Real Eurekas
Preview
🔍 Analysis
- 👍 0.0% endorsement rate
- 🏆 #42 of 800 Civ Mod mods in this game by downloads
📋 About This Mod
New version 5.0 as of 17.06 - New Frontier Pass update. Make Eurekas a real surprise! There are 500+ new ones and they are randomly assigned to Techs and Civics. Each game will look different from now on. Compatibility - The mod works with vanilla game, Rise & Fall and Gathering Storm . - Version 3.0+ also works with my Better Tech Tree mod. - Works with the latest CQUI. Please note however that REU will overwrite features that CQUI adds to the trees. - Works with the Shuffle Mode - boosts for not revealed items are not shown. - Yes, works with Babylon / Hammurabi as well How does it work? The game offers a limited set of Eureka boosts that can actually be parameterized. Basically when there's a boost related to X of something, 'X' can be changed and 'something' can be something else. Theoretically any boost can be assigned to any tech/civic but in practice most of such assignments doesn't make any sense - there need to be some kind of logic. Btw, this logic is explained in the the Eureka popup-window - bet you never read those Using this mechanisms I have created hundreds of new boosts . I managed to actually create 3-5 new boosts for almost each tech and civic . But that's not all - they are randomly assigned when the game starts . It means that each game will look different. I put some examples on the screenshots. Setup There are 3 options available that affect how randomization works. - A: use it when you want to randomize boosts once and play entire game with this set; S
New version 5. 0 as of 17. 06 - New Frontier Pass update. Make Eurekas a real surprise! There are 500+ new ones and they are randomly assigned to Techs and Civics. Each game will look different from now on. Compatibility - The mod works with vanilla game, Rise & Fall and Gathering Storm . - Version 3. 0+ also works with my Better Tech Tree mod. - Works with the latest CQUI. Please note however that REU will overwrite features that CQUI adds to the trees. - Works with the Shuffle Mode - boosts for not revealed items are not shown. - Yes, works with Babylon / Hammurabi as well How does it work? The game offers a limited set of Eureka boosts that can actually be parameterized. Basically when there's a boost related to X of something, 'X' can be changed and 'something' can be something else. Theoretically any boost can be assigned to any tech/civic but in practice most of such assignments doesn't make any sense - there need to be some kind of logic. Btw, this logic is explained in the the Eureka popup-window - bet you never read those Using this mechanisms I have created hundreds of new boosts . I managed to actually create 3-5 new boosts for almost each tech and civic . But that's not all - they are randomly assigned when the game starts . It means that each game will look different. I put some examples on the screenshots. Setup There are 3 options available that affect how randomization works. - A: use it when you want to randomize boosts once and play entire game with this set; S
📊 Mod Details
- Game
- Civilization 6 Mods
- Author
- Infixo
- Version
- N/A
- Downloads
- 12,062
- Endorsements
- 0
- Category
- Civ Mod
🔧 How to Install Civ 6 Mods
Download from CivFanatics, extract, and place in the game's mods folder.
📖 Full step-by-step install guide for Civ 6 →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Civ 6 commands, item IDs, and more.
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