Difficulty level (Civ5)

The difficulty level is a game setting in Civilization V that allows players to compete against AI opponents matched to their skills and desire for challenge. The game classifies Prince as the default setting: giving neither the player nor the AI any significant advantage. In order from lowest to highest, the difficulty levels are as follows:
* Settler
* Chieftain
* Warlord
* Prince
* King
* Emperor
* Immortal
* Deity
Since the computer players are not controlled by advanced AI (i.e., cannot learn from and react to the player's strategies by changing their own accordingly), but instead behave based on a very long list of if-then statements, the game makes the AI leaders more challenging opponents by giving them advantages on higher difficulty levels. The bonuses conferred to both human and AI players on each difficulty level are listed in the tables below.
All of the information presented here comes from an info page on CivFanatics and the game's XML files.http://www.civfanatics.com/civ5/difficulties
== Vanilla and Gods & Kings ==
=== Player bonuses ===
Players receive gameplay bonuses that diminish as the chosen difficulty level increases. The AI plays on Chieftain difficulty and receives all of the appropriate bonuses.
Element 	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 	10,000 	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
* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.
=== AI bonuses ===
The player's chosen difficulty level also affects the AI leaders. The gameplay bonuses they receive from Chieftain difficulty are cumulative with the bonuses below, so if the player chooses Deity difficulty, the AI will receive 60% of 60% (or 36%) of the normal Unhappiness from its cities and population.
Element 	Settler	Chieftain	Warlord	Prince	King 	Emperor 	Immortal 	Deity
Free Techs 	None 	None 	None 	None 	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 Bonus 	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 Rate1 	160% 	130% 	110% 	100% 	90% 	85% 	75% 	60%
Train Rate2 	175% 	130% 	110% 	100% 	85% 	80% 	65% 	50%
World Train Rate 	160% 	130% 	110% 	100% 	100% 	100% 	100% 	100%
Construction Rate3 	160% 	130% 	110% 	100% 	85% 	80% 	65% 	50%
World Construction Rate4	160% 	130% 	110% 	100% 	100% 	100% 	100% 	100%
Create Rate5 	160% 	130% 	110% 	100% 	85% 	80% 	65% 	50%
World Create Rate6 	160% 	130% 	110% 	100% 	100% 	100% 	100% 	100%
Building Cost7 	100% 	100% 	100% 	100% 	85% 	80% 	65% 	50%
Unit Cost8 	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%
1 This element applies to the amount of that cities must store to increase their Population.
2 This element applies to the and costs of units.
3 This element applies to the costs of buildings.
4 This element applies to the costs of wonders.
5 This element applies to the costs of national projects, such as the Manhattan Project.
6 This element applies to the amount of that must be contributed to complete international projects, such as the World's Fair.
7 This element applies to the maintenance costs of buildings.
8 This element applies to the maintenance costs of units.
* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.
== Brave New World ==
=== Player bonuses ===
Players receive gameplay bonuses that diminish as the chosen difficulty level increases. The AI plays on a special difficulty level (as detailed under "AI" in the table below) and receives all of the appropriate bonuses. 
Element 	Settler	Chieftain	Warlord	Prince	King	Emperor	Immortal	Deity	AI
Advanced Start Points* 	150% 	130% 	110% 	100% 	90% 	85% 	80% 	75% 	100%
Base Happiness 	15 	12 	12 	9 	9 	9 	9 	9 	15
Extra Happiness Per Luxury 	1 	1 	0 	0 	0 	0 	0 	0 	0
Unhappiness Per City 	40% 	60% 	75% 	100% 	100%	100% 	100% 	100% 	90%
Unhappiness Per Population 	40% 	60% 	75% 	100% 	100%	100% 	100% 	100% 	90%
Production Free Units 	10 	7 	7 	5 	5 	5 	5 	5 	7
Production Free Units Per City 	3 	3 	2 	2 	2 	2 	2 	2 	3
Route Cost 	34% 	50% 	75% 	100% 	100%	100% 	100% 	100% 	50%
Unit Cost 	50% 	67% 	85% 	100% 	100%	100% 	100% 	100% 	75%
Building Cost 	50% 	67% 	85% 	100% 	100%	100% 	100% 	100% 	75%
Research Cost 	90% 	95% 	100% 	100% 	100%	100% 	100% 	100% 	85%
Policy Cost 	50% 	67% 	85% 	100% 	100%	100% 	100% 	100% 	75%
City Production Num Options Considered	10 	4 	3 	2 	2 	2 	2 	2 	2
Tech Num Options Considered 	10 	4 	3 	2 	2 	2 	2 	2 	2
Policy Num Options Considered 	10 	4 	3 	2 	2 	2 	2 	2 	2
Attitude Change* 	2 	1 	0 	-1 	-1 	-1 	-1 	-1 	-1
No Tech Trade Modifier* 	100% 	90% 	80% 	70% 	50% 	40% 	30% 	20% 	70%
Tech Trade Known Modifier* 	-100% 	-50% 	-25% 	0% 	0% 	0% 	0% 	0% 	0%
Barb Camp Gold 	50 	40 	30 	25 	25 	25 	25 	25 	25
Barb Spawn Mod 	8 	5 	3 	0 	0 	0 	0 	0 	0
Barbarian Bonus 	70 	60 	50 	40 	30 	20 	10 	0 	40
Turn Barbarians Can Enter Player Land 	10,000 	60 	20 	0 	0 	0 	0 	0 	0
Barbarian Land Target Range 	2 	3 	4 	5 	5 	6 	7 	8 	5
Barbarian Sea Target Range 	4 	6 	8 	10 	12 	15 	18 	20 	10
* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.
=== AI bonuses ===
The player's chosen difficulty level also affects the AI leaders. The gameplay bonuses they receive from their special difficulty level are cumulative with the bonuses below, so if the player chooses Deity difficulty, the AI will receive 90% of 75% (or 67.5%) of the normal Unhappiness from its cities and population.
Element 	Settler	Chieftain	Warlord	Prince	King 	Emperor 	Immortal 	Deity
Free Techs 	None 	None 	None 	None 	Pottery	Pottery, Animal Husbandry, Mining	Pottery, Animal Husbandry, Mining, Archery	Pottery, Animal Husbandry, Mining, Archery, The Wheel
Barbarian Bonus 	75% 	70% 	60% 	60% 	60% 	60% 	60% 	60%
Starting Settler Bonus 	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% 	100% 	90% 	85% 	75%
Growth Rate1 	160% 	130% 	110% 	100% 	90% 	80% 	70% 	55%
Train Rate2 	175% 	130% 	110% 	100% 	85% 	80% 	65% 	50%
World Train Rate 	160% 	130% 	110% 	100% 	100% 	100% 	100% 	100%
Construction Rate3 	160% 	130% 	110% 	100% 	85% 	75% 	60% 	50%
World Construction Rate4	160% 	130% 	110% 	100% 	100% 	100% 	100% 	100%
Create Rate5 	160% 	130% 	110% 	100% 	85% 	80% 	65% 	50%
World Create Rate6 	160% 	130% 	110% 	100% 	100% 	100% 	100% 	100%
Building Cost7 	100% 	100% 	100% 	100% 	85% 	80% 	65% 	50%
Unit Cost8 	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%
Free XP9 	0 	0 	0 	0 	10 	10 	30 	30
Free XP Percent10 	0% 	0% 	0% 	0% 	0% 	25% 	50% 	100%
1 This element applies to the amount of that cities must store to increase their Population.
2 This element applies to the and costs of units.
3 This element applies to the costs of buildings.
4 This element applies to the costs of wonders.
5 This element applies to the costs of national projects, such as the Manhattan Project.
6 This element applies to the amount of that must be contributed to complete international projects, such as the World's Fair.
7 This element applies to the maintenance costs of buildings.
8 This element applies to the maintenance costs of units.
9 This element applies to the starting XP of military units.
10 This element applies to the number of XP that military units earn from combat.
* This element is either a holdover from Civilization IV or is never used in the code, so it has no effect on gameplay.
== References ==
== See also ==
* Difficulty level in other games
Category:Game concepts (Civ5)