Fandom

Civilization

Module:Data/Civ5/Base/HandicapInfos

< Module:Data | Civ5/Base

7,077pages on
this wiki
Add New Page
Talk0
--[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

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Also on Fandom

Random Wiki