Sporally
Prince
I know there have been other threads on the eureka system, but I don't think these following questions / speculations have been adressed.
First of I do think the eureka system sounds very promising and very interesting. For Civ6 I hoped to see some sort of quest and events that will change the way we play the game and I do think the eureka system could address this in an interesting way.
However my worries are if this system will work as it should. Say I am going for tech A and I complete a eureka for tech B that was available for research straight away but not chosen because I wanted tech A first. Since I am working on tech A will I still get the boost for tech B? If so, that would be alright. However I see this system could create some odd gameplay.
Say tech B was fishing and the eureka demanded me to build a city at a coast tile (I believe this eureka actually do exist). In my situation I was very eager to go finishing at the very moment it would be possible. If playing Civ5 I would consider it prefect timing if a settler reached the coast tile and founded the city on the same turn I finished the fishing tech so I could build /buy my fishing boat right away. But here's the odd gameplay I would pick for Civ6:
Go through 50 % of tech B and go to whatever tech I wanted next. When I found the city on the coast tile the eureka moment finishes tech B. Thereafter I can build my fishing boats.
In case going for tech A doesn't allow you to get eureka for other techs you would have to switch to tech B just in the turn you build your coastal city just to get the 50 % boost and thereafter go straight back to tech A while leaving tech B at 50 % completed. If you forget to switch you will surely get annoyed with the game (of yourself) every time you forget it
Whether eureka moments work for all available techs is one thing, but what about the currently unavailable tech D that requires for instance tech C to be completed before being available for research? If eureka moments don't work for tech D because it is currently unavailable for research that could mean you would go for tech C just because it is cheap and it would give you a 50 % tech boost to tech D just before you complete the eureka quest for text D.
This would give a really strange gameplay, but I guess one could argue that's just the charm of the Civ6 eureka system
What are your thoughts and current understanding on these two scenarios? You think there's a simple explanation to this? Especially the first speculation is puzzling me
First of I do think the eureka system sounds very promising and very interesting. For Civ6 I hoped to see some sort of quest and events that will change the way we play the game and I do think the eureka system could address this in an interesting way.
However my worries are if this system will work as it should. Say I am going for tech A and I complete a eureka for tech B that was available for research straight away but not chosen because I wanted tech A first. Since I am working on tech A will I still get the boost for tech B? If so, that would be alright. However I see this system could create some odd gameplay.
Say tech B was fishing and the eureka demanded me to build a city at a coast tile (I believe this eureka actually do exist). In my situation I was very eager to go finishing at the very moment it would be possible. If playing Civ5 I would consider it prefect timing if a settler reached the coast tile and founded the city on the same turn I finished the fishing tech so I could build /buy my fishing boat right away. But here's the odd gameplay I would pick for Civ6:
Go through 50 % of tech B and go to whatever tech I wanted next. When I found the city on the coast tile the eureka moment finishes tech B. Thereafter I can build my fishing boats.
In case going for tech A doesn't allow you to get eureka for other techs you would have to switch to tech B just in the turn you build your coastal city just to get the 50 % boost and thereafter go straight back to tech A while leaving tech B at 50 % completed. If you forget to switch you will surely get annoyed with the game (of yourself) every time you forget it

Whether eureka moments work for all available techs is one thing, but what about the currently unavailable tech D that requires for instance tech C to be completed before being available for research? If eureka moments don't work for tech D because it is currently unavailable for research that could mean you would go for tech C just because it is cheap and it would give you a 50 % tech boost to tech D just before you complete the eureka quest for text D.
This would give a really strange gameplay, but I guess one could argue that's just the charm of the Civ6 eureka system

What are your thoughts and current understanding on these two scenarios? You think there's a simple explanation to this? Especially the first speculation is puzzling me
