Update:
Thanks to the outstanding efforts of crzyrndm, we have the data for the differences between Campaign Difficulty settings. Be sure to pass on some rep to him.
Easy Difficulty:
AI Penalties/Bonuses:
Order: +10 per Province
Agent Success Rate: No Change
Agent Critical Success Rate: -2%
Administration Cost: No Change
Recruitment Cost: No Change
Tax Income: No Change
Unit Upkeep: No Change
Recruitment Slot Bonus: No Change
Player Penalties/Bonuses:
Order: +14 per Province
Agent Success Rate: +15%
Agent Critical Success Rate: +6%
Administration Cost: No Change
Recruitment Cost: No Change
Tax Income: No Change
Unit Upkeep: -10%
Recruitment Slot Bonus: No Change
Normal Difficulty:
AI Penalties/Bonuses:
Order: +10 per Province
Agent Success Rate: +8%
Agent Critical Success Rate: No Change
Administration Cost: No Change
Recruitment Cost: No Change
Tax Income: No Change
Unit Upkeep: No Change
Recruitment Slot Bonus: No Change
Player Penalties/Bonuses:
Order: +10 per Province
Agent Success Rate: +14%
Agent Critical Success Rate: +4%
Administration Cost: No Change
Recruitment Cost: No Change
Tax Income: No Change
Unit Upkeep: No Change
Recruitment Slot Bonus: No Change
Hard Difficulty:
AI Penalties/Bonuses:
Order: +13 per Province
Agent Success Rate: +12%
Agent Critical Success Rate: +2%
Administration Cost: -100%
Recruitment Cost: No Change
Tax Income: +15%
Unit Upkeep: -10%
Recruitment Slot Bonus: No Change
Player Penalties/Bonuses:
Order: +8 per Province
Agent Success Rate: +12%
Agent Critical Success Rate: +2%
Administration Cost: No Change
Recruitment Cost: No Change
Tax Income: No Change
Unit Upkeep: No Change
Recruitment Slot Bonus: No Change
Very Hard Difficulty:
AI Penalties/Bonuses:
Order: +15 per Province
Agent Success Rate: +14%
Agent Critical Success Rate: +4%
Administration Cost: -100%
Recruitment Cost: -10%
Tax Income: +25%
Unit Upkeep: -20%
Recruitment Slot Bonus: +1 per Province
Player Penalties/Bonuses:
Order: +7 per Province
Agent Success Rate: +8%
Agent Critical Success Rate: No Change
Administration Cost: No Change
Recruitment Cost: No Change
Tax Income: No Change
Unit Upkeep: No Change
Recruitment Slot Bonus: No Change
Legendary Difficulty:
AI Penalties/Bonuses:
Order: +20 per Province
Agent Success Rate: +15%
Agent Critical Success Rate: +6%
Administration Cost: -100%
Recruitment Cost: -20%
Tax Income: +40%
Unit Upkeep: -25%
Recruitment Slot Bonus: +2 per Province
Player Penalties/Bonuses:
Order: +6 per Province
Agent Success Rate: No Change
Agent Critical Success Rate: -2%
Administration Cost: No Change
Recruitment Cost: No Change
Tax Income: No Change
Unit Upkeep: No Change
Recruitment Slot Bonus: No Change
This will be updated as more information becomes available.
Original Post:
I've been looking all over the place for this information. Really, I've scoured the web and the forums, and I can't find anything. Does anyone have any information on this topic?
The long running assumption has been that higher difficulty levels simply make the AI act more aggressively towards the player as well as ignore attempts at diplomacy. It's also been assumed that there are financial and statistical bonuses given to both the CAI and the BAI.
But what I seek is Hard Empirical Data on the actual stats and percentage values that are changed. It's beyond me why CA didn't just add a simple tooltip to the difficulty slider detailing this information, and the changes that take place are even more ambiguous now that CAI and BAI difficulty have been merged into one slider.
There was only one source I could find where CA even spoke about this at all, and the only thing that they mentioned that wasn't already assumed or obvious, was that playing on Normal difficulty actually gives the AI negative modifiers, that are then slowly removed as you turn up the difficulty. That article can be found here.
http://www.vg247.com/2013/08/01/rage...ar-rome-2s-ai/
Can anyone provide actual specifics? I want to know just how badly the AI is cheating on all levels, so I can decide what I'm okay with and what I'm not, and then select the most challenging-yet-balanced option possible.





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