Sid Meier's Civilization VI

Sid Meier's Civilization VI

CypRyan's Wide & Tall
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.
Dr Haribo 2 Mar @ 2:16pm 
Hy Cyp, I noticed the Neighboorhood tall extension is missing from my current game, and I have a suspicion it's because I am playing Kongo, which have a replacement district instead.

Are the extensions tied to the distric or the discrict class ?
SOIMiMozO 22 Feb @ 4:35pm 
Ok. I'm dumb. Just realized that I have to enable this stuff on game creation screen. Sorry for the false alarm :)
SOIMiMozO 22 Feb @ 4:10pm 
Hey there, amazing mod! Exactly what I was looking for. At last some tall game-play!
Unfortunately I seem to be missing all the projects. I don't see a way to abandon city or to set a puppet government. (I do have feudalism). Am I missing something?

I use a couple other mods from the compatibility list: grand eras and RomanHoliday's AI. Also some city states and natural wonders mods, but those should not be related.
Am I correct to understand that projects should be available from the city production tab?
CypRyan  [author] 16 Feb @ 9:15pm 
@Guosha: First of all, thank you for the kind words!
I would love to see more translations added to the mod.
Unfortunately, I don’t have the skills to translate into Chinese or Russian myself.
Any help with these translations would be greatly appreciated!
Please note that translating this mod might not be as straightforward as it seems.
Many description texts are dynamically generated based on the existence of DLCs, other mods, and settings.
If you’re interested in helping with the translation, I’m sure we can work something out!
Guosha 16 Feb @ 7:04pm 
I am a huge fan of your "CypRyan's Wide & Tall" mod. It has significantly enhanced my gaming experience in Sid Meier's Civilization VI.The innovative gameplay mechanics you've introduced are truly remarkable and have added a whole new dimension to the game.
However, as a player from a non - English - speaking region, I and many other players here face some difficulties in fully understanding the mod due to the language barrier. Chinese is a widely - spoken language, and there is a large community of gamers who would be extremely grateful if you could add Chinese language support to your mod.
Adding Chinese language options would not only make the mod more accessible to a broader audience but also show your care and consideration for players all around the world. I sincerely hope you will take this request into account. Thank you so much for your amazing work on this mod, and I look forward to seeing the Chinese - language version in the future.:steamthumbsup:
CypRyan  [author] 23 Jan @ 2:08am 
Do you have a Tall Extension Slot available?
LaF 23 Jan @ 2:05am 
Can somebody tell me, how you get the 4th and 5th workable tiles (neighborhood tall extension).
For me that isn't available or have i done something wrong?
Soulurer 12 Jan @ 2:29am 
I noticed that the mod is incompatible (doesn't load into the game) with any Harmony in Diversity mods (which i'm totally fine with cause I usually play without). This is just a heads up to anybody having issues with it!
envii 30 Dec, 2024 @ 10:39pm 
As others have stated, I believe making this mod compatible with city lights would be absolutely amazing.
CypRyan  [author] 7 Dec, 2024 @ 10:13pm 
@tmgevedon: Yeah there are some mod conflicts that can cause this. I personally play without the NBH TE, since it makes late game scaling way too easy.
tmgevedon 14 Nov, 2024 @ 12:59pm 
Is it possible there's a glitch with tile yields for this mod? I'm playing Maya with 4 cities (also with the Monopolies and Secret Societies modes active, along with a few other mods), and in one of my cities (not the capitol), the yields for everything range from 400-800. When I hover over each of the yields on the city tab, it says that 300 of each yield come from worked tiles. However, this city doesn't have a single worked tile that has science as a yield, so I have no idea where the 300 science comes from. Any ideas? This is a cool mod overall, but in this game the tile yields are really taking away from the challenge.
CypRyan  [author] 3 Nov, 2024 @ 5:03am 
@Gen: Puppet cities only do what is stated in the description. They just don't count for tall bonuses city counting. That's about it. No auto-management, sorry.
Gen 3 Nov, 2024 @ 3:27am 
Hi, so I'm really not sure how the puppet city works? I was able to capture one city and made it a puppet city hoping I didn't have to micro manage it but it still asked me to build things in it?
CypRyan  [author] 20 Oct, 2024 @ 9:56pm 
The production cost is intentionally very low. If there is any production available the project should finish quite fast.
CruJones33 20 Oct, 2024 @ 9:24pm 
@CypRyan, I think it was at 10. It looks like to finished that project after 5 turns. I am not sure if 5 turns is standard (I am going to try a Tall game next and will probably need puppets).
Thanks.
CypRyan  [author] 20 Oct, 2024 @ 2:40am 
@CruJones33: How much production does it require in your case? If the city is about to revolt there is very very little production available.
CruJones33 20 Oct, 2024 @ 12:31am 
How does the "depose puppet government project" work? The time to finish is 999 turns.
Simon Sullivan 19 Oct, 2024 @ 6:53pm 
ahhhh - the projects is the main reason I decided to use this. I've got a game started now so we will find out !
Anthonest 19 Oct, 2024 @ 2:11pm 
@Simon the projects appear to be missing as well. Growth works I think.
CypRyan  [author] 19 Oct, 2024 @ 1:02pm 
Should work, yes :)
Simon Sullivan 18 Oct, 2024 @ 7:01am 
I guess the projects and city growth scalings still work though, yes?
Anthonest 18 Oct, 2024 @ 1:13am 
Yes. I believe the problem is JNR must have removed the prerequisite buildings for the extensions, which is why they still show up in the tech tree. Some of the district expansions split the vanilla buildings into two IIRC.

Ill have to check again though, Im not 100% sure thats whats causing it yet.
CypRyan  [author] 17 Oct, 2024 @ 10:50pm 
@Anthonest: Hm they never appeared as buildable Item in the UI although your city count vs. population ratio should allow it? Did the tall status city info panel state that a TE slot is available?
CypRyan  [author] 17 Oct, 2024 @ 10:29pm 
@Simon Sullivan: If I had more spare time I would add support for that mod, now. Sorry!
Simon Sullivan 17 Oct, 2024 @ 4:12pm 
Oh no. That’s not good !
Anthonest 17 Oct, 2024 @ 1:10pm 
Ive played several games in the past week with Wide & Tall and JNR's as the only mods that change buildings / technology and haven't been able to build any of the extensions at all (Though they appear in the tech tree, if this is what you tested)

I suppose "incompatible" is erroneous because everything else seems to work.
CypRyan  [author] 17 Oct, 2024 @ 8:11am 
@Anthonest: Just did a quick test. Can't confirm it does not work. The Tall Extensions are shifted to slightly later era buildings.
CypRyan  [author] 17 Oct, 2024 @ 8:09am 
@Simon Sullivan: I haven't added explicit support for it. Though maybe JNR's mod does such changes automatically. Not sure, sorry!
Anthonest 17 Oct, 2024 @ 5:23am 
Incompatible with JNR's districts, tall extensions disappear. Disappointing because its stated they are compatible.
Simon Sullivan 16 Oct, 2024 @ 7:18pm 
In terms of picking up extra power requirements for higher tiered buildings is what I mean
Simon Sullivan 16 Oct, 2024 @ 7:17pm 
Does anyone know if this works with JNR's Progressive Power Consumption?
LumpyAcidFish 1 Oct, 2024 @ 1:16am 
ah excellent
CypRyan  [author] 30 Sep, 2024 @ 11:30am 
You can disable most features in the game setup before starting the game.
LumpyAcidFish 30 Sep, 2024 @ 11:25am 
hello do you have a version of this mod that has everything but the boosted growth and boosted yields
I like playing tall and I really like you adding back stuff that was in civ 5 but the boosted growth is too artificial for me
CypRyan  [author] 19 Sep, 2024 @ 3:29am 
Im am very sorry for this! I had really great help with debugging, but die not yet find any time to work on a fix. If any1 is still willing to do some testing I will try to find some time to work on this again!
Bloop--Bloop 18 Sep, 2024 @ 7:04pm 
hey ya no ive played with my 2 friends for a while and used it no problem at all but now found it wont work though our testing this mod will cause deviation and crashing early on... big rip is a great mod but in its current state is not multiplayer compatible.
CypRyan  [author] 10 Sep, 2024 @ 2:44am 
@FudgedupTV: It used to work flawless in MP. I received some reports in since the latest versions that it works and some that it doesn't. 'Kauzmo' made a huge effort to test multiple versions and found that for him v40.9 and before worked. Give it a shot with the most recent version and if that doesn't work, go back to v40.9. You can find older versions on discord.
I have this issue on my list but I am horribly busy these days! Sorry.
FudgedupTV 9 Sep, 2024 @ 10:48pm 
Do you know if this is multiplayer compatible?
CypRyan  [author] 8 Sep, 2024 @ 2:25pm 
Thanks for the logs! Will fix it when I find some time.
As a manual quick fix it should be enough to change line 116 in ...\Gameplay\CypWt_Gameplay_18_CityStateYields.sql from "INSERT INTO" to "INSERT OR IGNORE INTO".
Yumi 8 Sep, 2024 @ 9:53am 
Yes the game crashed at the startup. Here is the log: https://pastebin.com/Z7uZuxeu From my testing, Core/CypWt_Core_16_CityStates_CSE.sql was the one causing crash.