Sid Meier's Civilization VI

Sid Meier's Civilization VI

Persistent Difficulty
55 Comments
Siu-King** Jan 31, 2021 @ 9:42am 
There is a reason why food bonus was never given to even Deity AI.
Having +100% food is just outright stupidly broken.
Rhapsody Jan 27, 2021 @ 7:55am 
Played about 200 turns today with this mod, and some others, with no issues. :)
burrik Dec 29, 2020 @ 1:36pm 
I have been getting some crashes and weird bugs (like heroes not dying) without any mods recently, so I'm thinking about waiting for the next patch to fix those. I'll try the mod again then
Evan (Doomturtle)  [author] Dec 24, 2020 @ 9:36pm 
I played a new game for about an hour without running into any issues with this mod. burrik, what were you doing when when you saw issues with a lua script? If anyone can provide me with instructions on how to replicate an issue or a game save that runs into an issue, I would appreciate it.
Robert Habeck Dec 24, 2020 @ 8:39am 
hello?
burrik Dec 19, 2020 @ 1:07pm 
Yep, mod doesn't seem to work and sometimes causes issues with some lua script
Robert Habeck Dec 12, 2020 @ 10:35am 
hey, answer very appreciated. just want to know if this is still working (didnt play a long time). because similar mods arent working any more.

thx for your work
Robert Habeck Dec 8, 2020 @ 9:20am 
still working?
Gladaed Nov 1, 2020 @ 4:15am 
What is a deity equivalent in terms of difficulty? Even emperor seems impossible.
fka-gargamel Apr 14, 2020 @ 2:31pm 
Thank you for the quick reply :)
Evan (Doomturtle)  [author] Apr 14, 2020 @ 12:26pm 
Correct, the AI receives the same bonuses throughout the entire game.
fka-gargamel Apr 14, 2020 @ 12:05pm 
does it in fact scale per era? although it is called "persistent" and claims "Helps the AI to cheat in a more consistent way over the course of the game." there is no era scaling mentioned?
kaisk Feb 29, 2020 @ 7:54am 
This mod worked perfectly, but recently I noticed that it is no longer working. I could not find any notification/alerts about this, though.
I confirmed this mod is enabled on the mod menu, but on the option menu which is available from the playing game does not show this mod any more.
Evan (Doomturtle)  [author] Jan 14, 2020 @ 6:55pm 
I have no reason to believe that it isn't working. Do you have a bug to report, FikoduPenner?
Robert Habeck Jan 12, 2020 @ 2:49pm 
hey, is the mod, still working?
alex.burant Oct 23, 2019 @ 10:22pm 
10/10, much prefer using this with no ai mods to either real strategy or ai+ which produce more bugs than improvements, at least thats my opinion
Evan (Doomturtle)  [author] Sep 26, 2019 @ 6:20pm 
Don't worry about it, burrik. You did all of the investigation yourself anyway. That's weird how overflow works.
burrik Sep 26, 2019 @ 10:45am 
Sorry for having accused this mod for the issue - when searching for the cause I did not think about full stockpile as a variable
burrik Sep 26, 2019 @ 10:42am 
Ok, mystery solved ) I did more testing and railroad issue has nothing to do with this mod. Rather, it is a peculiarity of the base game - if the stockpile is full on the turn when the railroad is built, then the resource which has been obtained during the last turn "overflows" - so it is not depicted in the stockpile, but it gets used up when railroad is built. Say, you have 70 iron, +2 iron per turn and 3 military engineers. When first 2 engineers build a railroad, stockpile quantity does not change as it uses 2 "overflown" iron - but when one builds a 3d railroad tile on the same turn, 1 iron from the stockpile is consumed.

Stewardship not working is a bug of the base game, I guess
Evan (Doomturtle)  [author] Sep 25, 2019 @ 7:04pm 
I have no idea how this mod could be affecting railroads or stewardship. My first three questions to try to figure it out are: 1) Do these issues show up when playing without any mods enabled? 2) Do they show up with only Persistent Difficulty enabled? 3) Do they show up with only Real Strategy enabled?

burrik, you may have answered some of these already and I misunderstood you. I don't know when I will get around to play testing these issues.
burrik Sep 25, 2019 @ 1:46pm 
The issue with railroads is also quite strange, as I looked into the mod itself and i can't see how those modifiers can influence the resource usage
burrik Sep 25, 2019 @ 1:40pm 
Hi, unfortunately this mod introduces issues after the latest patch. For example, military engineers use up only 1 iron and no coal when building railroads; or vice-versa if and only if using this mod along with real strategy mod (weird); or stewardship belief does not work at all
RoyalMuffin Sep 22, 2019 @ 7:04pm 
Does this mod work correctly as of the september patch?
Evan (Doomturtle)  [author] Aug 1, 2019 @ 6:52pm 
I haven't played with Real Strategy, so I don't know if there are conflicts. I took a quick look at what Real Strategy is doing, and I think that it is probably compatible. If you try mixing Real Strategy with Persistent Difficulty and find issues, let me know so I can try to resolve them.
PhazezGova Aug 1, 2019 @ 5:10pm 
Is that compatible with Real Strategy?
Avalen Jul 26, 2019 @ 4:17am 
Still probably the best difficulty mod out there
Evan (Doomturtle)  [author] Apr 7, 2019 @ 2:15pm 
I don't of any reason why it wouldn't work with the latest patch, but I haven't tried it yet. Definitely let me know if you see something that isn't working correctly.
Robert Habeck Apr 7, 2019 @ 4:40am 
can this be used with the new patch? Cause for example they made free walls vor city states on the 2 highest difficutlylevels
Evan (Doomturtle)  [author] Mar 1, 2019 @ 8:38am 
@KrumStrashni I think you have to look into the mod files to find load order. Like Col. Jack said, it is found in the <ModName>.modinfo file for each mod. A mod can have multiple LoadOrder settings for different parts of the mod. I am not aware of any way to see the load order for the vanilla game / DLC. That knowledge was derived experimentally by modders. To the best of my knowledge, it goes base game -> mods -> DLC unless the mods have LoadOrder specified. Mods with higher LoadOrder get loaded later. Any positive LoadOrder should cause a mod to be loaded after DLC.
=[NK]= Col. Jack O'Neil Mar 1, 2019 @ 2:45am 
In the mod info file in between the properties area
KrumStrashni Mar 1, 2019 @ 1:24am 
@Doomturtle where can you see the game's actual load order?
Evan (Doomturtle)  [author] Feb 18, 2019 @ 11:09pm 
I just uploaded a fix for the settlers issue. It looks like Gathering Storm was being loaded after mods by default. I think that gathering Storm changed the free settlers for AIs, so it was overwriting some of this mod's changes. I changed this mod's load order to load after all of the DLC.
Micro119 Feb 18, 2019 @ 10:10pm 
A little more info: The AI is getting a free settler per city founded (up to 2 free settlers). This gives the AI a total of 3 cities to players 1 after about 10 turns. I don't seem to have any barbarians either (?? happened twice so far). I will try some more game options and see if it's repeatable
Micro119 Feb 18, 2019 @ 9:46pm 
Casworon I noticed the same thing. Looks like in the expansions they added a <Delete> to the starting units in their remove xml, and another <Row> for additional settlers in their era xml. I'm not a modder, but maybe this has something to do with it? Does the mod need to be updated for the expansions?
Avalen Feb 18, 2019 @ 4:53pm 
For some reason the AI seem to still be getting their additional settler. No additional warriors though
View The Phenom Feb 15, 2019 @ 5:39pm 
Nice, thanks a lot.
Evan (Doomturtle)  [author] Feb 15, 2019 @ 5:31pm 
I added the compatibility flag for the Gathering Storm patch. It doesn't look like this patch changed anything that would directly affect this mod. I will play test more later. If anyone notices any issues while playing, let me know.
Sudhir Feb 15, 2019 @ 9:16am 
Big fan of this mod- hope you end up updating for GS!
View The Phenom Feb 15, 2019 @ 8:34am 
I would assume that the changes aren't related to specific dlc at all, since it's just affecting base game configurations.
Evan (Doomturtle)  [author] Feb 14, 2019 @ 8:32pm 
I am waiting a few days before buying Gathering Storm to make sure that it is worth buying. If I do buy it, then I will definitely update this mod.
Avalen Feb 14, 2019 @ 5:01pm 
Seconded. Would like to give it a spin in GS
View The Phenom Feb 14, 2019 @ 3:49pm 
Any interest in updating this for Gathering Storm?
Huitzilopochtli Feb 11, 2019 @ 11:23pm 
This is a solid sub.
Thank you for this vital mod.
Jamifa Feb 7, 2019 @ 1:25pm 
No problem - I ended up making my own difficulty mod that starts with smaller boosts that scale as each civ progresses. In my experience, I've found that the early game hurts when playing a certain civ or a certain way. I do appreciate the removal of combat bonuses, though. If the AI can crank out units a bit faster (which they kinda just do when they feel like it anyway), that's fine, but having all your units crippled against AI units just feels cheap, especially when they get extra XP as well, meaning they level up with that auto-heal more frequently.

This is a good mod, though, depending on what you prefer. 5 stars
Evan (Doomturtle)  [author] Feb 7, 2019 @ 7:15am 
I just uploaded the fix. Thanks for figuring that out, Jamifa.

You can definitely make your own changes to mod files in your local mods folder without using ModBuddy. If you changed a mod in your Steam workshop mods folder (with or without ModBuddy), your changes would probably work until they were overwritten the next time the mod was updated.
Jamifa Feb 6, 2019 @ 9:50pm 
Prince is considered 1 in the hierarchy, I meant
Jamifa Feb 6, 2019 @ 9:49pm 
Figured it out - the variable that controls the scaling combat bonus has a flat modifier of -1 to it because it's considered "1" in the hierarchy, basically. King is "2", so it scales by 2, so that -1 is there to offset it. Just changed the -1 to a 0 and it works as intended.
Jamifa Feb 5, 2019 @ 4:24pm 
(posting again cus I forgot to subscribe to the thread)
Jamifa Feb 5, 2019 @ 1:40pm 
I noticed when using this mod on King difficulty, looking at combat stats, it shows the AI units getting "+- 1 due to difficulty" and they're at a -1 when I add up the numbers. I'm new to modding myself, so can this be fixed by editing the mod files or would it have to be rebuilt in ModBuddy?
Evan (Doomturtle)  [author] Jan 14, 2019 @ 11:26pm 
Sudhir, can you post a link to a game save where you saw these issues? The save directory should be something like: "C:\Users\<user>\Documents\My Games\Sid Meier's Civilization VI\Saves".