Anyone find the Eureka bonus modifier xml?

Looking at toning down eureka bonus down via mod. Couldn't find it in Globals xml, but wondering if anyone else has located this?
Technologies
<Boosts>
<!-- Some boosts, like find natural wonder, have an unnecessary unit field - that is an aid for the AI. Please leave it -->
<Row TechnologyType="TECH_SAILING" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_SAILING" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_SAILING" BoostClass="BOOST_TRIGGER_SETTLE_COAST"/>
<Row TechnologyType="TECH_ASTROLOGY" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_ASTROLOGY" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_ASTROLOGY" BoostClass="BOOST_TRIGGER_FIND_NATURAL_WONDER" Unit1Type="UNIT_SCOUT"/>
<Row TechnologyType="TECH_IRRIGATION" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_IRRIGATION" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_IRRIGATION" BoostClass="BOOST_TRIGGER_HAVE_X_IMPROVEMENTS" ImprovementType="IMPROVEMENT_FARM" RequiresResource="true" NumItems="1"/>
<Row TechnologyType="TECH_ARCHERY" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_ARCHERY" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_ARCHERY" BoostClass="BOOST_TRIGGER_KILL_WITH" Unit1Type="UNIT_SLINGER"/>
<Row TechnologyType="TECH_WRITING" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_WRITING" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_WRITING" BoostClass="BOOST_TRIGGER_MEET_CIV" Unit1Type="UNIT_SCOUT"/>
<Row TechnologyType="TECH_MASONRY" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_MASONRY" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_MASONRY" BoostClass="BOOST_TRIGGER_HAVE_X_IMPROVEMENTS" ImprovementType="IMPROVEMENT_QUARRY" RequiresResource="true" NumItems="1"/>
<Row TechnologyType="TECH_BRONZE_WORKING" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_BRONZE_WORKING" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_BRONZE_WORKING" BoostClass="BOOST_TRIGGER_NUM_BARBS_KILLED" NumItems="3"/>
<Row TechnologyType="TECH_THE_WHEEL" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_THE_WHEEL" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_THE_WHEEL" BoostClass="BOOST_TRIGGER_HAVE_X_IMPROVEMENTS" ImprovementType="IMPROVEMENT_MINE" RequiresResource="true" NumItems="1"/>
<Row TechnologyType="TECH_CELESTIAL_NAVIGATION" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_CELESTIAL_NAVIGATION" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_CELESTIAL_NAVIGATION" BoostClass="BOOST_TRIGGER_HAVE_X_IMPROVEMENTS" ImprovementType="IMPROVEMENT_FISHING_BOATS" RequiresResource="true" NumItems="2"/>
<Row TechnologyType="TECH_CURRENCY" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_CURRENCY" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_CURRENCY" BoostClass="BOOST_TRIGGER_MAINTAIN_X_TRADE_ROUTES" Unit1Type="UNIT_TRADER" NumItems="1"/>
<Row TechnologyType="TECH_HORSEBACK_RIDING" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_HORSEBACK_RIDING" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_HORSEBACK_RIDING" BoostClass="BOOST_TRIGGER_HAVE_X_IMPROVEMENTS" ImprovementType="IMPROVEMENT_PASTURE" RequiresResource="true" NumItems="1"/>
<Row TechnologyType="TECH_IRON_WORKING" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_IRON_WORKING" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_IRON_WORKING" BoostClass="BOOST_TRIGGER_IMPROVE_SPECIFIC_RESOURCE" ImprovementType="IMPROVEMENT_MINE" ResourceType="RESOURCE_IRON"/>
<Row TechnologyType="TECH_SHIPBUILDING" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_SHIPBUILDING" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_SHIPBUILDING" BoostClass="BOOST_TRIGGER_OWN_X_UNITS_OF_TYPE" Unit1Type="UNIT_GALLEY" NumItems="2"/>
<Row TechnologyType="TECH_MATHEMATICS" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_MATHEMATICS" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_MATHEMATICS" BoostClass="BOOST_TRIGGER_HAVE_X_UNIQUE_SPECIALTY_DISTRICTS" NumItems="3"/>
<Row TechnologyType="TECH_CONSTRUCTION" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_CONSTRUCTION" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_CONSTRUCTION" BoostClass="BOOST_TRIGGER_CONSTRUCT_BUILDING" BuildingType="BUILDING_WATER_MILL"/>
<Row TechnologyType="TECH_ENGINEERING" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_ENGINEERING" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_ENGINEERING" BoostClass="BOOST_TRIGGER_CONSTRUCT_BUILDING" BuildingType="BUILDING_WALLS"/>
<Row TechnologyType="TECH_MILITARY_TACTICS" Boost="50" TriggerDescription="LOC_BOOST_TRIGGER_MILITARY_TACTICS" TriggerLongDescription="LOC_BOOST_TRIGGER_LONGDESC_MILITARY_TACTICS" BoostClass="BOOST_TRIGGER_KILL_WITH" Unit1Type="UNIT_SPEARMAN"/>
<Row TechnologyType="TECH_APPRENTICESHIP" Bo
and etc.
 
A guide to quickly changing these...

If you wanna increase/decrease Eureka boosts. Use the Find and Replace feature in MS Word xD
 
Here's a small mod that decreases the boosts by half, so 25%. Its one line and you can easily change it to how big/small you want.

It effects both techs/civics.
 

Attachments

  • Smaller Boosts.zip
    870 bytes · Views: 239
So I notice in alot of these the .sql is name rule... If I have 20 small mods all with a rule.sql wtf happens?
 
So this is probably a silly question that reveals exactly how little I know about codeing but... the mod ID is in the .modinfo how does each .modinfo know which rules.sql it's pointing to? There is no modID in the .sql
 
The mod will be in a folder which should have a .modinfo file. If you open up the .modinfo file, you will see the mod ID along with <files> tag with files (in this case, rule.sql).

The .modinfo will only point to files that are in the mod folder. So you can have unlimited rule.sql as long as they are in each of their own seperate folders.

The mod ID needs to be different or else the game won't recognize it and you won't see it when you click Additional Content.

Hope that helps
 
ok so it is aware of what folder it's in thanks that explains alot.... so if I have a bunch of rules.sql all in the same folder it breaks but if each tiny mod is in it's own folder it works thanks!
 
ok so it is aware of what folder it's in thanks that explains alot.... so if I have a bunch of rules.sql all in the same folder it breaks but if each tiny mod is in it's own folder it works thanks!

You can't two or more files with the same name in one folder.
 
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