Difficulty Scaling
five tiers comparedAffecterTable for combat scaling,
GameSystemTable for the economy).Official tier descriptions
Verbatim texts from the new-campaign screen
(TEXTKEY_CreateCampaign_*). Combat and management difficulty are picked independently; the top
tier is called Devastation in-game (Downfall in the data).
| Tier | Combat difficulty | Management difficulty |
|---|---|---|
| Easy | Enemies are weak. You can easily win battles. Recommended for players who havenโt played many strategy games before. | Everything is generous and abundant. |
| Normal | It requires some strategy, but a little cleverness is enough to handle it. Recommended for players familiar with strategy games but new to this one. | Balanced resource flow that requires a moderate level of management strategy. |
| Hard | Enemies are tough, dungeons unforgiving. For experienced strategy players. | Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test. |
| Very HardVeryHard | Enemies are formidable! For players familiar with the game seeking a merciless challenge. Forcibly disables free saves. | Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control. |
| DevastationDownfall | Do not play this difficulty, we warned you. Enemies are unreasonably strong. Forcibly disables free saves. | Management begins on the brink of collapse. Every choice has a cost, and even small waste can lead to downfall. |
Combat (Fight) difficulty scales the monsters
Combat difficulty is applied to every monster as a
hidden affecter (AFFECTER_MonsterDifficulty*). Hard is the baseline. Easy and Normal make
monsters far weaker; VeryHard and Downfall make them tankier and hit harder - on Downfall a monster
has double the health and double the attack of the same monster on Hard.
| Monster stat | Easy | Normal | Hard | VeryHard | Downfall |
|---|---|---|---|---|---|
| Attack power (physical & magic) | x0.15 (-85%) | x0.4 (-60%) | x1.0 | x1.5 (+50%) | x2 (+100%) |
| Max health | x1.0 | x1.0 | x1.0 | x1.5 (+50%) | x2 (+100%) |
Two more combat-difficulty levers pile on top of that flat scaling:
Environment effects
Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls fewer helpful and more harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:
| Combat difficulty | Positive effects | Negative effects |
|---|---|---|
| Easy | 2 | 0 |
| Normal | 1 | 0 |
| Hard | 1 | 1 |
| VeryHard | 1 | 2 |
| Downfall | 1 | 3 |
Respawn interval & Magic Saturation
Monsters respawn faster on higher combat difficulty
(every 1200 min on Easy, 900 on Normal, 600 from Hard up), so floors refill quicker. And when Magic Saturation
is on - the default from Hard upward - monsters grow progressively stronger the longer a run lasts
(AFFECTER_MagicSaturation), stacking on top of the flat tier scaling.
| What scales | Easy | Normal | Hard | VeryHard | Downfall |
|---|---|---|---|---|---|
| Monster respawn interval | 1200 min | 900 min | 600 min | 600 min | 600 min |
Management difficulty the economy
Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the Hard baseline (factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1. So an ingredient listed as 3 becomes 2 on Normal (x0.67), 1 on Easy (x0.34), 4 on VeryHard and 5 on Downfall (x1.66). Only material amounts (craft & build) and research workload scale - crafting/building labour, output counts, sell prices and unlock gates stay fixed.
| What scales | Easy | Normal | Hard | VeryHard | Downfall |
|---|---|---|---|---|---|
| Crafting ingredient amounts | x0.34 | x0.67 | x1 | x1.33 | x1.66 |
| Construction material amounts | x0.34 | x0.67 | x1 | x1.33 | x1.66 |
| Research workload | x0.34 | x0.67 | x1 | x1.33 | x1.66 |
Treatment expectation (mood) by unit level
The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline - on Downfall a level-5 settler starts at -9 mood expectation vs -2 on Easy.
| Difficulty | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Easy | +10 | +7 | +4 | +1 | -2 |
| Normal | +8 | +5 | +2 | -1 | -4 |
| Hard | +5 | +2 | -1 | -4 | -7 |
| VeryHard | +4 | +1 | 0 | -3 | -8 |
| Downfall | +3 | 0 | -1 | -4 | -9 |
Dungeon-stay mood penalty
Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.
| Difficulty | Stage 1 | Stage 2 | Stage 3 | Stage 4 |
|---|---|---|---|---|
| Easy | -1 | -4 | -7 | -10 |
| Normal | -3 | -6 | -9 | -12 |
| Hard | -4 | -10 | -16 | -22 |
| VeryHard | -5 | -11 | -17 | -23 |
| Downfall | -6 | -12 | -18 | -24 |
Campaign options
The other switches on the new-campaign screen, with their official descriptions.
Recommended for intended gameplay experience.