Real Eurekas

Real Eurekas 5.0.1

It seems that in my playthrough I got the boost for currency when I met the 6th civ (france) and not the 5th city state as in the boost description. Other than that all seems working :)
It counts city-states for sure, but that counting can be glitchy. E.g. I think 'Kil X barbarians' is glitchy, doesn't count them correctly. Maybe same with these city-states...

Edit: also got the boost for celestial navigation when founding the third city at coast, but the boost text says just "found a city on coast"
This boost is triggered when you found any city on the coast, not necessarily the first. So, you can have 2 cities inland and 3rd on the coast - the boost triggers.
I checked it when working on my custom boosts. That's why I have created 'Found the Capital on the coast' which doeas exactly what it says - your first city must be on the coast.
 
This boost is triggered when you found any city on the coast, not necessarily the first. So, you can have 2 cities inland and 3rd on the coast - the boost triggers.

But the thing is that I had found two other cities by the coast before the third one also on the coast. So the boost triggers with some probability whenever we found a coastal city?

Ordering:
1 capital (coast)
2 second city (inland)
3 third city (coast)
4 conquered coastal city
5 4th city founded (3rd founded by the coast, boost triggered)
 
But the thing is that I had found two other cities by the coast before the third one also on the coast.
That's a bug/glitch then. It should fire with first city on the coast.
But make sure that city is really on the coast. It has to have an adjacent sea tile.
 
Regarding custom boosts, are these boosts you get when founding your capital, or are these boosts that can appear only when you settle in a certain spot?
 
@Leyrann Both options are valid. So, you can have a capital close to a lake with some woods around and maybe 2 resources good for plantation. And if you randomly get: 'Get capital adjacent to lake', 'Have 3 woods in your Capital' and 'Have 2 potential plantations in your Capital' - you will get all 3 boosts at once. However, odds are 0,8% for that :)
 
Bug report: "Train a Settler" Eureka counts the starting Settler, which I assume is unintended.

Also, how would I edit this mod so that the Eurekas/Inspirations were known (or permanently unknown)? I either want to plan out a new path every game or see where I get forced, but I don't like the halfway point of "research for a few turns to find out what the Eureka is".
 
Thanks, that's fantastic! I'll let you know if I find any other quirks with the mod. Do you want bug reports for things like that settler eureka, or should I assume everything is intended?
 
Can somebody tell me what do I need to do to boost civics/techs that requires to do something with luck?
 
Those are just placeholder names. It means you don't know what the Eureka/Inspiration is yet. By default, you can discover it by starting the research, but there are options to disable the discovery or make it automatic.
 
Those are just placeholder names. It means you don't know what the Eureka/Inspiration is yet. By default, you can discover it by starting the research, but there are options to disable the discovery or make it automatic.
Oh, so is there a option that will show me Eureka/Inspiration from the start?
 
That new change is brilliant, where the inspirations are not shown until after you start researching. It adds a lot of needed variety to the game and it seems much closer to the way things work in the real world. Fantastic mod!
 
Great mod, really flavours the game.
I'm thinking to propose some new eurekas for implementation, but it'd be good to know what new eurekas have you included in the mod already.
I tried to see the files in the mod but I wasn't able to connect the boost to the techs and civics.
Can you explain it or just simple listing them?
 
Nice ideas, I gotta check out this mod. Hidden and random is how I envision things worked in history.
 
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