappinessMod=100;
ProductionFreeUnits=5;
ProductionFreeUnitsPerCity=2;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=100;
UnitCostPercent=100;
BuildingCostPercent=100;
ResearchPercent=100;
PolicyPercent=100;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=2;
TechNumOptionsConsidered=2;
PolicyNumOptionsConsidered=2;
InflationPercent=100;
AttitudeChange=-1;
NoTechTradeModifier=70;
BarbCampGold=25;
BarbarianBonus=33;
AIBarbarianBonus=60;
BarbarianLandTargetRange=5;
BarbarianSeaTargetRange=10;
AIDeclareWarProb=100;
AIUnhappinessPercent=100;
AIGrowthPercent=100;
AITrainPercent=100;
AIWorldTrainPercent=100;
AIConstructPercent=100;
AIWorldConstructPercent=100;
AICreatePercent=100;
AIWorldCreatePercent=100;
AIBuildingCostPercent=100;
AIUnitCostPercent=85;
AIUnitSupplyPercent=20;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIAdvancedStartPercent=100;
PortraitIndex=3;
IconAtlas="DIFFICULTY_ATLAS";};
 
HANDICAP_KING={
Description=[=[King]=];
Help=[=[Hard. The AI players receive small advantages to improve their play.]=];
StartingLocPercent=50;
AdvancedStartPointsMod=90;
HappinessDefault=9;
NumCitiesUnhappinessMod=100;
PopulationUnhappinessMod=100;
ProductionFreeUnits=5;
ProductionFreeUnitsPerCity=2;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=100;
UnitCostPercent=100;
BuildingCostPercent=100;
ResearchPercent=100;
PolicyPercent=100;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=2;
TechNumOptionsConsidered=2;
PolicyNumOptionsConsidered=2;
InflationPercent=100;
AttitudeChange=-1;
NoTechTradeModifier=50;
BarbCampGold=25;
BarbarianBonus=25;
AIBarbarianBonus=60;
BarbarianLandTargetRange=5;
BarbarianSeaTargetRange=12;
AIStartingDefenseUnits=1;
AIDeclareWarProb=100;
AIWorkRateModifier=20;
AIUnhappinessPercent=90;
AIGrowthPercent=90;
AITrainPercent=85;
AIWorldTrainPercent=100;
AIConstructPercent=85;
AIWorldConstructPercent=100;
AICreatePercent=85;
AIWorldCreatePercent=100;
AIBuildingCostPercent=85;
AIUnitCostPercent=80;
AIUnitSupplyPercent=30;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIPerEraModifier=-2;
AIAdvancedStartPercent=120;
PortraitIndex=4;
IconAtlas="DIFFICULTY_ATLAS";};
 
HANDICAP_EMPEROR={
Description=[=[Emperor]=];
Help=[=[Very Hard. The AI players receive advantages to improve their play.]=];
StartingLocPercent=50;
AdvancedStartPointsMod=85;
HappinessDefault=9;
NumCitiesUnhappinessMod=100;
PopulationUnhappinessMod=100;
ProductionFreeUnits=5;
ProductionFreeUnitsPerCity=2;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=100;
UnitCostPercent=100;
BuildingCostPercent=100;
ResearchPercent=100;
PolicyPercent=100;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=2;
TechNumOptionsConsidered=2;
PolicyNumOptionsConsidered=2;
InflationPercent=100;
AttitudeChange=-1;
NoTechTradeModifier=40;
BarbCampGold=25;
BarbarianBonus=20;
AIBarbarianBonus=60;
BarbarianLandTargetRange=6;
BarbarianSeaTargetRange=15;
AIStartingDefenseUnits=1;
AIStartingExploreUnits=1;
AIDeclareWarProb=100;
AIWorkRateModifier=50;
AIUnhappinessPercent=85;
AIGrowthPercent=85;
AITrainPercent=80;
AIWorldTrainPercent=100;
AIConstructPercent=80;
AIWorldConstructPercent=100;
AICreatePercent=80;
AIWorldCreatePercent=100;
AIBuildingCostPercent=80;
AIUnitCostPercent=75;
AIUnitSupplyPercent=30;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIPerEraModifier=-3;
AIAdvancedStartPercent=135;
PortraitIndex=5;
IconAtlas="DIFFICULTY_ATLAS";};
 
HANDICAP_IMMORTAL={
Description=[=[Immortal]=];
Help=[=[Extremely Difficult. The AI players receive large advantages to improve their play.]=];
StartingLocPercent=50;
AdvancedStartPointsMod=80;
HappinessDefault=9;
NumCitiesUnhappinessMod=100;
PopulationUnhappinessMod=100;
ProductionFreeUnits=5;
ProductionFreeUnitsPerCity=2;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=100;
UnitCostPercent=100;
BuildingCostPercent=100;
ResearchPercent=100;
PolicyPercent=100;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=2;
TechNumOptionsConsidered=2;
PolicyNumOptionsConsidered=2;
InflationPercent=100;
AttitudeChange=-1;
NoTechTradeModifier=30;
BarbCampGold=25;
BarbarianBonus=10;
AIBarbarianBonus=60;
BarbarianLandTargetRange=7;
BarbarianSeaTargetRange=18;
AIStartingDefenseUnits=2;
AIStartingWorkerUnits=1;
AIStartingExploreUnits=1;
AIDeclareWarProb=100;
AIWorkRateModifier=75;
AIUnhappinessPercent=75;
AIGrowthPercent=75;
AITrainPercent=65;
AIWorldTrainPercent=100;
AIConstructPercent=65;
AIWorldConstructPercent=100;
AICreatePercent=65;
AIWorldCreatePercent=100;
AIBuildingCostPercent=65;
AIUnitCostPercent=65;
AIUnitSupplyPercent=40;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIPerEraModifier=-4;
AIAdvancedStartPercent=150;
PortraitIndex=6;
IconAtlas="DIFFICULTY_ATLAS";};
 
HANDICAP_DEITY={
Description=[=[Deity]=];
Help=[=[Only the best players in the world will beat this level.]=];
StartingLocPercent=50;
AdvancedStartPointsMod=75;
HappinessDefault=9;
NumCitiesUnhappinessMod=100;
PopulationUnhappinessMod=100;
ProductionFreeUnits=5;
ProductionFreeUnitsPerCity=2;
ProductionFreeUnitsPopulationPercent=50;
RouteCostPercent=100;
UnitCostPercent=100;
BuildingCostPercent=100;
ResearchPercent=100;
PolicyPercent=100;
ImprovementCostPercent=100;
CityProductionNumOptionsConsidered=2;
TechNumOptionsConsidered=2;
PolicyNumOptionsConsidered=2;
InflationPercent=100;
AttitudeChange=-1;
NoTechTradeModifier=20;
BarbCampGold=25;
AIBarbarianBonus=60;
BarbarianLandTargetRange=8;
BarbarianSeaTargetRange=20;
AIStartingUnitMultiplier=1;
AIStartingDefenseUnits=2;
AIStartingWorkerUnits=2;
AIStartingExploreUnits=1;
AIDeclareWarProb=100;
AIWorkRateModifier=100;
AIUnhappinessPercent=60;
AIGrowthPercent=60;
AITrainPercent=50;
AIWorldTrainPercent=100;
AIConstructPercent=50;
AIWorldConstructPercent=100;
AICreatePercent=50;
AIWorldCreatePercent=100;
AIBuildingCostPercent=50;
AIUnitCostPercent=50;
AIUnitSupplyPercent=50;
AIUnitUpgradePercent=50;
AIInflationPercent=100;
AIPerEraModifier=-5;
AIAdvancedStartPercent=170;
PortraitIndex=7;
IconAtlas="DIFFICULTY_ATLAS";};
 
}
return data

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