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Advanced Game Options

Emptylord December 22, 2015 User blog:Emptylord

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Map Type
  • Explained adequately within the client.
Map Size
  • Explained adequately within the client.
Difficulty Level
Full article: Difficulty levels in BNW.
  • Settler, Chieftain and Warlord have perks in benefit of the player; but in most cases do not reverse (i.e. become harder) for Prince+ difficulties. For example, base happiness is 15 / 12 / 12 / 9 / 9 / 9 / 9 / 9. The notable exception is the barbarian aggression range. Aforementioned difficulties also have a turn immunity to barbarians entering their land, which for settlers is functionally all game.
  • AI has a unique difficulty level that falls between Chieftain and Prince, mixing and matching various properties. AI also possess bonuses based on the player's difficulty.
Game Pace
  • Explained adequately within the client.
Game Era
  • All players start with all previous era technologies, also affecting unit and structure models. You gain additional starting units (including additional settlers); founded cities also start with a number of buildings and higher populations. Grants a number of free Social Policies too.
World Age
The logic behind World Age is that Ice Ages and Floods slowly erode the initially mountainous world. While "tectonic movement and volcanic activity slowly crack a flat world" would also be a valid logic - it is not the one used.
  • 3 Billion Years - Predominantly Mountainous (good for High Production and Low Population)
  • 4 Billion Years - Predominantly Hilly
  • 5 Billion Years - Predominantly Flat (Good for High Population and Low Production)
  • Random - One of the above.
Temperature
Most maps follow a similar terrain displacement to earth - hot in the middle and cold at the poles.
  • Cool - Deviates from standard with larger cold regions and smaller hot regions.
  • Temperate - Standard.
  • Hot - Deviates from standard with larger hot regions and smaller cold regions.
  • Random - One of the above.
Rainfall
  • Arid - Jungles become forests; marshes become grassland; grassland becomes plains; plains become deserts.
  • Normal - Standard.
  • Wet - Forests become jungles; grassland becomes marshes; plains become grassland; desert becomes plains.
  • Random - One of the above.
Sea Level
  • Low - Land masses are larger; smaller bodies of water; less Ocean tiles.
  • Medium - Normal Sea-to-Land ratio.
  • High - Land masses are smaller; larger bodies of water; more Ocean tiles.
  • Random - One of the above.
Resources
  • Sparse - Increased diversity of Luxury resources with little affect on total quantity of tiles (e.g 4 of each type of Luxury rather than the standard 6, but with more types). Decreases the quantity of Bonus Food and Strategic Resource tiles by 40% (mean average across all resources).
  • Standard
  • Abundant - Reduced diversity of Luxury resources with little affect on total quantity of tiles (.e.g 8 of each type of Luxury rather than the standard 6, but with less types). Increases the quantity of Bonus Food and Strategic Resource tiles by 40% (mean average across all resources).
  • Legendary Start - Standard diversity and quantity of Luxuries, Food and Strategic Resources, but all players will have access to some types of resources from their spawn location. For expedited early games.
  • Strategic Balance - Standard diversity and quantity of Luxuries, Food and Strategic Resources, but all players will have access to Strategic Resources from their spawn location. For fair combat.
  • Random - One of the above.

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