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Civilization V: Difficulties
By vexing at 2011-12-18 16:41
This page should give you an overview about the bonuses, which the AI or the player receive depending on difficulty level in Civilization 5. Please note that not all values are clear yet. If you can clarify some of the values, or would like to contribute, then please post in this thread.

Player Bonuses

These are the handicaps given to players playing at the specified difficulty level. These typically only grant bonuses for difficulties below prince.

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 10000 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

AI Bonuses

These are the mods given to all the AI when the player chooses a given difficulty level. The AI plays at chieftain difficulty level and get those bonuses as well; eg, if the player chooses deity, in addition to the 60% unhappiness listed below, the AI has 60% from playing at chieftain difficulty and those get multiplied together, resulting in 36% unhappiness from cities and population for the AI.

Settler Chieftain Warlord Prince King Emperor Immortal Deity
Free Techs 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 Multiplier 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 Rate 160% 130% 110% 100% 90% 85% 75% 60%
Train Rate 175% 130% 110% 100% 85% 80% 65% 50%
World Train Rate 160% 130% 110% 100% 100% 100% 100% 100%
Construction Rate 160% 130% 110% 100% 85% 80% 65% 50%
World Construction Rate 160% 130% 110% 100% 100% 100% 100% 100%
Create Rate 160% 130% 110% 100% 85% 80% 65% 50%
World Create Rate 160% 130% 110% 100% 100% 100% 100% 100%
Building Cost 100% 100% 100% 100% 85% 80% 65% 50%
Unit Cost 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%

 
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