Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Real Eurekas
   
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18 Mar, 2017 @ 8:47pm
14 Dec, 2023 @ 5:57am
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Real Eurekas

Description
New v5.0.1 as of 14.12 - Compatibility with CQUI-Lite.

Make Eurekas and Inspirations a real surprise! There are 500+ new ones and they are randomly assigned to Techs and Civics. Each game will look different from now on.

CivFanatics[forums.civfanatics.com]GitHub[github.com]

Compatibility
- The mod works with vanilla game, Rise & Fall and Gathering Storm.
- Version 3.0+ also works with my Better Tech Tree mod.
- Works with the latest CQUI. Please note however that REU will overwrite features that CQUI adds to the trees.
- Works with the Shuffle Mode - boosts for not revealed items are not shown.
- Yes, works with Babylon / Hammurabi as well :)

How does it work?
The game offers a limited set of Eureka/Inspiration boosts that can actually be parameterized. Basically when there's a boost related to X of something, 'X' can be changed and 'something' can be something else. Theoretically any boost can be assigned to any tech/civic but in practice most of such assignments doesn't make any sense - there need to be some kind of logic. Btw, this logic is explained in the the Eureka popup-window - bet you never read those :)
Using this mechanisms I have created hundreds of new boosts. I managed to actually create 3-5 new boosts for almost each tech and civic. But that's not all - they are randomly assigned when the game starts. It means that each game will look different. I put some examples on the screenshots.

Setup
There are 3 options available that affect how randomization works.
- A: use it when you want to randomize boosts once and play entire game with this set; SP & MP games
- B: it rolls randomly a new set of boosts each time the game is started or re-loaded; SP only
- C: it rolls randomly a new set of boosts and it will change every day (default option now); SP only
The option is set via in RealEurekas_0_Setup.sql file. There are also detailed instructions and more info.

Custom boosts
I've created several custom boosts. These are totally new ones and different from the ones provided by the game. As for now there are 120+ custom boosts, related to an early game, placing of your capital and 2nd city and City-States. Examples:
- If there are rainforest tiles or tundra, hills, etc. around.
- If there are resources that can be mined later
- Have a desert tile within borders when settling 2nd city.
- Found the Capital adjacent to a mountain.
- Settle your first 2 cities on 2 potential quarries.
- Meet an Industrial CS or any other type.
- Be a Suzerain of a Religious CS.

Trigger visibility
There is a startup option available in Advanced Options that governs how trigger information is displayed:
- Always visible (same as vanilla game) - DEFAULT.
- Visible when can be researched.
- Visible when you start researching a tech or civic.
- Visible only after the boost has been activated.
Triggered boosts are always visble, regardless of the chosen option.

Credits:
- ElCid0204 - several quotes and ideas for Ancient era boosts.
- TheRedOne - ideas for randomization to work with MP games.
Popular Discussions View All (1)
18
25 Feb, 2023 @ 4:46pm
PINNED: Please report issues here.
infixo
295 Comments
meow 27 Nov, 2024 @ 2:27pm 
does this play nice with 6T?
Simon Sullivan 11 Sep, 2024 @ 6:51pm 
Awesome - thanks. I tried it out and it works. Pretty nice addition to have in my pocket for when I don't want to tech shuffle but I do want to mix it up a little

Going through this I realised there was a difference between "build" and "have" X things - this game has so many tricks up its sleeve it seems
infixo  [author] 11 Sep, 2024 @ 8:36am 
@simon Techs can be rearranged, no problem. E.g. Real Eurekas also works in the Shuffle Mode. Changing boosts is ofc a conflict. The mod that loads last usually wins. REU basically removes all boosts and creates new ones, so if it loads last - it will overwrite all other changes.
Simon Sullivan 10 Sep, 2024 @ 6:46pm 
Will this work / not cause conflicts if the tech tree itself is unchanged but the techs have been changed by another mod? What about if that mod changed some of the Eurekas triggers; which mod would be primary for Eureka sourcing?
xor 21 Apr, 2024 @ 5:14am 
Thanks for your fast answer.
re 1: ah, must have missed it, thought default would be new roll for every restart
re 2: wouldn't it make sense to remove those then? it's unnecessarily confusing
infixo  [author] 21 Apr, 2024 @ 5:06am 
@xor Ad. 1. Read "Setup" and set you option accordingly.
Ad. 2. These are flood plains pre-Gathering Storm when the mod was created.
xor 21 Apr, 2024 @ 4:50am 
so...
1) euraks don't seem to be randomized, every tech has the same after testing with multiple restarts
2) the weird "settle capital on 2 flood plains" and similar don't seem to trigger at all.
TimberJackEB 26 Sep, 2023 @ 12:34pm 
@derKenny The option should appear on the righthand side when creating a new game using the advanced options. Some mods add a lot of options, so it could be buried.
derKenny 26 Sep, 2023 @ 8:38am 
Sry if i'm blind, but i can't find the option menu to trigger the visibility for real heurekas :/
infixo  [author] 25 Sep, 2023 @ 7:42am 
@scyphozoa "Kill N barbs" uses the game's original boost, just with various num of units. Imho this counter is bugged somewhat. I notice quite often that it doesn't count correctly even in the vanilla game.