Sid Meier's Civilization VI

Sid Meier's Civilization VI

Project Metropolis Lite
73 Comments
InfoManiac 24 May @ 6:06pm 
im angrybee. sent one. its probably a mod conflict but for the life of me i couldnt figure it out. i first thought it might be quick ser interface.
Anonymous  [author] 24 May @ 3:50am 
can you be more specific? maybe u can add me a discord and send me a picture?
discord: russet3768
InfoManiac 23 May @ 10:58pm 
this is causing my production tab to not appear
Anonymous  [author] 7 Dec, 2024 @ 7:38pm 
Its been a while so I am not sure exactly
but I don't intend for it to change the vanilla stuff so if you find it to alter farms or any improvements then plz lmk and Ill go into the files and remove it
Queen Goblina 7 Dec, 2024 @ 6:39pm 
Hey, really love that you got out of your way to make and publish this for us. Just one question, does it still (as the original) change the yields of vanilla stuff? like production from mines and such or how much housing you get from a vanilla farm
-1 Stability Hit 18 Sep, 2024 @ 1:56am 
thank you
Anonymous  [author] 24 Aug, 2024 @ 7:16pm 
Try this RF+GS version if u dont have the leader expansions:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3186847850
-1 Stability Hit 24 Aug, 2024 @ 6:57pm 
it depends on four paid DLCs to run :(
Anonymous  [author] 19 Aug, 2024 @ 5:52am 
I checked it today and while I personally don't find it as an issue, I will still try to see if I can move it to the section where other build and demolish buttons are....
Anonymous  [author] 10 Aug, 2024 @ 5:44pm 
Thanks!, Ill check and look into it
Warriors_X 9 Aug, 2024 @ 2:08pm 
Demolish Quarter button is there at the top it seems - next to move unit, delete unit, it's not with the other buildable action buttons (like remove feature)
Anonymous  [author] 29 Jun, 2024 @ 5:37pm 
Honestly I still havent figured out the bug with the button yet but uhhh...
Im also losing interest in this game but ill try to fix the bug/add the features requested before I drop it

Regardless if any of the original owner isn't against it and if any of you want to mod this in any other way and post it, feel free
Napoleon Blownapart 8 May, 2024 @ 1:39am 
No problem, i appreciate the effort
Anonymous  [author] 7 May, 2024 @ 12:37pm 
Unfortunately I am a bit busy this week and has yet to find the cause... I notice that this occurs in the original mod too... I will continue to see if I can fix this when I have time and ask other modders for advice
Sorry for the delayed response
Anonymous  [author] 29 Apr, 2024 @ 3:34am 
I will aim to investigate it over the week and see if I can resolve it by the end of this weekend
Anonymous  [author] 28 Apr, 2024 @ 6:32pm 
I tried it out just now and i see it now... I will look into whats causing it @_@
Napoleon Blownapart 25 Apr, 2024 @ 1:14am 
Hey, the project metropolis icon and cover art sometimes disappears from the Civ selection screen, can you fix that?
Doc_Furtado 17 Apr, 2024 @ 3:54am 
Thank you for your kindness, i will try and back for you
Anonymous  [author] 7 Apr, 2024 @ 7:05pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3215957916
@Doc_Furtado
here is a garrison only version
it shouldn't load art items for the other quarters so I hope that will resolve the issue... If u run into any bugs lmk
Anonymous  [author] 7 Apr, 2024 @ 4:23pm 
@PenguinPrincess
I skimmed over the other mod a bit and it seems to recreate the table of unit action in its LagFixHotkey.lua
The builder demolish command from furion's mod (project metropolis) seems to be based on the original script, and perhaps thats how the demolish command option was lost and was not visited by the new table of action?
Idk...

but yah....
Anonymous  [author] 7 Apr, 2024 @ 2:46pm 
Sry I got busier than I thought last few days, Ill try to have garrison done in the nxt few hours
shiv 5 Apr, 2024 @ 4:25pm 
great work btw
shiv 5 Apr, 2024 @ 4:23pm 
@Doc_Furtado check out the Walled Quarter mod - it's a district from one of the scenarios in game that should be what you're looking for
Anonymous  [author] 1 Apr, 2024 @ 10:23am 
yee np happy to help
Doc_Furtado 1 Apr, 2024 @ 9:55am 
Thank you for your kind
Anonymous  [author] 1 Apr, 2024 @ 9:49am 
X_X
Unfortunately I am a bit busy this wk as its still school time and my homework/project is catching up but ill work on the garrison only version over the wk and aim to complete it by the end of the weekend i guess X_X @Doc_Futado
I will take a look at the lag fix bug thing during this time as well I guess
Anonymous  [author] 1 Apr, 2024 @ 9:47am 
My best guess would be that the builders/military engineer lag fix might have overwritten some part of the builder's file, hence replacing the section that included remove quarters option? I'm personally not sure how to create a mod loading order in civ 6 but if this was a cause, maybe potential fix could just be loading this mod after the former.
To make a fix, I might have to inspect the builders/military engi lag fix mod... and if the cause was confirmed to be that, then the only solution I can think of is either moving the "remove district" action and add it somewhere else, which I honestly don't know how to add it somewhere else rn, or remove the part that may overwrite the option from the lag fix mod and republish an unlisted lag fix mod option here....
MimiWimi 1 Apr, 2024 @ 8:17am 
I seem to have an issue, where the Builders lose the "remove quarters" option. It was after i added the "Builders/Military Engineer Lag Fix" mod in the late game due to severe lagging. I havent fully tested the root cause as i ran out of time but just putting it out here as you might have an idea why.
Dang, really love this mod. Adds flavor to the game. Is this compatible with city lights btw?
Doc_Furtado 30 Mar, 2024 @ 2:06pm 
Thank you, the problem is asset, too much wasted, i wait, hugs
Anonymous  [author] 30 Mar, 2024 @ 11:40am 
kk Ill look into it once I wake up tomorrow and see if I can make a lite-lite version and share it in comments here
I must point out that it isn't my mod lol, its mod from furion, im merely looking to solve the main issue that you and I had with his mod and maintain this version to keep it bug free (aka put it on life support XD)
Doc_Furtado 30 Mar, 2024 @ 9:08am 
In fact, only the option to build a garrison as they are is enough, dont need the adjecent bonus or something else
Doc_Furtado 30 Mar, 2024 @ 9:07am 
asset limit, right, your mod is amazing, but, crash my game because the asset limit, and, i look for more the garrison to create a medieval defense like a castle in my city
Anonymous  [author] 30 Mar, 2024 @ 8:50am 
Ill consider it but it might take some time for me to go through everything and remove the right stuff
Is it because of asset limit? or
Anonymous  [author] 30 Mar, 2024 @ 8:49am 
whats wrong with the other districts?
Doc_Furtado 30 Mar, 2024 @ 7:45am 
Can you create a simple mod only to garrison district?
Anonymous  [author] 28 Mar, 2024 @ 9:15am 
yee lmk if u run into any bugs
eqN 23 Mar, 2024 @ 11:05am 
Thanks for this. Always looking for more mods to expand the base gameplay experience and this hits the sweet spot.
Anonymous  [author] 16 Mar, 2024 @ 11:32am 
@Cyrogenic I got the mod to work in RF+GS only
Here is the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3186847850
Lmk if u found any bugs

@CypRyan Ill be testing seaside with my version of this mod as well tomorrow and will keep u all updated on if i found any bugs
Anonymous  [author] 15 Mar, 2024 @ 6:18am 
thanks!
MimiWimi 15 Mar, 2024 @ 4:04am 
yes i heard as well. so far i have tried it with all JNR's mods + sukritact's mods + more maritme districts + leugi's garden districts, its working without issues. you have done a great job btw. i really enjoy this mod!
Anonymous  [author] 15 Mar, 2024 @ 3:28am 
Ill test it out a bit over the weekend to double check the stability... Im not familiar with the asset stuff but I have over heard that theres an asset limit related to the game.. Perhaps if there is too much asset, the game can crash
MimiWimi 15 Mar, 2024 @ 2:29am 
adding this makes my setup crash on load. reducing/removing the wonders enabled seems to make it work on load so i am guessing its due to the assets that it have. but then it crashes mid way through the game, on that im not sure why.
Anonymous  [author] 13 Mar, 2024 @ 7:18am 
Thanks!
CypRyan 13 Mar, 2024 @ 12:37am 
I feel you! There is so much to test when working on mods. Be sure I'll report any issue I can find!
Anonymous  [author] 13 Mar, 2024 @ 12:03am 
np np and plz lmk if any bugs or issues... unfortunately im a bit busy on the wkdays but im free to try some stuff on the weekend
CypRyan 12 Mar, 2024 @ 10:07pm 
Thank you for working that out! Your overhaul is something I really missed.
Anonymous  [author] 12 Mar, 2024 @ 3:36pm 
I havent tried SS compatibility X_X, Ill try it this weekend due to demand i guess and see how it goes
CypRyan 12 Mar, 2024 @ 9:59am 
Great Work!!
@JasonWolf: Why do you doubt Seaside Sector compatibility? Did you experience bugs?
JasonWolf 11 Mar, 2024 @ 8:41pm 
I'm excited and hopeful for seaside sector compatibility.
Anonymous  [author] 11 Mar, 2024 @ 1:23am 
Ill try to make a R&F + GS only version by the end of this weekend @Cryogenic