Eureka and Inspiration fixes + Balance changes

dunkleosteus

Roman Pleb
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Toronto, Canada
A number of the eurekas and inspirations feel like they clash thematically with the techs and civics they represent. Here, I've compiled the techs and civics I think could be more fun or interesting with new inspirations or eurekas. I'm including the current/original inspiration as well as what I think it should be changed to. I'm also including a list of balance changes to certain techs or civics to get rid of things that may not make sense or to help encourage thematic roleplay and confrontation.

Techs:

Spoiler Techs :
Writing: (currently: meet another civilization), new: have an empire-wide population of 6. The justification for this change is that writing seems to have developed as civilizations increased in complexity and centralized their power. Contact with foreign entities did not create any impetus or need for writing, although written messages would later help in formal negotiations. Writing was developed as a management and archiving tool and later employed diplomatically.
Bronze Working: (currently: kill 3 barbarians), new: mine a resource. The current eureka seems to play up to the use of bronze weapons in war. I think this change broadens bronze working into a more general-purpose technology representing the transition from stone to metal tools.
Wheel: (currently: mine a resource), new: build a pasture. The invention of the wheel seems attributable simultaneously to either pottery or animal husbandry, with the potter's wheel and from animals drawing carts. Industrially, the ability for carts and livestock to be used to transport or move goods or materials is very important, so this eureka is designed to reflect that.
Celestial Navigation: (currently: improve 2 sea resources), new: build a galley. Celestial navigation was a very important development in sea-fairing technology, however it's also applicable on land. More information on that later. Rather than harvesting resources from the sea, it is having a true ship ready to sail that inspires your people to look to the stars for guidance. No longer are they fishing in the local waters of your city, now they leave familiar shores to explore the seas.
Horseback Riding: (currently: build a pasture), new: have 3 heavy cavalry units. Horseback riding was an incredible advancement for cavalry, but the earliest records of organized mounted cavalry come more than 2000 years after horses first began pulling carts and at least 1500 years after chariots were first employed. Chariots were deadly and effective, and it is after employing them yourself that you see the need to one-up the cavalry game.
Shipbuilding: (currently: build 2 galleys), new: build a harbor. As celestial navigation now uses building a single galley, building two had to be changed here. While I think building boats is certainly a reason to get better at shipbuilding, I think this new option might be equally as strong: having a dedicated port not only gives you somewhere to build ships, but a place to harbor them and a place for traders to arrive and depart. It is the dividing line between casual fishing and naval infrastructure, and so your people are inspired to dedicate themselves to boat building.
Mathematics: (currently: have 3 specialty districts), new: have a scientist specialist for 5 consecutive turns. Having 3 districts didn't make a huge amount of sense to me. I get that math is very useful in many different aspects of life, but the first mathematicians were dedicated philosophers and thinkers. By having a citizen specialized as a scientist in a campus, your people can apply themselves to the truly theoretical aspects of numbers. The stipulation of 5 turns is to ensure that a citizen isn't set as a specialist for a single turn and then immediately removed. Your city must be able to afford to dedicate a citizen to science.
Construction: (currently: build a watermill), new: build 9 buildings. Watermills are great, but their mechanism seems closer to machinery than to construction. This new requirement tries to communicate improvements in building practices as your people begin to build their cities.
Apprenticeship: (currently: build 3 mines), new: have 3 specialty districts. Apprenticeship here takes on the eureka that mathematics used to have. I think it fits apprenticeship better because apprentices are traditionally associated with a craft or trade, so having a variety of them gives your people a need to develop a formalized training system for new tradespeople.
Stirrups: (currently: have the Feudalism civic), new: have 5 light or heavy mounted cavalry units. I thought that feudalism was a bit of an arbitrary requirement for stirrups. Sure, that roughly lines up with when stirrups were developed historically, but there's no reason it had to happen in that order. This new eureka tries to tie in with how important stirrups are to cavalry, and specifically if you use a lot of mounted cavalry, you will be more likely to develop technology for them.
Machinery: (currently: own 3 archers), new: build 3 watermills. The archer eureka never made sense. It seems specifically designed to support the "archers upgrade into crossbowmen" thing, which is basically all you use machinery for. But machinery wasn't developed to make crossbows, machinery was developed to do work more efficiently. The mechanism of a crossbow was made possible by machinery, not the other way around. This eureka uses mechanized mills rather than archers.
Castles: (currently: have a government with 6 policy slots), new: have a city you own under siege. The previous eureka tried to tie castles in with having a feudal government, which I understand. This eureka instead attempts to make the development of castles come from necessity: being in a war in which one of your cities is besieged provides the inspiration your people need to develop stronger fortifications.
Cartography: (currently: build 2 harbors), new: discover 2 foreign continents. As we'll see later, the inspiration for foreign trade is changed, so discovering continents no longer triggers a eureka or inspiration. Here, the eureka for cartography comes from discovering foreign continents rather than having multiple harbors. I think this eureka will be more balanced on all map types whereas the current eureka seems under-powered on pangaea, which de-emphasizes navies.
Mass Production: (currently: build a lumber mill), new: build 2 workshops. The mass production of goods isn't something I know to be from the renaissance/medieval period as civ 6 claims. Regardless, I've moved the eureka to workshops from lumbermills, which was far too easy to get.
Gunpowder: (currently: build an armory), new: build a niter mine. Currently, niter gives the eureka for rifling. Originally, gunpowder revealed niter on the map, but when niter was moved to an earlier tech, the eureka for gunpowder should have been changed to building a niter mine.
Square Rigging: (currently: kill a unit with a musketman), new: own 6 medieval or renaissance naval units. Like horseback riding, the eureka for this tech requires you to have a strong military of the related type. Rather than killing a unit with a land melee unit, square rigging is triggered by having a strong navy.
Metal Casting: (currently: own 2 crossbowmen), new: have access to 4 iron. This was another eureka that was entirely built around the unit the tech unlocked rather than the tech itself. We're also assuming metal casting is referring to cast iron rather than metal casting in general, because bronzes were being cast long before iron working was ever developed to an industrial degree. Because of that, metal casting is now triggered by having a lot of iron. You can trade for the iron or if you're lucky, you'll have sources of it yourself.
Siege Tactics: (currently: own 2 bombards), new: destroy a city's defences with a bombard. Rather than simply owning siege weapons, this eureka requires you to use them. You have to reduce the city's fortifications to 0 health or armor (I don't remember the terminology for walls. Whichever prevents the city from bombarding you) with a bombard to trigger this eureka.
Industrialization: (currently: build 3 workshops), new: have 3 cities with 10 population. This eureka is designed to use growing national populations as the trigger for industrialization. In reality, advances in the efficiencies of farming and manufacturing practices all triggered the event, but it was the population reserves flooding into cities that carried the industrial age forward.
Steam Power: (currently: build 2 shipyards), new: Have at least 8 mines and access to coal. Coal will be moved to industrialization, so having access to it before steam power will be possible. Steam power was developed originally to pump water out of mines before later being applied to vehicles like trains and boats. The original eureka is another designed specifically for the unit unlocked by the tech and not for the tech itself.
Rifling: (currently: build a niter mine), new: kill 3 units with musketmen. As square rigging changed its eureka, killing units with musketmen not only makes sense for riflemen, but is available.
Electricity: (currently: build 3 privateers), new: build 3 factories. Another eureka designed for the unit rather than the tech itself. What does electricity or lightbulbs have to do with piracy?


Civics:

Spoiler Civics :
Foreign Trade: (currently: discover a second continent), new: meet a new civ or city state. Rather than intercontinental trade, foreign trade is now the practice of opening your market to other civilizations, be they civilization or city state. Contact with foreign entities and their goods inspires your people to seek out that wealth.
Military Tradition: (currently: clear a barbarian encampment), new: defeat 3 barbarians. Constant conflict with barbarians hardens your warriors into a formal military.
Early Empire: (currently: have 6 population), new: declare a war. From the civilopedia entry for this civic, "The natural pattern of nations is that one state, for whatever reason, becomes more powerful than its neighbors economically and/or militarily and conquers them … creating an “empire.” The more it conquers, the stronger it gets, and so it conquers more and more of its neighbors." rather than by size, it is aggressive expansion that inspires your people to transition from tribe to empire.
Political Philosophy: (currently: meet three city states), new: meet someone with a different government. The first player or civ to get political philosophy can't get a boost towards it. Once a civ changes its government though, all other civs it has contact with will get a boost to political philosophy. This boost will be easier to handle when a player starts by themselves on an island (which has happened to me a number of times). -Thanks, Equilin
Civil Service: (currently: grow a city to 10 population), new: have a total of at least 6 districts. Civil service seems to want to tie into the idea of specialization and government infrastructure. This inspiration tries to emulate that by tying it to the total number of districts you have. There are no requirements for variety of districts, only number of them.
Guilds: (currently: build 2 markets), new: have 4 different types of specialist in your empire. Guilds are about more than just money. There are mason guilds, merchant guilds, scientific societies, etc. Rather than tying guilds specifically to money, this inspiration for guilds relies on a diversity of specialists in your empire.
Exploration: (currently: build 2 caravels), new: settle on a foreign continent. The inspiration to explore beyond your local neighborhood doesn't require specific classes of ship, only the will and opportunity to do so. By settling on a foreign continent, you establish yourself internationally, ready to explore the wonders of the world before you.
Colonialism: (currently: research the astronomy tech), new: have 2 suzerainships on a foreign continent. I have no idea what the association with astronomy was for, apart from astronomy unlocking the ability to cross oceans in civilization 5 and colonies being primarily overseas. Instead, it is having a strong political influence that makes you a colonial power, by exerting your authority on foreign entities.
Civil Engineering: (currently: build 7 specialty districts), new: have the Industrialization technology. Civil engineering is now associated with the growth of cities rather than a variety of districts. This helps put it in place with urbanization which expands on and strengthens this idea.


Balance Changes:
Spoiler Balance Changes :
Archery is required for building the following units (in addition to their normal technologies), Quadriremes, Crossbowmen.
Iron Working
is required for producing pikemen, samurai, and viking longships, but pikemen and longships don't require iron to be built.
Viking Longships get +10 combat strength and replace Quadriremes, rather than Galleys. Like the Jong, shares its movement speed with any units it is in a formation with. The longship is an innovation of earlier galleys. Rather than being unlocked with sailing, Norway gets the regular galleys. When shipbuilding is developed, Norway gets access to their longships. They lose their early naval ranged unit, but the longship's ability to transport land units quickly across open water should help reduce this penalty.
Gunpowder is required for building Frigates and Privateers. If either unit is obtained before gunpowder is researched, the unit receives a -1 range penalty and a 50% attack penalty until they figure out how to use canons instead of arrows. These penalties do not go away unless you have access to niter, and come back if you lose access to niter.
Caravels do not required gunpowder to be built, but will have the melee combat strength of a galley until gunpowder is researched, and while you do not have access to niter.
Coal is moved to Industrialization.
Battleships are moved to combustion and they and Destroyers require oil and iron to be produced.The dreadnought is clearly the first battleship built and it was fueled by coal, but it was the exception rather than the rule. There's a reason that battleships were called 'dreadnought' class ships, and it's that when the dreadnought was produced, it was leagues ahead of anything else floating. The dreadnought would have been an excellent unique unit for Britain as an early battleship, but Brazil got one instead. By the turn of the 20th century, there was already a lot of support for oil-powered ships over coal-powered.
Ironclads require coal and iron to be produced.
Redcoats and Garde Imperiale upgrade from musketmen and upgrade into infantry. Their combat power is changed to 60 from 65.
All Unique Units require their normal strategic resources, rather than being exempt from them. Since the response is divided whether uniques should require resources, here is a compromise: Unique Units only require a single copy of a strategic resource in cities without an encampment or harbor. This applies to the following:
Eagle Warrior, Hoplite, Pítati Archer, Longship, Berserker, Varu*, Domrey*: None.
Winged Hussar, Hetairoi, Warcart, Maryannu Chariot Archer, Saka Horse Archer: Horses.
Hypaspist, Legion, Immortal, Ngao Mbeba, Samurai: Iron.
Conquistador, Sea Dog, Garde Imperiale, Red Coat, Crouching Tiger, Digger, Jong: Niter.
Mamluk: Iron, Horses.
Cossack, Rough Rider: Horses, Niter.
Minas Geraes, U-boat: Coal, Iron.
P-51 Mustang: Aluminum, Oil.
I think everyone agrees that warcarts are the most broken unique unit in the game. Their timing and combat strength makes them very powerful, and their lack of requisites of any sort take the cake. I'm suggesting imposing a Wheel and Horse requirement on them just like the normal heavy chariot. If it bothers people that Sumeria loses their early war carts, why not just add a Eureka for Wheel: "be Sumeria"? (this is a joke). Berserkers don't have a resource requirement. I've heard that Scandinavia was relatively iron-poor, and that was one of the reasons Norse raiders wore relatively sparse metal equipment. They favoured axes over swords because they needed axes for their domestic lives for felling trees and iron was too scarce to afford separate weapons and tools. Someone else can confirm or deny this. Besides, they dumped most of their iron supply into making tens of thousands of nails for their boats.

Flight requires combustion, which may require combustion to be moved on the tech tree.
Combustion requires steam power.
Astronomy requires Celestial Navigation.
Heavy Chariots and Warcarts require horses, but also gain +5 combat and impose a -5 combat penalty on adjacent enemy units when a chariot is adjacent to at least one other chariot. Chariots were terrifying. Before the chariot, the fastest a man could move was by his own two feet (same goes for women). Chariots enabled soldiers to move across the battlefield with incredibly speed, and witnesses record the panic imposed by the thunder of hooves and wheels when the chariots charged. It took strong and highly trained soldiers to stand up to chariots rather than break ranks.
There's an argument for adding a classical era Cataphract for chariots to upgrade into, but I'm not suggesting new units be added here.
Knights and Samurai are moved to Feudalism, which hopes to better represent their place in the societal structure of the time they arose. Knights require horses and iron, and have a -10 combat penalty until stirrups are unlocked.
Mounted cavalry units take no combat penalty when defending against anti-cavalry units unless flanked.
Anti-cavalry units do not have a combat penalty against melee units, but do take a -10 combat penalty when defending against siege attacks. The close quarters formations that spear-wielding soldiers stand in makes them particularly vulnerable to what we might now call AoE type weapons. There are records of tacticians trying to maneuver their pikemen around to protect their artillery while simultaneously trying to avoid being hit by enemy artillery, which would be deadly to them.
Radio requires Electricity. I hope this one is self-explanatory.


Bonuses: The following are passive effects granted by researching techs and civics. They represent fundamental improvements on the operation of your empire based on ideas rather than quantifiable buildings or government policies. The game already has a few of these, but these are some additional ones which I hope will help the game.

Spoiler Bonuses :
Celestial Navigation: +10% range for land trade routes, +25% range for sea trade routes. +1 movement for naval units. Tying into the idea of "ships of the desert", navigating by the stars was important for traders on land as well, not just by sea. It also helps sailors navigate better on the ocean, which grants a permanent +1 movement to all naval ships compared with other civilization that lack an understanding of navigation.
Wheel: +1 production in every city. +10% range for land trade routes. The wheel improves the productivity of all of your cities and lengthens the distance land trade routes can cross. Celestial navigation still extends sea trade routes farther than the wheel and celestial navigation do together for land trade routes.
Irrigation: Enables farms to be built on desert tiles with access to freshwater. Desert farms cannot provide adjacency bonuses to other farms when later techs or civics are unlocked. Essentially, this allows you to farm flat desert tiles adjacent to oases. Since desert tiles have no yield, this makes desert tiles still very poor. It does make petra cities better though.
Currency: +1 gold in every city.
Construction: +10% production towards city-center buildings.
Engineering: +10% production towards building districts (but not district buildings).
Mathematics: +1 science to libraries.
Military Tactics: Doubles flanking bonuses.
Apprenticeship: +1 to primary yield of engineer and artist specialists.
Education: +1 to primary yield of scientist and religious specialists.
Stirrups: +4 combat to all pre-modern mounted cavalry units. Eliminates the -10 combat penalty on knights.
Mass Production: +10% production towards units.
Banking: +1 gold to merchant specialists.
Printing: Doubles the yields from great works of writing. Foreign works of writing get +1 science after their yields are doubled.
Metalcasting: +5% production towards renaissance and later era units.
Ballistics: +3 combat strength to ranged units.
Industrialization: Districts grant +1 housing each.
Rifling: +5 strength to gunpowder melee units.
Steel: Improved sources of iron grant +1 production when producing buildings.
Electricity: Power plants gain: +1 to primary yield of specialists in districts within range.
Computers: Power plants gain: +2 to primary yield of specialists in districts within range.

Games and Recreation: +1 amenity in the capital.
Drama and Poetry: +2 culture in the capital.
Military Training: Land units start with +5 exp.
Defensive Tactics: +25 defence to city fortifications.
Recorded History: Palace gains +1 science and culture for every era you've progressed since the civic is discovered. Resets if your capital is moved (due to your original being captured).
Naval Tradition: Naval units start with +5 exp.
Civil Service: The first specialist in a city doesn't count towards your housing limit.
Guilds: Districts provide +1 great person point of their type.
The Enlightenment: All great works gain +1 culture.
Mercantilism: Trade routes with other major civilizations (not city states or your cities) gain +2 gold for both parties.
Nationalism: Great works you've created grant +1 culture in your cities. In a Fascist government, units get +5 defence in your territory.
Opera and Ballet: Theming bonuses grant +1 amenity.
Urbanization: Specialists consume 25% less food.
Capitalism: All specialists grant +2 gold in all governments except Communism. This bonus is increased to +3 gold if your government is Democracy. Under Communism, specialists get +2 production and -1 gold. This is a little odd. I wanted capitalism to increase the value of the economy and for it to excel in a democratic society. At the same time, communism clashes with capitalism, so capitalism had to have some other effect. I hoped the difference might make players think more carefully about which government they want. Fascism does not get any special benefit from capitalism, but I added a benefit from Nationalism to Fascism.
Professional Sports: Regional bonuses from Entertainment complexes can also be passed from the broadcast tower if the city has one.
Cultural Heritage: Wonders grant a standard adjacency bonus to entertainment complexes.


Improved Resource Benefits: In Civ 5, some resources provided passive benefits to your cities when you improved them. This brings some of those back.

Spoiler Improved Resource Benefits :
Copper: +25% production towards ancient era units in this city (except slingers and warriors. Doesn't stack with multiple sources of copper per city). +2 production on the tile when building the Colossus.
Stone: +10% production towards buildings in this city (after Masonry. Doesn't stack for multiple sources of stone per city). +1 production on the tile when building stonehenge or the pyramids.
Citrus: +10% Sea trade route length in your empire. Only applies for the first citrus you have improved. Look up scurvy if this doesn't make sense to you.
Cotton: +10% production towards pre-industrial naval units in this city. Doesn't stack with multiple sources of cotton per city. For making sails.
Marble: +10% production towards ancient and classical land-based wonders. (Doesn't apply to the Great Lighthouse or Colossus, which are sea-based).
Whales: After conservation, food and production benefits from the tile or improvement convert to gold, and the tile produces tourism equal to its gold output. Provides amenities to your cities, but no longer produces a tradeable luxury.
Ivory: Gives +100% production towards Varu and Domrey. Not required as that would be too specific. Doesn't stack with multiple ivory sources.


Changes to Features and Improvements:

Spoiler Changes to Features and Improvements :
Lumbermill: +5% production towards pre-industrial naval units in this city. Does stack with multiple lumber mills.
Rainforest: After conservation, rainforest gains +1 faith, and the appeal modifier to adjacent tiles changes from -1 to +1.


I tried to work within the rules established by the game. At the time of posting, Rise and Fall is unreleased, and there may be better systems to work with once we have that to play with. I'd like feedback or questions if anyone has them.
 
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There is a reason why uniques don't have resource requirements. In Civ 5 many Civs with uniques couldn't fully use them due to resource scarcity particularly the iron requiring ones.

I played a game as America where there were no strategic resources on my side of the continent. No horses, iron, or niter. I quite after finding no niter.
 
I also liked most of the changes, but I will offer one piece of criticism. The eureka for Castles that you've proposed would be almost impossible to get on Emperor or below, as the AI will never bring enough units to siege a city.
 
Hetaroi, Warcart, Maryannu Chariot Archer, Saka Horse Archer: Horses.
See I'm not the only one who accidently spells "hetairoi" wrong. But to comment on the idea what makes them unique in my opinion is you don't need the strategic resources to build them, and I like that idea. I wouldn't want to play a game where I couldn't get my chance to build my uniques. And the War-cart doesn't use technically use horses.
And the Winged Hussar and the Domrey don't use anything that would require Niter either.
 
I also liked most of the changes, but I will offer one piece of criticism. The eureka for Castles that you've proposed would be almost impossible to get on Emperor or below, as the AI will never bring enough units to siege a city.
Are Eurekas that critical below emperor difficulty?
 
See I'm not the only one who accidently spells "hetairoi" wrong. But to comment on the idea what makes them unique in my opinion is you don't need the strategic resources to build them, and I like that idea. I wouldn't want to play a game where I couldn't get my chance to build my uniques. And the War-cart doesn't use technically use horses.
And the Winged Hussar and the Domrey don't use anything that would require Niter either.
For some reason I thought Domeys had a canon on top of them. I assumed hussars had guns from their time period. Whoops. Gonna fix that now. Edited the post to move Domrey to "None" and Hussar to horses. Also added a bit about ivory giving a bonus production boost to building domrey and varu. Forgot to add that the first time.
 
Are Eurekas that critical below emperor difficulty?

One as late as Castles wouldn't be critical, as you should be ahead in culture by then on even on Emperor, but they are definitely required to end the game in a reasonable number of turns

My thought as I posted that was that you are kind of taunting a player by having a boost that they can't get in the game LOL.
 
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I'd suggest that the one for Foreign Trade requires meeting a full civ and not CS, just so it would not overlaps with Political Philosophy's 3CS (or change PP to "meet a civ with a different government" which means the first to get PP won't be able to boost it lolz, or make it "3 different CSes or 2 different full civs" should also work).
 
I'd suggest that the one for Foreign Trade requires meeting a full civ and not CS, just so it would not overlaps with Political Philosophy's 3CS (or change PP to "meet a civ with a different government" which means the first to get PP won't be able to boost it lolz, or make it "3 different CSes or 2 different full civs" should also work).
Taking that idea. The reason I was sure to specify that foreign trade could be triggered by meeting a city state as well as another civ was that in-game, an international trade route is a trade route where the destination is not a city you own. Therefore, the inspiration would be to meet someone that would be a valid target for an international trade route, regardless of whether it was a major civ or not.
 
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There is a reason why uniques don't have resource requirements. In Civ 5 many Civs with uniques couldn't fully use them due to resource scarcity particularly the iron requiring ones.

I played a game as America where there were no strategic resources on my side of the continent. No horses, iron, or niter. I quite after finding no niter.

See I'm not the only one who accidently spells "hetairoi" wrong. But to comment on the idea what makes them unique in my opinion is you don't need the strategic resources to build them, and I like that idea. I wouldn't want to play a game where I couldn't get my chance to build my uniques. And the War-cart doesn't use technically use horses.

Added:
Since the response is divided whether uniques should require resources, here is a compromise: Unique Units only require a single copy of a strategic resource in cities without an encampment or harbor.
How is this as a compromise? There's a suzerainship that gives access to 1 copy of every strategic resource you've revealed but don't have, and suzerainships in general give access to any resources improved by the city. Hopefully if all else fails, you can rely on buying a single copy from another player. There's also the "strategic balance" option in the setup menu, although I don't typically use it.
 
My thought as I posted that was that you are kind of taunting a player by having a boost that they can't get in the game LOL.
Possibly. I thought it was a bit odd that the game is set up so that you can reasonably get every boost in every game. Some should be difficult, some shouldn't be. I don't think it's that unreasonable for a Eureka to have difficult requirements. There are quite a few people who will get in a bit over their head early on and get the eureka for castles early in the game.
 
I just don't like horses as a strategic resource past the ancient or classical era. Horses being an animal that with human care can exist in many environments very well, once you hit the medieval horses should be everywhere. I would turn the horse strategic resource in that case to become a luxury as people start breeding horses for sport ie horse racing in its various forms.

I also think cows and sheep should become luxury as the wool trade and in the modern era cheese are luxury items particularly from certain regions and climates from sheep, goats, and cows milk. Maybe the pasture should just get +gold at some point.
 
I just don't like horses as a strategic resource past the ancient or classical era. Horses being an animal that with human care can exist in many environments very well, once you hit the medieval horses should be everywhere. I would turn the horse strategic resource in that case to become a luxury as people start breeding horses for sport ie horse racing in its various forms.

I also think cows and sheep should become luxury as the wool trade and in the modern era cheese are luxury items particularly from certain regions and climates from sheep, goats, and cows milk. Maybe the pasture should just get +gold at some point.
Horses are a tricky one to be sure. I think that as the game stands now, horses are fine. I've had other threads talking about how to tackle the problem you describe with horses. It applies to many, many other resources as well: people brought their resources with them. Horses (or at least the ancestors of the horses we have today) are native to the central Asian steppe. Their presence across the world is due to their introduction to those environments. Similarly, wheat is native to the middle east, bananas to somewhere around Papua New Guinea and rice from Asia. Sugar originated on an island somewhere in the Pacific. We've bred and introduced these species across the globe to suit our needs. Colonialism in the Caribbean and Southern [what is now the] United States was fueled by the desire to grow tropical crops by temperate-climated Europeans, like Tobacco, Cotton, Sugarcane, etc. If we start talking about addressing issues like horses being renewable, we'd have to start talking about transplanting and duplicating resource tiles. It's possible, but messy. I think that saying that horse tiles are completely useless and everyone receives horses for free with no pastures is also intolerable: that same justification could be used for farms and most other improvements. Because Civ has a system of representing your use of your land by improving tiles, we're bound by those rules for the duration of the game. If we don't have a pasture on a horse resource, we're not breeding horses. The current system is a drastic over simplification, but its functional if you don't examine it too closely.

Until the 20th century, horses were an extremely valuable commodity. Up until the 1800s, they were the mode of land transportation. Sure, in well developed areas you could have trains, but if you're in foreign territory or some sort of frontier, Horses were your best bet to get around. But they weren't like a weed you could find anywhere, so saying they're no longer necessary after the medieval era is a hand-wave I don't agree with. Horses didn't become obsolete until the advent of the combustion engine.
 
Until the 20th century, horses were an extremely valuable commodity. Up until the 1800s, they were the mode of land transportation. Sure, in well developed areas you could have trains, but if you're in foreign territory or some sort of frontier, Horses were your best bet to get around. But they weren't like a weed you could find anywhere, so saying they're no longer necessary after the medieval era is a hand-wave I don't agree with. Horses didn't become obsolete until the advent of the combustion engine.

Horses stayed quite valuable militarily until the last half of the twentieth century. Just for two examples, when the Germans invaded the Soviet Union on 22 June 1941 they took with them about 650,000 motor vehicles of all kinds, and over 1,000,000 horses, mostly draft animals. The loss of almost a third of those horses by the end of the first winter was a greater catastrophe than the loss of motor vehicles, because the vehicles could be manufactured, but draft horses had to be bred and raised, and that took more years than the war lasted! The other example is from the other side: the second largest Cavalry Force in history was the Soviet Army, which as of 1 April 1943 had over 320,000 mounted troops - not counting mounted scouts in non-cavalry rifle units.

Before the twentieth century, the great 'limiting factor' in horses was having enough of the Right Kind of horse. The armored cuirassier heavy cavalry of the 17th - 19th centuries in Europe required extra-heavy horses that were expensive to raise (and feed!) and therefore not available in mass quantities. Napoleon, who had access at one time or another to most of western and central Europe, still could only get enough of the 'heavy' horses to mount 14 regiments of Cuirassiers/Carabiniers, out of over 100 regiments of cavalry in the French Imperial Army. Further back, even counting plate armor, fine steel swords and all, by far the most expensive item in a medieval knight's equipment was his heavy battle charger - a horse big enough to carry him and his armor into battle and, hopefully, back out again.

So, if you need to justify in your head the scattered few horse pastures in the Industrial Era of your game, those are the only places with pasturage good enough to raise the 'heavy breeds' needed for heavy cavalry or to haul heavy guns before Misters Diesel, Daimler and Ford put them out of that line of work...
 
There is a reason why uniques don't have resource requirements. In Civ 5 many Civs with uniques couldn't fully use them due to resource scarcity particularly the iron requiring ones.

I played a game as America where there were no strategic resources on my side of the continent. No horses, iron, or niter. I quite after finding no niter.

I agree uniques should not have resource requirements. Like how unique districts are half price, this is something baked into gameplay design.

That said, some uniques do have soft resource requirements. For example, you don’t need Iron to build legions, but you do need an iron mine to get the Eureka for the tech which unlocks legions.

One of the things I really like about Eurekas are the way it sets up various soft pre-requisites or synergies.

I think some Eurekas do need some work, but I’m not sure wholesale rework is needed, although I agree the logic of some Eurekas are a bit wobbly even if they work in terms of gameplay.
 
There are two problems with the Eureka System, and only one of them is specifically a 'Eureka' problem.

The first problem is the one being addressed by the OP: Eurekas that seem to have no bearing on the Technology. I say 'seem' because some of them are actually substituting for a proper Tech Tree.
Prime Example: Eureka for Square Rigging Tech is to kill a unit with a Musketman. Result: you have to have both the Naval Technologies to get Square Rigging, but also have developed Gunpowder Technologies - the Eureka is a substitute for requiring the collection of Technologies that the actual unit associated with the Technology (Frigate) required.

But, this brings us to the second Big Problem: by combining Eurekas to speed up research with a Tech Tree that is only about 60% as long as in previous Civ games in the first place, the result is Technological (and Civic) development that outpaces the game. The result of that is 'plans' for a Science Victory in 200 turns or less, in a game that on normal speed is coded to last 500 turns. Basically, all the development of the last half of the game was almost wasted effort by the coders because of this one massive Imbalance.

What's the answer? Several Mods simply slow down technological progress by increasing the cost of all Technologies, or making it virtually impossible to get a Tech without the Eureka. I suggest that a better solution is to combine improving the Eurekas with increasing the importance of Combinations of Eurekas and Developments.

Proposal: Eurekas normally give a 20% Boost instead of 40%. Techs are about 33% costlier in Science/Beakers to research. BUT every Tech has 2 Eurekas, not 1, and the second Eureka would multiply the reduction from 20% to 30 or 40%.

And done properly, the 2 Eurekas would combine to either emphasize that a given development requires researching multiple lines of technology, or requires a real commitment to one line.

Examples:
Square Rigging:
1st Eureka - have at least 3 Trade Routes that all or in part go across Coastal/Sea tiles
2nd Eureka - take a city wall down to 0 strength using a Bombard
Reasoning: you have to be really committed to the sea with lots of people in your Civilization using sails and working to make sailing more efficient, AND you have to develop cannon technologies that allow you to build naval guns

Writing:
1st Eureka - meet another Civilization
2nd Eureka - Build a Granary
Reasoning: Storing quantities of goods in granaries or in storerooms in the Palace meant keeping a record of those items, which led to early symbols indicating both numbers and the type of material being counted = early writing.

Currency:
1st Eureka - have at least one Trade Route
2nd Eureka - have at least one Mine over a Silver or Copper Resource
Reasoning: Not only were Coins ('Coinage' is a much netter title for this Tech, by the way) directly connected to Trade, all the early coins (except in weird states like Sparta, who used Iron) were made of copper, silver, or gold (which should be a Resource, but that's for another Thread)

The Eurekas could be in any sequence: if you happen to build a Granary before you meet another Civilization, whichever comes Second will get you an increased Bonus towards Writing. The point is, you would either have to have a combination of Technologies, Actions and Civics OR a serious commitment to a specific set of developments to 'boost' your acquisition of Technology. Some Technologies, with emphasis, you would get almost as fast as now. Others, that you did not emphasize, would take a Lot Longer, and as you progress through the Tech Tree, those 'gaps' in your Technology would limit your possible Eurekas more and more. Most technologies after the Industrial Era are in fact the result of research and development in several fields, not just one.
 
But, this brings us to the second Big Problem: by combining Eurekas to speed up research with a Tech Tree that is only about 60% as long as in previous Civ games in the first place, the result is Technological (and Civic) development that outpaces the game.

They've started to form a possible solution to this, what with techs getting cost modifiers if they don't lie within the current game era. So there's a rubber band to loosely keep civs together, although civs with huge leads cough Korea cough Sumeria cough still get big leads. But stage two is to then adjust tech costs generally so that the "average civ tech rate" falls into the progression they actually want.

I would be a little tougher about the world era vs tech era modifier, though- and just adding more dependencies to cut down on beelining half the tree would be a welcome change.

Anyways, on eurekas: I would vastly prefer if it were set up a little more like pantheon beliefs. Some games, wow, your situation basically screams certain beliefs, but other beliefs couldn't be more useless. Like the +1 food to certain resources when there's none of them around, vs God of the Sea as Gitarja. Same idea- if you're playing a naval game, you'll be able to get those eurekas, but a frontier town on the coast couldn't get them. i think that was the original concept, but a lot of eurekas are something like "build X of Y item" which is just trivial to plan around. If we had things like "generate 25GPT from foreign trade routes" or "break a sieged city's walls with catapults" or "airlift a unit into combat (within 6 tiles of an enemy unit)" that are more about doing than just production sinks, that might be a good step towards that direction.

Maybe eurekas, instead of being a way to make a tech cost half, could be a way to help an intentional beeline. (If we added more dependencies so many techs require 2+ earlier ones) : the eureka could allow you to only require one of those techs +25% of cost, instead of 40%. The system is an engaging (and fun!) idea, it's just not as polished as it could be, given what we now know about how much it drives the game dynamics.
 
On the 'first problem', I like that the Eurekas create sort of hidden connections between tech. I don't see this as not having a proper tech tree - quite the opposite, it makes a better tech tree by not having binary dependencies, i.e. Instead of 'you can't have x if you don't have y and z', it becomes 'you need y for x, but having z helps too'.

On the 'second problem', two Eurekas for each tech, sure. I see that as just more of a good thing. The trick would just be coming up with enough good Eurekas. The current Eurekas are often very clever how they fit together. I think it would be tricky coming with another complete set.
 
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