Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Real Eurekas
   
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Mar 18, 2017 @ 8:47pm
Dec 14, 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
Feb 25, 2023 @ 4:46pm
PINNED: Please report issues here.
infixo
291 Comments
xor Apr 21 @ 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] Apr 21 @ 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 Apr 21 @ 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 Sep 26, 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.
Josephine Sep 26, 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] Sep 25, 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.
The Scyphozoa Sep 16, 2023 @ 7:09pm 
Okay, I tested it with just Real Eureaks and no other mods (besides Quick Start). I killed a barbarian warrior, then killed a barbarian spearman and destroyed the camp on the same turn. That got me the boost for "kill 3 barbarians".

Then I disabled Real Eurekas and tried vanilla. I killed a barbarian spearman, destroyed the camp, and killed a barbarian scout. I did NOT get the boost for "kill 3 barbarians" on Bronze Working.
The Scyphozoa Sep 16, 2023 @ 6:22pm 
How are barbarian kills counted? I killed two barbarian horseman units (at the same time, while defending) and got the boosts for "kill 2 barbarians" and "kill 4 barbarians". Then I killed a barbarian warrior, destroyed the camp, killed a barbarian scout, and got the boost for "kill 10 barbarians".

I'm using the mods "More Barbarian XP", "Nere's Better Barbarian Clans Mode", "Barbarian Outposts to Watchtowers", and "Sukritact's Barbarians--". I'm going to try disabling those mods and do some more testing, but I thought I'd post this in the meantime in case it's actually intended.
Daydreamer Sep 16, 2023 @ 11:33am 
i assume ur mods work fine with extended eras?
infixo  [author] Jun 28, 2023 @ 5:12pm 
@cryonymph No. 6T modifies too much, it virtually would require to change the entire REU.