Sid Meier's Civilization VI

Sid Meier's Civilization VI

Real Eurekas
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.
Josie 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.
Exec Jun 28, 2023 @ 3:21am 
Any plans to make this compatible with Grand Eras (6T)?
infixo  [author] Jun 8, 2023 @ 10:03am 
@Кибербулыч Pls. ask on CivFanatics or reddit.
Кибербулыч Jun 7, 2023 @ 12:25pm 
Hello, i need help with some files in game. Did you know where i can change boost after new eras ?
infixo  [author] May 31, 2023 @ 3:53am 
@wutz All Modes are considered unbalanced. And Real Eurekas is supposed to make getting boosts HARDER. Sorry.
wuTz May 30, 2023 @ 11:06pm 
I play with harsh dark ages, so I am forced to play small empires and some eurekas are too hard to ever get with my settings sadly, I kinda rely on the eurekas to be able to get into golden ages sometimes
wuTz May 30, 2023 @ 11:01pm 
I love the idea, but certain small things always make me disable the mods;

I play very fast game speeds with several mods and it makes the most eurekas unbalanced; also minor things like multiple very similar eurekas or even same eurekas in a game are kinda unfun for me.

I think this mod is great on a very slow game speed like marathon+
infixo  [author] May 20, 2023 @ 9:04am 
@khia It is very rare situation, the boosts are randomly assigned.
Khia Malifa May 20, 2023 @ 7:16am 
Im getting same boosts for different techs/civic, So i get multiple Eurekas when completing a singular boost, is there anyway to make the techs/civic boosts unique?
fsupple1 Apr 18, 2023 @ 3:40pm 
Got it! Thanks.
infixo  [author] Apr 18, 2023 @ 1:00pm 
@fsupple Description -> Setup -> "The option is set via in RealEurekas_0_Setup.sql file"
fsupple1 Apr 18, 2023 @ 12:56pm 
Where do I select between options A.B, and C? I would like to select A.
TimberJackEB Apr 16, 2023 @ 10:19am 
I feel like this balances Babylon somewhat, especially Ultra Babylon, when playing in shuffled mode. No more memorizing what every eureka and inspiration unlocks. No more just build a couple Coliseums to unlock Ski Resorts. No more using a casus beli to go all the way to nationalism. It'll just happen for some unknown reason now.
infixo  [author] Mar 30, 2023 @ 5:29am 
@untouchedwagons "Potential" means that you could build a dedicated improvement on that resource. In case of farms it relates to Rice, Maize and Wheat. So basically you need to have 2 of those resources withing the borders of your first city (capital). I know a farm can be built without a resource but that would be too easy - the boost will only fire for tiles with resources.
UntouchedWagons Mar 27, 2023 @ 12:30pm 
How do I "settle (the) capital on 2 potential farms"?
infixo  [author] Dec 21, 2022 @ 11:52am 
@DaniAngione I plan to refresh the mod when the Leader Pass is finished. It is not possible to support "Grand Eras" because it requires that for all the new techs and and civics the necessary random new eurekas and inspirations need to be created. That's a gigantic work.
gunswat Nov 27, 2022 @ 5:05am 
would it be possible for it to be uploded with the option b aswell?
infixo  [author] Nov 26, 2022 @ 10:54am 
@linkart Yes, ofc. The entire mod is a custom-built system. But one needs to understand how ids are generated and connected with boosts, etc. That is why I keep all this stuff in Excel - it's easier :)
Linkart Nov 25, 2022 @ 7:23pm 
hi @infixo
per the notes it mentions, "below part is generated from Excel - should not be changed manually"
Is there a way to remove or change the "build X wonder" or "settle the capital" to something that is more manageable?
Pigeons > 兄弟罗斯 Oct 10, 2022 @ 4:14am 
Before I say this I will say I have other mods which are more than likely causing the issue.

But every turn I was receiving at least one random eureka/inspiration that didn't make sense to achieve, and I also was not correctly receiving ones that I should (for example, I settled between 3 plains hills and did not receive "settle capital with 2 potential mines").
gunswat Sep 25, 2022 @ 9:24am 
also have all the dlc except the frontier pass
gunswat Sep 25, 2022 @ 9:19am 
im struggling to work out where to put the option b as my global params say replace name im not great with modding files
fiflakowski Aug 17, 2022 @ 6:58am 
okay, thank you

it's a shame cause I've always enjoyed your mod :)
infixo  [author] Aug 17, 2022 @ 6:08am 
@fiflakowski Any mod that changes tech and civic trees will mess up Real Eurekas because eurekas have internally hardcoded IDs attached to techs and civics.
fiflakowski Aug 17, 2022 @ 2:29am 
Yes, I have just isolated it.

When the mod is disabled I get no random boosts.

They were the same boosts in the second run: warfare on round 2 and coking on round 3. As you can see this is another mod: expanded tech tree or smthn like this so maybe it's an issue of compatibility.
fiflakowski Aug 17, 2022 @ 2:06am 
I am not sure it's this mod or possibly another but it seems the issue occurred after I added this one:

During the first couple of rounds I was getting random eurekas/inspirations, one for the modern era in fact.

I wasn't getting them from goody huts, I just got them at the beginning of the round for nothing and their conditions weren't met. I'll let you know if it keeps happening.
DaniAngione May 4, 2022 @ 8:02pm 
Do you plan to update the mod still? If so, is compatibility with "6T / Grand Eras" planned?
I just tried it out and it's really awesome, it's now replacing my previous "longer eras" setup (Take Your Time) but it saddens me to see that Real Eurekas doesn't work with it... Well, it does work, but the new techs added by the mod have no eurekas at all

So just wondering if support is planned!
DaniAngione Feb 8, 2022 @ 3:55pm 
@infixo
Alright, that works for me!

Thank you for the answers!
infixo  [author] Feb 8, 2022 @ 2:54pm 
@dani Ad. 1. C will work too, as long as you are in the same time zone :) The same date = the same eurekas. Ad. 2. You can modify the file RealEurekas_Text_Quotes.xml and change the quotes to whatever you want. The toggle needs programming, I won't do that.
DaniAngione Feb 3, 2022 @ 11:29am 
Love the mod idea/proposal!
I do have a couple of questions if that's ok :)

1 - About the setup... Only A works for multiplayer? Because I'm trying to convince a bunch of people that don't care about mods that mods are nice and creating an "essentials" collection for us to play, but I'm afraid that if I tell them to change another game file they will already be lazy (I'm already going to ask them to replace the files for Leugi's City styles)
What happens if we try playing MP without changing from the default (C)?

2 - Would it be possible to have a toggle that replaces all the quotes with like "???"
I don't dislike the quotes, but they're a bit distracting. I like being able to tell at a glance which eurekas I have discovered and I end up reading the quotes over and over thinking I have that eureka revealed. Having them be something like "???" would allow the player to more easily/quickly glance at their tech tree and know

Other than that, absolutely fantastic mod!
Good job :)
Tuonela Jan 24, 2022 @ 12:56pm 
Does the AI get these eurekas similarly to unmodded version?
静海红猫 Sep 29, 2021 @ 10:24pm 
This looks charming, thx
infixo  [author] Jul 5, 2021 @ 9:33am 
@chiyiuwong I am not sure I undersand what you are asking for. If you mean the initial seed for the random number generator, then it depends on the chosen option. See the description. There is no „random number in use”.
ChiYiuWong Jul 4, 2021 @ 9:46pm 
Is there a way to check the random number currently in use? I sometimes use this mod and sometimes it’s not available, it seems to "occasionally" conflict with Remove GDR.
infixo  [author] Jun 16, 2021 @ 10:39am 
Oh... wait... I know why. It is not possible. It was my first idea but after 3 years it is still not possible.
infixo  [author] Jun 16, 2021 @ 10:38am 
@zack'n'attack That is a great idea. Glaringly obvious. Why didn't I come up with that in 3 years of developing thais mod???
Raboot Jun 15, 2021 @ 8:25pm 
Would it be possible to have the seed be the current save's seed; that is, to have the Inspirations never change within a save file but be different between save files?
infixo  [author] May 19, 2021 @ 4:35pm 
@kurnn Thx, appreciate it!
Kurnn May 19, 2021 @ 1:14pm 
I dont understand why anyone would want to play without this.
I have it on always show, to get rid of rare bugs that happens when you dont see the eureka.

I dont give a "#¤#" that a few eureka may be not possible or whatever. It balance the game like no other mod even come close to.
infixo  [author] May 18, 2021 @ 5:04pm 
@sol Yes. Settle a city on X tiles of something means that those X something must be within borders of a city, first or first 2.
SolV May 18, 2021 @ 2:38pm 
so... what does it mean when a tech boost asks me to settle my first city on 2 tundra tiles? assuming that it isn't asking the impossible, does this me that the starting city needs two tundra tiles in it's borders when it settles?