Difference between revisions of "Difficulty"
Ford'Prefect (Talk | contribs) (Added the details for each of the difficulty levels.) |
Photalysis (Talk | contribs) (The AI has full vision of your bases and units - or so I was told(?).) |
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Line 6: | Line 6: | ||
* Librarian | * Librarian | ||
* Thinker | * Thinker | ||
− | * | + | * Transcend. |
+ | Though the AI does not overtly "cheat" at levels below Thinker, it is worth noting that it knows the location of all your units and bases to overcome limitations in the AI. See: [[Strategy#AI]] | ||
Differences Between Difficulty Levels. | Differences Between Difficulty Levels. | ||
Line 18: | Line 19: | ||
** Random events don't occur until after turn 75. | ** Random events don't occur until after turn 75. | ||
** Command Center Maintenance is 0. | ** Command Center Maintenance is 0. | ||
− | ** No | + | ** No research points first 5 turns. |
** AI can't start secret project until the player has the prerequisite technology. | ** AI can't start secret project until the player has the prerequisite technology. | ||
** Building a colony pod at base size 1 doesn't eliminate the base. | ** Building a colony pod at base size 1 doesn't eliminate the base. | ||
Line 26: | Line 27: | ||
** Combat handicap. | ** Combat handicap. | ||
** No populations losses from attacks. | ** No populations losses from attacks. | ||
+ | ** Incited Pact and Treaty Scripts do not trigger. | ||
+ | ** Mindcontrol and Unit Subversion Energy Credit Costs halved. | ||
+ | ** The AI does not automatically set various AI Personality traits. | ||
* Specialist | * Specialist | ||
** 5 pop before encountering [[Drones (Advanced)|drones]]. | ** 5 pop before encountering [[Drones (Advanced)|drones]]. | ||
Line 31: | Line 35: | ||
** Random events don't occur until after turn 65. | ** Random events don't occur until after turn 65. | ||
** Command Center Maintenance is 1. | ** Command Center Maintenance is 1. | ||
− | ** No | + | ** No research points first 5 turns. |
** AI can't start secret project until the player has the prerequisite technology. | ** AI can't start secret project until the player has the prerequisite technology. | ||
** Building a colony pod at base size 1 doesn't eliminate the base. | ** Building a colony pod at base size 1 doesn't eliminate the base. | ||
Line 38: | Line 42: | ||
** No Production Penalty. | ** No Production Penalty. | ||
** Combat handicap. | ** Combat handicap. | ||
+ | ** Mindcontrol and Unit Subversion Energy Credit Costs halved. | ||
+ | ** The AI does not automatically set various AI Personality traits. | ||
* Talent | * Talent | ||
** 4 pop before encountering [[Drones (Advanced)|drones]]. | ** 4 pop before encountering [[Drones (Advanced)|drones]]. | ||
Line 45: | Line 51: | ||
** AI can't start secret project until the player has the prerequisite technology. | ** AI can't start secret project until the player has the prerequisite technology. | ||
** Combat handicap with native life forms. | ** Combat handicap with native life forms. | ||
+ | ** Mindcontrol and Unit Subversion Energy Credit Costs halved. | ||
* Librarian | * Librarian | ||
** 3 pop before encountering [[Drones (Advanced)|drones]]. | ** 3 pop before encountering [[Drones (Advanced)|drones]]. | ||
Line 56: | Line 63: | ||
** Command Center Maintenance starts at 1. Then it goes to 2 when you discover fusion power. Then 3, when you discover Quantum Power. | ** Command Center Maintenance starts at 1. Then it goes to 2 when you discover fusion power. Then 3, when you discover Quantum Power. | ||
** Higher [[Ecology (Advanced)|Ecological Damage]]. | ** Higher [[Ecology (Advanced)|Ecological Damage]]. | ||
− | * | + | * Transcend. |
** 1 pop before encountering [[Drones (Advanced)|drones]]. | ** 1 pop before encountering [[Drones (Advanced)|drones]]. | ||
** AI production cost is at 70%. | ** AI production cost is at 70%. | ||
Line 65: | Line 72: | ||
− | Tech is more | + | Tech is more expensive at higher difficulty levels. |
AI Computer-Player Effects: | AI Computer-Player Effects: | ||
Line 73: | Line 80: | ||
Cost to Change Society. The cost to change social engineering is CHANGE^3 x DIFF, where CHANGE = (the number of areas changed in a turn) + 1. | Cost to Change Society. The cost to change social engineering is CHANGE^3 x DIFF, where CHANGE = (the number of areas changed in a turn) + 1. | ||
+ | [[Category:Concepts]] |
Latest revision as of 15:16, 27 April 2016
There are 6 difficulty levels.
- Citizen
- Specialist
- Talent
- Librarian
- Thinker
- Transcend.
Though the AI does not overtly "cheat" at levels below Thinker, it is worth noting that it knows the location of all your units and bases to overcome limitations in the AI. See: Strategy#AI
Differences Between Difficulty Levels.
- Citizen
- 6 pop before encountering drones.
- AI production cost is at 130%.
- Random events don't occur until after turn 75.
- Command Center Maintenance is 0.
- No research points first 5 turns.
- AI can't start secret project until the player has the prerequisite technology.
- Building a colony pod at base size 1 doesn't eliminate the base.
- No Power Overloads.
- No Prototype Cost.
- No Production Penalty.
- Combat handicap.
- No populations losses from attacks.
- Incited Pact and Treaty Scripts do not trigger.
- Mindcontrol and Unit Subversion Energy Credit Costs halved.
- The AI does not automatically set various AI Personality traits.
- Specialist
- 5 pop before encountering drones.
- AI production cost is at 120%.
- Random events don't occur until after turn 65.
- Command Center Maintenance is 1.
- No research points first 5 turns.
- AI can't start secret project until the player has the prerequisite technology.
- Building a colony pod at base size 1 doesn't eliminate the base.
- No Power Overloads.
- No Prototype Cost.
- No Production Penalty.
- Combat handicap.
- Mindcontrol and Unit Subversion Energy Credit Costs halved.
- The AI does not automatically set various AI Personality traits.
- Talent
- 4 pop before encountering drones.
- AI production cost is at 110%.
- Random events don't occur until after turn 55.
- Command Center Maintenance is 1.
- AI can't start secret project until the player has the prerequisite technology.
- Combat handicap with native life forms.
- Mindcontrol and Unit Subversion Energy Credit Costs halved.
- Librarian
- 3 pop before encountering drones.
- AI production cost is at 100%.
- Random events don't occur until after turn 45.
- Command Center Maintenance starts at 1, then it goes to 2 when you discover fusion power.
- Thinker
- 2 pop before encountering drones.
- AI production cost is at 80%.
- Random events don't occur until after turn 35.
- Command Center Maintenance starts at 1. Then it goes to 2 when you discover fusion power. Then 3, when you discover Quantum Power.
- Higher Ecological Damage.
- Transcend.
- 1 pop before encountering drones.
- AI production cost is at 70%.
- Random events don't occur until after turn 25.
- Command Center Maintenance starts at 1. Then it goes to 2 when you discover fusion power. Then 3, when you discover Quantum Power.
- Higher Ecological Damage.
Tech is more expensive at higher difficulty levels.
AI Computer-Player Effects: 1. Easier Diplomacy. Except Intense Rivalry. 2. Delayed Gang Tackles. 3. No Mind Control. Citizen, Specialist, Talent.
Cost to Change Society. The cost to change social engineering is CHANGE^3 x DIFF, where CHANGE = (the number of areas changed in a turn) + 1.