Sid Meier's Civilization VI

Sid Meier's Civilization VI

Persistent Difficulty
55 kommentarer
Siu-King** 31. jan. 2021 kl. 9:42 
There is a reason why food bonus was never given to even Deity AI.
Having +100% food is just outright stupidly broken.
Rhapsody 27. jan. 2021 kl. 7:55 
Played about 200 turns today with this mod, and some others, with no issues. :)
burrik 29. dec. 2020 kl. 13:36 
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)  [ophavsmand] 24. dec. 2020 kl. 21:36 
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 24. dec. 2020 kl. 8:39 
hello?
burrik 19. dec. 2020 kl. 13:07 
Yep, mod doesn't seem to work and sometimes causes issues with some lua script
Robert Habeck 12. dec. 2020 kl. 10:35 
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 8. dec. 2020 kl. 9:20 
still working?
Gladaed 1. nov. 2020 kl. 4:15 
What is a deity equivalent in terms of difficulty? Even emperor seems impossible.
fka-gargamel 14. apr. 2020 kl. 14:31 
Thank you for the quick reply :)
Evan (Doomturtle)  [ophavsmand] 14. apr. 2020 kl. 12:26 
Correct, the AI receives the same bonuses throughout the entire game.
fka-gargamel 14. apr. 2020 kl. 12:05 
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 29. feb. 2020 kl. 7:54 
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)  [ophavsmand] 14. jan. 2020 kl. 18:55 
I have no reason to believe that it isn't working. Do you have a bug to report, FikoduPenner?
Robert Habeck 12. jan. 2020 kl. 14:49 
hey, is the mod, still working?
alex.burant 23. okt. 2019 kl. 22:22 
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)  [ophavsmand] 26. sep. 2019 kl. 18:20 
Don't worry about it, burrik. You did all of the investigation yourself anyway. That's weird how overflow works.
burrik 26. sep. 2019 kl. 10:45 
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 26. sep. 2019 kl. 10:42 
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)  [ophavsmand] 25. sep. 2019 kl. 19:04 
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 25. sep. 2019 kl. 13:46 
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 25. sep. 2019 kl. 13:40 
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 22. sep. 2019 kl. 19:04 
Does this mod work correctly as of the september patch?
Evan (Doomturtle)  [ophavsmand] 1. aug. 2019 kl. 18:52 
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 1. aug. 2019 kl. 17:10 
Is that compatible with Real Strategy?
Avalen 26. juli 2019 kl. 4:17 
Still probably the best difficulty mod out there
Evan (Doomturtle)  [ophavsmand] 7. apr. 2019 kl. 14:15 
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 7. apr. 2019 kl. 4:40 
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)  [ophavsmand] 1. mar. 2019 kl. 8:38 
@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 1. mar. 2019 kl. 2:45 
In the mod info file in between the properties area
KrumStrashni 1. mar. 2019 kl. 1:24 
@Doomturtle where can you see the game's actual load order?
Evan (Doomturtle)  [ophavsmand] 18. feb. 2019 kl. 23:09 
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 18. feb. 2019 kl. 22:10 
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 18. feb. 2019 kl. 21:46 
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 18. feb. 2019 kl. 16:53 
For some reason the AI seem to still be getting their additional settler. No additional warriors though
View The Phenom 15. feb. 2019 kl. 17:39 
Nice, thanks a lot.
Evan (Doomturtle)  [ophavsmand] 15. feb. 2019 kl. 17:31 
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 15. feb. 2019 kl. 9:16 
Big fan of this mod- hope you end up updating for GS!
View The Phenom 15. feb. 2019 kl. 8:34 
I would assume that the changes aren't related to specific dlc at all, since it's just affecting base game configurations.
Evan (Doomturtle)  [ophavsmand] 14. feb. 2019 kl. 20:32 
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 14. feb. 2019 kl. 17:01 
Seconded. Would like to give it a spin in GS
View The Phenom 14. feb. 2019 kl. 15:49 
Any interest in updating this for Gathering Storm?
Huitzilopochtli 11. feb. 2019 kl. 23:23 
This is a solid sub.
Thank you for this vital mod.
Jamifa 7. feb. 2019 kl. 13:25 
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)  [ophavsmand] 7. feb. 2019 kl. 7:15 
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 6. feb. 2019 kl. 21:50 
Prince is considered 1 in the hierarchy, I meant
Jamifa 6. feb. 2019 kl. 21:49 
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 5. feb. 2019 kl. 16:24 
(posting again cus I forgot to subscribe to the thread)
Jamifa 5. feb. 2019 kl. 13:40 
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)  [ophavsmand] 14. jan. 2019 kl. 23:26 
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".