In this thread the differences between difficulty levels are listed, for the players to get their bearings in chosing what they want to play. If you want to know more about the mechanics of the listed bonuses, read the relevant threads in the subforum and/or the description in the download section.
The parameters that increase gradually with the increase of the difficulty level:
- AI factions kings' purse,
- certain buildings benefits (esp. law and population growth),
- special AI generals' traits;
- certain regular traits are also coded to provide the AI with higher values (this is because the AI, unlike the player, doesn't know it should care about the parents' traits of the new generals, or it should better not recruit Man-Of-The-Hour, etc.);
- bonuses from city walls and castles for the units recruited, eg:
I. EasyCode:; WOODEN PALLISADE - MOREALE BONUS FOR AI recruits_morale_bonus bonus 1 requires event_counter ai_level_medium 1 recruits_morale_bonus bonus 2 requires event_counter ai_level_hard 1 recruits_morale_bonus bonus 3 requires event_counter ai_level_veryhard 1 ; WOODEN PALLISADE - EXPERIENCE BONUS FOR AI recruits_exp_bonus bonus 1 requires event_counter ai_level_hard 1 and event_counter late_era 1 recruits_exp_bonus bonus 1 requires event_counter ai_level_veryhard 1 and event_counter high_era 1 recruits_exp_bonus bonus 2 requires event_counter ai_level_veryhard 1 and event_counter late_era 1
- player's kings' purse increased by 4k;
- the AI factions get additional general at the beginning of the game.
II. Medium:
- the AI factions get additional general at the beginning of the game.
III. Hard:
- the initial, additional AI armies consist not only of a general, but also of a few (3-4) units;
- AI kings' purse increased by 4k;
- the player must pay additional money after a change of Faction Leader and Faction Heir;
- rebel armies can be spawned after a conquest of a settlement;
- rebel armies may appear in the conquered provinces;
- the Army Morale system (you may be forced to take rest during your foreign expeditions);
- additional unrest in the non-core settlements after a the conquest;
- special AI traits provide better generals for the AI factions;
- (hardcoded) the AI units get +2 buff to the morale values and a higher stamina to compensate its behaviour of running around.
IV. Very Hard:
- AI kings' purse increased by 7k,
- increased additional payments after a change of FL/FH,
- rebel armies can be spawned after a conquest of a settlement;
- certain buildings may get damaged after a conquest of a settlement;
- rebel armies may appear in the conquered provinces more frequently than for H;
- the Army Morale system (you may be forced to take rest during your foreign expeditions);
- SupplyCosts script (you pay for an army abroad),
- additional unrest in the settlements due to the player's aggressivity,
- Player Agressivity Mechanism : turmoil and deterioration of diplomatic standing after capture of a settlement,
- the special AI traits provide better generals for the AI factions,
- (hardcoded) the AI recruits mercenaries and the rebel armies siege the settlements;
- (hardcoded) the AI units get +5 buff to the morale values and a higher stamina to compensate its behaviour of running around.
Example of what can happen at VH after the conquest of a settlement: (1) spawned loyalist armies, (2) damage to a building, (3) the Player Aggressivity Mechanism kicks-in:
Spoiler Alert, click show to read:
The AI generals' boost:
Spoiler Alert, click show to read: