Real Eurekas

Real Eurekas 5.0.1

@ElCid0204 You won't see anything useful in SQL files because the game uses numeric IDs for boosts and another table to match them with techs and civs. I use an Excel file that has definitions of triggers and their relation to techs and civs. It's almost 1100 rows.
To give you some idea below is a list of Boost Classes. It basically shows what the original game is capable of. Usually there's a subject given also (like a building type, unit type, etc.) X means that numeric value can be given. Thus with OWN_X_UNITS_OF_TYPE you can create many boosts for various amounts of different units. The number shows how many times a given class is used in current version of the mod (it totals to 585 as there are 117 techs and civs and each has assigned 5 different boosts to choose from).
I also know how to add new custom boosts, however this requires first some programming in Lua. Anyway, I've already added a few and created a framework.
AIRBASE_FOREIGN_CONTINENT 2
ARTIFACT_EXTRACTED 2
CITY_POPULATION 13
CLEAR_CAMP 5
CONSTRUCT_BUILDING 25
CREATE_PANTHEON 4
CREATED_NATIONAL_PARK 3
CULTURVATE_CIVIC 20
DISCOVER_CONTINENT 2
DISTRICT_APPEAL_LEVEL_MINIMUM_X 3
DOW_CASUS_BELLI 7
EMPIRE_POPULATION 19
FIND_NATURAL_WONDER 5
FOUND_RELIGION 4
HAVE_AN_ALLIANCE 5
HAVE_BUILDING_MOUNTAIN 3
HAVE_RESEARCH_AGREEMENT 6
HAVE_WONDER_PAST_X_ERA 8
HAVE_X_BUILDINGS 75
HAVE_X_CITIES_FOLLOWING_YOUR_RELIGION 4
HAVE_X_CORPS 5
HAVE_X_DISTRICTS 42
HAVE_X_GREAT_PEOPLE 8
HAVE_X_IMPROVEMENTS 44
HAVE_X_LAND_UNITS 7
HAVE_X_POLICY_SLOTS 6
HAVE_X_THEMED_BUILDINGS 2
HAVE_X_UNIQUE_SPECIALTY_DISTRICTS 13
HAVE_X_WONDERS 3
IMPROVE_SPECIFIC_RESOURCE 43
KILL_SPECIFIC_UNIT 6
KILL_WITH 17
MAINTAIN_X_TRADE_ROUTES 9
MEET_CIV 6
MEET_X_CITY_STATES 8
NONE_LATE_GAME_CRITICAL_TECH 26
NUM_BARBS_KILLED 12
NUM_IMPROVED_TILES 10
OWN_X_UNITS_OF_TYPE 43
RECEIVE_DOW 4
RESEARCH_TECH 15
SETTLE_COAST 4
TRAIN_UNIT 37
 
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Here they are for techs in ancient era.
There are 5 boosts for each tech, including the original one (white), those what you added already and I'm aware of (green) - there might be other boosts added by you - and finally the new ones (yellow). I've been trying to add such boosts what's harder to achieve, since IMO the original ones are so easy. Also tried to add more variety. I think for some you need to create new custom boosts code. (e.g. meet certain type of city states)
Please check them and let me know your thoughts.
 

Attachments

I love this mod, it's really great, except for one thing...

Sometimes I'll notice that a boost for a tech or civic relies on that same tech or civic being finished. For example, in the game I'm playing, the Eureka for Astrology was "Build a Holy Site" — except I can't build a Holy Site unless I already have Astrology. Is it supposed to work that way?
 
Is anyone able to use this mod post patch? I continue to get a problem where the civics tree will not come up. I did not have this problem pre-patch. I've tried just this mod by itself and with other mods and continue to have the same issue.

I'm sure there is a small edit that I need to make to get it to work -- curious if anyone has run into this.
 
I am getting exact same issue after Fall 2017 Update.
Infixo, is it possible to fix it ?

I figured out a simple fix and a more complex fix.

Simple Fix -- copy the file CivicsTree.lua from the main game files into the MOD directory under the UI folder. This will allow for the civics tree to come up -- but it will show what is needed for the eureka to be met (ie, not fully hidden).

Complex Fix -- do the simple fix above, then edit the file in the following fashion:

At approximately line 740ish -- after the grouping:

local boostText:string;
if live.IsBoosted then
boostText = TXT_BOOSTED.." "..item.BoostText;
node.BoostIcon:SetTexture( PIC_BOOST_ON );
node.BoostMeter:SetHide( false );
node.BoostedBack:SetHide( false );
else

insert the following:

-- GGEDIT START
-- boostText = TXT_TO_BOOST.." "..item.BoostText;
if CanShowTrigger(item.Index, true) then boostText = TXT_TO_BOOST.." "..item.BoostText;
else boostText = Locale.Lookup("LOC_REUR_QUOTE_"..math.random(22)); end
-- GGEDIT END

ahead of

node.BoostedBack:SetHide( true );
node.BoostIcon:SetTexture( PIC_BOOST_OFF );
node.BoostMeter:SetHide( false );
local boostAmount = (item.BoostAmount*.01) + (live.Progress/ live.Cost);
node.BoostMeter:SetPercent( boostAmount );
end

===================

So, in full, this section should read:

if live.IsBoosted then
boostText = TXT_BOOSTED.." "..item.BoostText;
node.BoostIcon:SetTexture( PIC_BOOST_ON );
node.BoostMeter:SetHide( false );
node.BoostedBack:SetHide( false );
else
-- GGEDIT START
-- boostText = TXT_TO_BOOST.." "..item.BoostText;
if CanShowTrigger(item.Index, true) then boostText = TXT_TO_BOOST.." "..item.BoostText;
else boostText = Locale.Lookup("LOC_REUR_QUOTE_"..math.random(22)); end
-- GGEDIT END
node.BoostedBack:SetHide( true );
node.BoostIcon:SetTexture( PIC_BOOST_OFF );
node.BoostMeter:SetHide( false );
local boostAmount = (item.BoostAmount*.01) + (live.Progress/ live.Cost);
node.BoostMeter:SetPercent( boostAmount );
end

===================

This line was in the original Civicstree file that needed to be ported over to the new Civicstree updated file for the patch. Making this insert will result in the random messages being used in "hiding" the true eureka requirements.

Hope this helps.
 
Infixo updated Real Eurekas (vanilla, R&F) with a new update entry:

Version 2.4 City-States boosts

Version 2.4
- New boosts: Meet a specific category City-State, Be a Suzerain of a specific category City-State, Be a Suzerain of X City-States.
- Train Unit reworked for a custom boost, so the initial settler will no longer trigger "train a Settler" boost.
- Settle Capital on a Coast changed into custom boost, so it will not trigger after reloading for a different tech/civic.

Read the rest of this update entry...
 
Awesome mod!
 
Infixo updated Real Eurekas (vanilla, R&F) with a new update entry:

Version 2.5 70 new boosts

Version 2.5
- Added: ToolTip in the boost popup with info about the event that triggered the boost.
- Added: 27 boosts "build a specific wonder".
- Added: 9 boosts "establish a specific government".
- Added: 13 boosts "have x great works of the specific type".
- Added: 5 boosts "have x followers of your religion".
- Added: 13 boosts "complete a project".
- Added: 3 boost "have x nuclear devices".
- Changed: Research Agreement boosts are changed into Alliance boosts when using Rise & Fall.
-...

Read the rest of this update entry...
 
Hi there,

This looks like a very interesting mod to me. I felt like with city state quests, eurekas/inspirations and now historic moments there was just one category too many quest type mechanics in the game. I looked for a way to eliminate eurekas and inspirations but this is even better (with th hide function). I'll give it a try as soon as I wrap up my current game and can free up time.

Quick question: did you make any adjustments to account for the fact that the dedications relating to earnIng eurekas and inspirations are now slightly less powerful? At least I'd expect to earn fewer of them during and game because I won't be able to plan them. (Not sure if they were considered too stroganoff anyway and that a slight beef was welcome.)

Also, I think the cqui is not compatible eith this but are other interface mods? You seem to have a better reports mod. Does that work with real eurekas?

Many thanks again.
 
@Shadowhal
1. No adjustments in dedications area. Number of boosts you will get depends on many factors, one of them being an option to hide / show them. But most of all how determined you are to get them. You will have to evaluate yourself, in the game, if those dedications are still op or not.
2. It’s not compatible with CQUI anymore, due to R&F changes I had to make.
3. Real Eurekas works with BRS with no problems, they are unrelated to each other.
 
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