Sid Meier's Civilization VI

Sid Meier's Civilization VI

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CypRyan's Wide & Tall
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File Size
Posted
Updated
41.597 MB
3 Jan, 2022 @ 9:11am
12 Aug, 2024 @ 6:03am
56 Change Notes ( view )

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CypRyan's Wide & Tall

In 2 collections by CypRyan
CypRyan's Wide & Tall | Individually Compatible Mods
24 items
CypRyan's Wide & Tall | Gameplay Synergy Mods
11 items
Description
Makes Tall play viable and balance it out with Wide play.
This mod aims to be minimal invasive! When playing wide you should experience no change in gameplay, at all.


Most significant Changes and Mechanics
Boosted City Growth
The more eras progress and the fewer cities you have, the more the city growth is boosted.
Yield Bonus for Tall Empires
Large cities in empires with few cities receive yield bonus on Science, Faith, Culture and Great Person Points.
Building Tall Extensions
Large cities, once they reach a certain population size, receive Tall Extension Slots. These slots can each be spent on upgrading one of the more advanced buildings in specialty districts.





Details
Cities with a large population can build more districts and thus can build all types of districts. A large empire generates fewer yields of one type, but will generate all types of yields equally, due to the higher number of district slots available.
This mod adds the ability for tall empires to specialize and compete with wide empires. Tall empires will still end up more generalized than wide empires, but they should be able to compete. It is a strategic decision which way to go.

Why the Tall Bonus instead of a Wide Penalty?
Minimal impact on ordinary playstyle. When playing wide you should recognize not change at all. Since there is no wide penalty in the original game it felt wrong to add one afterwards.

Boosted City Growth
Empires with low city count receive a population growth bonus.
The initially very small growth bonus increases as the game progresses and reaches its peak in the Industrial Era.


Yield Bonus for tall Empires
Cities with high population get bonus to Science, Faith , Culture and Great Person Points for cities with high population.
  • Empires with 7 or more cities will receive no yield bonuses.
  • The lower the number of cities in your empire, the higher the bonus.
  • This bonus will kick in once a city hits 12 population and gradually scales up until reaching 20 population.
  • Cities with a population of at least 30 will progressively consume more Amenities. Can you keep your tall cities happy?


Building Tall Extensions
Tall Extensions complement existing buildings in districts. As for districts, there is a population requirement for Tall Extensions.
Some Tall Extension effects require a governor to be installed in that city. It's not too complicated and the ingame description will explain it to you.

Forget about formulas if you like. You can check when the next slot unlocks in the tall status tab in the city overview panel.
  • In empires with 1-3 cities, the first slot unlocks at 15 population, while 2 more population is required for every additional city in your empire.
  • The next 4 slots require 2 more population each for at most 4 cities. From then on the required population scales slightly exponential.


Governor Promotion Effects
Some Governor Promotions now grant further bonuses for Tall Extensions.


Neighborhood Tall Extension: Working Outer Ring Tiles
The Neighborhood Tall Extension allows citizens to work tiles in the fourth and fifth ring.


Policy Cards
New economic and military Policy Cards are unlocked at Urbanization and Mobilization. Existing Policy Cards were modified to take into account Tall Extensions.


Era Dedication
New Golden Age Dedications City Life and Nobles & Peasants for tall empires.


Project Abandon City
You can now abandon cities, which will join the free cities, that don't fit into you tall empire plan after unlocking Nationalism.

Project Puppet Government
After unlocking Feudalism you can install a Puppet Government in a captured capital.
  • City can't build Tall Extensions.
  • City suffers heavy yield penalties.
  • City is no longer considered in any way for bonuses for tall cities and is not counted as such.
That way you can achieve domination victories while playing tall.
  • Optional: Project: Reclaim city
  • Optional: All captured cities or even cities you've settled can be turned into puppets.

City States, Great Persons & Spies
Many small changes incorporate Tall Extensions seamless into the game mechanics.
  • Great Persons: Effects on specialty district buildings now also affect Tall Extensions.
  • City States: Tall Extensions grant yield bonuses at city state influence levels equal to their base buildings.
  • Spies: Operation take longer in districts with Tall Extensions, but grant a higher chance to escape.


User Interface
Added UI to observe the stats of you tall cities (City Overview Panel) and empire (Report Screen).



Compatibility
DLCs
All combinations of Base Game, Rise & Fall, Gathering Storm and DLCs are supported!
Mods

Great Synergy



Known Issues & How To Contribute?
  • Worked tiles in the outer rings currently lack animations, such as spinning windmills.
  • Tiles in outer rings acquired through purchase, swapping, or culture bombs won’t apply modifiers (such as the Mausoleum of Halicarnassus) until the game is reloaded.


External Downloads


Languages
  • English
  • German



[discord.gg]
[ko-fi.com]
Popular Discussions View All (4)
60
19 Mar @ 8:46am
Feedback: Bugs
CypRyan
16
26 Apr, 2024 @ 1:15am
Feedback: Experience Reports
CypRyan
0
19 Mar @ 8:42am
Hello, you can use the incredibly powerful ChatGPT or DeepSeek for Chinese or other language translations. These two AIs are currently the most powerful translation tools available!
古月
401 Comments
ManOnSteriods 30 May @ 8:13pm 
Is the AI capable with the mod?
CypRyan  [author] 23 May @ 11:20pm 
@Daimyo: There ist quite some lua coding but without any RNG. However that did not cause desyncs until one of the more recent versions. It must be one distinct place in the Code that I just can't figure out.
If you are into modding feel free to have a look and we can discuss it.
I put quite some effort in finding the issue but eventually failed :(
Daimyo 22 May @ 5:38pm 
@CypRyan Historically desync's happen from heavy LUA scripting mods like CQUI as outline by modder p0kiehl years back (also only using a specific Civ 6 engine random number generator, Real Strategy (AI) author talks about this in their mod description).

So I imagine your mod might have lots of LUA scripting or potentially uses a random number generator that could cause it?
CypRyan  [author] 24 Mar @ 11:52am 
Yeah I know about this issue. If you check the discord there is a slightly older Version that does not cause desyncs. Couldn't figure out what exactly caused this.
Jessimo 24 Mar @ 11:26am 
Hi, just saying that this mod seems to cause instant desyncs in multiplayer - not many other mods are enabled (including UI mods, 25 total). Happy to provide a full mod-list if there's something this is conflicting with causing the desyncs, but removing this mod did immediately fix the desyncs.

Great mod though!
Lil Beetle 14 Mar @ 4:36pm 
It appears it only does that if I activate the Neighbourhood experimental feature. Read comments from earlier pages and tried without it and yields show now.
Lil Beetle 14 Mar @ 4:28pm 
Yields disappear when I try this mod.
CypRyan  [author] 4 Mar @ 9:53pm 
@sebastian.e.mahr: No need to apologize! I am very pleased you enjoy it! Have fun! :)
Dr Haribo 4 Mar @ 4:31pm 
@CypRyan, that was it.
Just rechecked the game setup and yes, the the neighbood extenstion was not enabled. I do apologize for implying you let something that basic slip.

Anyway, awesome mod - I am enjoying the game a lot with it
CypRyan  [author] 2 Mar @ 9:49pm 
@sebastian.e.mahr: Hi there. The Kongo special district should be supported and so should all other unique districts. Did you enable the Neighborhood Tal-lExtension in the game setup? I think it's disabled, by default.