Template:DifficultyDef: Difference between revisions
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| ai_dust = {{{ai_dust|}}} | | ai_dust = {{{ai_dust|}}} | ||
| source_path = {{{source_path|}}} | | source_path = {{{source_path|}}} | ||
}}</includeonly> | }} | ||
Created <code>Difficulty</code> entry: <code>{{{id|}}}</code></includeonly> | |||
Revision as of 01:12, 13 May 2026
One row per game difficulty setting. 5 entries in 2026-05-05: Easy / Normal / Hard / Expert / Impossible. Each carries the balance inputs the engine actually uses: per-side starting-resource buckets and the global neutral_power_multiplier (the scalar applied to adventure-map encounter strength).
Two source-data quirks worth flagging up front:
- The source
nameSidvalues (EasyDifficultySid,NormalDifficultySid, …) are not L10n entries — they don't resolve in anyLang/<locale>/file. We store them on the row for fidelity, but the canonical display name is theiditself. - The source
descriptionSidfield carries literal English text ("This is an Easy difficulty setting."), not an L10n key. We store it as a plaindescriptionstring column.
Because of those, this table doesn't carry a companion {{TranslationDef}} row — the source data ships in English only.
Page layout
Data:Difficulty/<id> carries a single {{DifficultyDef}} row.
Schema
This template defines the table "Difficulty". View table.
{{DifficultyDef
| id = String <!-- Easy / Normal / Hard / Expert / Impossible -->
| name_sid = String <!-- nullable; not actually in L10n corpus -->
| description = Wikitext <!-- literal English from source descriptionSid -->
| neutral_power_multiplier = Float <!-- 0.5 / 0.75 / 1.0 / 1.5 / 2.0 -->
| player_gold = Integer
| player_wood = Integer
| player_ore = Integer
| player_gemstones = Integer
| player_crystals = Integer
| player_mercury = Integer
| player_dust = Integer
| ai_gold = Integer
| ai_wood = Integer
| ai_ore = Integer
| ai_gemstones = Integer
| ai_crystals = Integer
| ai_mercury = Integer
| ai_dust = Integer
| source_path = String
}}
Field notes
idcomes from the sourcesidfield. Five fixed values; new difficulty tiers would be a balance change worth flagging.neutral_power_multiplieris the headline balance number. 1.0 is "Hard" (the canonical reference point); Easy halves encounter strength, Impossible doubles it.- Resource columns: source-side
alchemicalDustis normalized todustto match the canonical naming inResource(perDB/res/resources_info.json). - Asymmetry: on Easy, the player starts with 3× the resources the AI does; this flips on Hard+, with the Impossible AI getting 5× the player's gold. That's the primary difficulty mechanism —
neutral_power_multiplieronly modulates map encounters.
Related tables
Resource— the seven per-side<player|ai>_<resource>columns mirror the resource ids on the Resource Entry rows (gold / wood / ore / gemstones / crystals / mercury / dust).


