Sid Meier's Civilization VI

Sid Meier's Civilization VI

Adaptive Difficulty
53 Comments
STuRoK 28 May, 2021 @ 7:09pm 
Well, not everyone will appreciate the difficulty.
This mod looks great and is just what is needed. Even on Deity the game is too easy. Sure the beginning can be rough, but by mid-game I'm already certain of my victory and it gets boring. In fact just now before I even ended the Classical Era I am way ahead of the AI and it's an easy win.

This mod will spice things up and add a nice challenge all-throughout the game instead of just the beginning.

Thanks, FearSunn !
ChewyWookiee 10 Feb, 2020 @ 6:03pm 
Uninstalled the moment the AI spawned TWO units in MY turn lmao.
ChewyWookiee 10 Feb, 2020 @ 4:46pm 
The unit production bonuses are absurd. I'm playing on Immortal, currently at war against an AI that everyone hates, after I wiped it's army and was about to go against a city,it is now pumping units every turn, ON MARATHON.
:{BabyloN_PaladiN}: 16 Jul, 2019 @ 2:21pm 
Its maybe a dumb question but here it goes. Can i activate this mod during a game or it need it to be right from the start ?
FearSunn  [author] 4 Jul, 2019 @ 9:29am 
I've checked. There is no conflicts. Generally this mod does nothing to AI. It only dynamically adjusts bonuses AI gets.
Kurnn 4 Jul, 2019 @ 1:38am 
Hey FearSunn.
Is this working with the June Patch?
I THINK this mod conflicts with the new improved AI features that the June Patch had,

Could you check? I've tested a single game with this mod and without. The AI behaviour IS difference from before with the Mod, and AI behaviouir from the June patch isnt there.
FearSunn  [author] 12 Mar, 2019 @ 11:49am 
GS compatibility update uploaded.
Nerevatar 10 Mar, 2019 @ 1:05pm 
Ah cool, and agreed on the assesment. This is a mod to make the AI harder / better so I'm all for simplifying stuff that the AI is worse at then the human. So this means the mod is fully compatible and works in GS? Will add it to my next game!
FearSunn  [author] 9 Mar, 2019 @ 5:54am 
So basically I see no reason to change anything regarding combat units (mercenaries). AI player will get a unit if it has 1) required tech and 2) strategic resource. Script won't be checking for how much specific strategic resource AI player has stockpiled. If it has a resource it will get specific unit. This simplifies things for AI and I consider it appropriate here for reports show AI struggles with new resource system introduced in GS expansion.
Nerevatar 8 Mar, 2019 @ 12:42pm 
Alright, sounds great :-) Thank you for your work!
FearSunn  [author] 8 Mar, 2019 @ 11:48am 
It generally works as it is with no apparent issues. Currently testing it with GS. Will update in a few days.
Nerevatar 8 Mar, 2019 @ 11:25am 
Would the rest of the mod work if the ressource check was simply disabled or the unit granting part was removed?
FearSunn  [author] 20 Feb, 2019 @ 10:16pm 
Indeed, currently it is NOT compatible with GS. Reason: new unit construction and maintenance requirements. Currently script checks if AI player has specific strategic resource and only if it has grants AI appropriate combat unit. With GS this simple check is not sufficient - now one need to check how many of the resource (or two) AI player actually has. Update pending.
Avalen 14 Feb, 2019 @ 2:30pm 
It doesn't seem to be loading up at all. Even when i force it too with 'enable ignoring compatibility warnings'. There are no messages about 'people admiring my science' or 'low on gold'. I thought maybe the messages where just not working but the other features where. However i just rolled over everyone playing as England and didn't see any mercenaries appear. Think the whole thing is disabled
FearSunn  [author] 14 Feb, 2019 @ 11:56am 
I will look into this matter in a few days. Meanwhile please feel free to report any inconsistencies you notice.
Avalen 14 Feb, 2019 @ 5:18am 
Doesn't seem to be working sadly
FearSunn  [author] 11 Feb, 2019 @ 11:01am 
It should. It is a script, not database modification. No guarantees though.
Avalen 11 Feb, 2019 @ 9:11am 
This is still one of my favorite mods. Will Gathering Storms release break it, or do you think it will work on release?
FearSunn  [author] 17 Oct, 2018 @ 11:41am 
Religious units you get should have your religion (religion you are creator of). Sometimes for some reason (probably because User interface and Script interface run on a different threads) new religious units do not have ribbons under unit flags. But they should have your religion, nevertheless.
MrComic 17 Oct, 2018 @ 11:09am 
I missed that, alright thanks for the response. The religious units still had no religion attached to them and I couldn't actually spread religion with the spawned units (units I created normally worked fine). Is that intended?
FearSunn  [author] 17 Oct, 2018 @ 6:30am 
McCormic, this is a feature (read in the description):
--Try to convert friendly foreign cities with shrines and temples to your religion as it will give you some free religious units.
MrComic 17 Oct, 2018 @ 5:10am 
I think I found a bug. I converted an enemy civ to my religion (China) and every couple of turns I kept getting a bunch of missionaries and apostles spawned around their capital. The missionaries and apostles had no religion assigned to them. It seems like these were supposed to go to China but were being assigned to the majority religion's founder (me) instead.
FearSunn  [author] 13 Sep, 2018 @ 10:55am 
Technically yes, but I wouldn't recommend it.
Avalen 13 Sep, 2018 @ 10:40am 
Btw, can this be used with AI+?
FearSunn  [author] 13 Sep, 2018 @ 7:16am 
Good. I fully understand your position. Enjoy your game!
Avalen 13 Sep, 2018 @ 7:13am 
I've had a look and i might play it in the future. I am a bit weary about playing mods that make big changes to the underlying game mechanics. I am very happy that you split the mod up into different sections! Just won a wide science game without much challenge and no wars fought. So i am also installing your wide science penalty mod and another that makes the AI a bit more aggressive
FearSunn  [author] 13 Sep, 2018 @ 3:34am 
Yes, AI is dismall on tactical combat level. For bigger challange you may add Strategist Difficulty mod. But I would recommend you go for another my mod More Strategy. This is most balanced and most challenging experience.
Avalen 13 Sep, 2018 @ 3:06am 
Okay i understand that. My main thought was that the big problem with the AI is just not being much of a challenge during war. Even with the additional extra units i was able to beat them. However just saw you also have the strategist difficulty mod so i am now trying this combined with that and seeing how it will go
FearSunn  [author] 12 Sep, 2018 @ 10:42pm 
Glad you guys enjoy this mod:steamhappy:
As for forcing AIs join emergencies this is doubtfull. For I imagine AI compares its own military potential against the targed and wont join if the target is too strong or too far away. I admit Ais rarely join emergencies but if you look at the real situation this is usually a wise decision for the AI.
Avalen 12 Sep, 2018 @ 6:56pm 
One addition, ,which I feel would add alot if it's possible, is to make the AI always join an emergency if they get the option. At the moment often only one out of three join making the emergency an easy source of gold. Having a situation where opponents team up on you would create much more of a challenge
Kurnn 12 Sep, 2018 @ 5:56pm 
I am a hardcore player who enjoys the most harsh settings.

With this mod I had to reduce my Immortal setting to less!
Awesome!
Avalen 12 Sep, 2018 @ 5:54pm 
Like. Seriously great work! I think this is just what the game needed. Having a blast with it
Avalen 12 Sep, 2018 @ 8:10am 
great work with this
FearSunn  [author] 6 Aug, 2018 @ 10:57am 
Start with Prince.
:{BabyloN_PaladiN}: 5 Aug, 2018 @ 10:51pm 
What dificulty level you guys recommend with this mod ?
FearSunn  [author] 15 Jul, 2018 @ 9:53am 
Update uploaded.
AI bankrupt gossip fixed (popup trigger error, no impact on gameplay).
Azayi 12 Jul, 2018 @ 12:44pm 
Yeah, I know ... I was just using More Strategy, but I knew Adaptive Difficulty was included with it.
FearSunn  [author] 12 Jul, 2018 @ 10:54am 
ok.
Btw Adaptive Difficulty and More Strategy is mutually exclusive. You cant have both enabled at the same time.
Azayi 12 Jul, 2018 @ 10:25am 
It was on deity.
FearSunn  [author] 12 Jul, 2018 @ 9:40am 
More Strategy accounts for this granting AI extra gold for maintenance. So this shouldn't be a problem for AI. But this gold is granted only at the end of the turn. It might be that on very first turn this extra gold is not yet accounted hence this bancrupcy message. I will investigate this.
Btw on what game difficulty you noticed this?
Azayi 12 Jul, 2018 @ 9:32am 
Ah, yeah, my bad ... this must be from your other mod More Strategy (which I also love)
Azayi 12 Jul, 2018 @ 9:29am 
I guess I must be, because I noticed the maintenance costs of everything are increased.
Azayi 12 Jul, 2018 @ 9:28am 
I meant to say that "on turn 1" the AIs all go bankrupt
FearSunn  [author] 12 Jul, 2018 @ 9:23am 
Starting units (warriors) cost nothing to maintain in base game (maintenance = 0).
Do you play with some mods altering this?
Azayi 12 Jul, 2018 @ 9:21am 
I get a notice about how all the AIs are all bankrupt and then the turn after I get spam about how they have recovered from their bankruptcy. I am guessing what is happening is that they are recovering from their bankruptcy by losing their starting units. Is there a way to give the AI a bunch of gold to start so they can afford their starting units?
Kurnn 7 Jul, 2018 @ 12:07am 
Cool changes man! Gonna give it a go =)
FearSunn  [author] 6 Jul, 2018 @ 10:56pm 
Friendship, friendly in this case means = friendly, declared friend and allied. AI player will get bonuses from other friendly AI players. You can limit this or even shut down totaly by befriending with strong AI player. Also if AI players has no friends he gets nothing from other players. My observation is that in later game eras AI has only a few friends. Agendas kick in and they hate each other on every occasion. But this is ok, AI still strong.
InfernoDHeart 6 Jul, 2018 @ 4:20pm 
AI gets bonuses depending on friendship but what about alliances?
Also, does this mean that typical warmongers such as Mongolia (AI) is likely to be at a disadvantage compared to other AIs and will have a harder time conquering the region?
Kurnn 14 Jun, 2018 @ 2:37am 
Hey man

I am impressed like hell about this mod. But after loosing 3 games, I will be a weakling and play without it. Its too good.

I dont mean that in a bad way! I need to improve!
Its the first time ever a mod beats me! Lol. (Dont gimp it)
FearSunn  [author] 14 Jun, 2018 @ 1:40am 
Mod updated. Now you will get popups when AI player you are at war with gets additional combat units. Also when you get bonus religious units from friendly foreign cities of your religion.