Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sukritact's Urban Identities
175 Comments
Sammy Disease 8 Jun @ 12:46pm 
Is there a way to remove the outlines in the Screenshot mode provided by other mods? I can remove borders and city names and icons but the region remains visible.
primordial_ 16 Mar @ 9:41pm 
really fun - adds a whole new layer of gameplay!
Clover Creepy Girl™ 10 Mar @ 9:02pm 
Just wasted so many turns and about 2 hours of a game because this mod does not do a great job of saying 'you need to build the city center in the area to claim' and I thought just owning every single tile of an area would claim it.
leftbehind 24 Feb @ 11:52am 
@rafaelmacedo2002 it's not technically possible because the base game doesn't have the code APIs that are required to do this kind of mod (and many other kinds of code mod). That's why so many mods require Gathering Storm DLC because that DLC adds a load of extra API functions which enable more advanced mods.
Portoflander 24 Feb @ 1:24am 
@rafaelmacedo2002 install Augmented Steam extension or go to IsThereAnyDeal to see where to get the game at a low price. I got the full game for $10 from fanatical, the deal is still on. $5 for Platinum on anydeal
gwennetts 18 Feb @ 7:19am 
Sukritact should make YnAMP compatibility.
CorTreX 10 Jan @ 2:05pm 
Last update was on 13 nov 2024 (see above). Why asking that?
cryptofurball75 9 Jan @ 3:19pm 
will this ever be updated?
rafaelmacedo2002 31 Dec, 2024 @ 2:41pm 
just out of curiosity, is there any version of this mod for people who only have basegame civ 6?
Simon Sullivan 13 Dec, 2024 @ 8:56pm 
city centre needs to be inside to activate (claim) the region

once activated, the rules for whether you need things inside the region, in the city radius, or something else are specifically mentioned in the text description

BUT "city centre needs to be inside to activate (claim) the region"
leftbehind 13 Dec, 2024 @ 3:53pm 
Does city center have to be built inside the region for it to work, or will effects be applied to any zones built in region even if city center is outside the dashed line?
Simon Sullivan 6 Dec, 2024 @ 3:57pm 
I don't use map pack mods, but from what I understand it might not play well with map mods that need scripts .... but I might also just be saying random words there !
gwennetts 6 Dec, 2024 @ 5:51am 
guess its just "Yet (not) Another Maps Pack" even though its rather popular.
gwennetts 4 Dec, 2024 @ 9:03am 
all for it not to work with all my mods.
gwennetts 4 Dec, 2024 @ 8:08am 
Thanks i forgot that it was a game mode.
Simon Sullivan 3 Dec, 2024 @ 4:54pm 
it's working for me - it's a game-mode, so you have to select it at startup
"brand new Game Mode"
gwennetts 3 Dec, 2024 @ 4:40pm 
is the mod even working? probably not.
gwennetts 3 Dec, 2024 @ 9:27am 
how do you see regions?
Simon Sullivan 19 Nov, 2024 @ 4:16pm 
from what I can see, yes, you need to settle a city inside the region to claim / activate the region. THEN, the specifics of how the region operates is very literal and it does seem to work. In my mind, one has to read the description and interpret it very specifically because there are distinctions between other effects in region, in city, adjacent
i bad at game 19 Nov, 2024 @ 7:05am 
its annoying that you have to settle a city inside the region to benefit from it. The description of the regions is a bit vague and doesnt really mention it, there are even some descriptions that elude to how multiple districts from different cities benefit from the bonuses whereas i dont think thats true.

Those descriptions could really use a rewrite, like start each description with "If a city is settled within this region, it gains the following bonuses: ..."

also would be cool if coverage could go over 25%.
PRCLSJ 15 Nov, 2024 @ 3:06pm 
has translation?
Simon Sullivan 9 Nov, 2024 @ 5:10pm 
It seems to work fine. This mod mostly gives bonuses to districts or modifies tile yields based on different adjacency conditions. It ends up being compatible with pretty much anything I think
Ryan 9 Nov, 2024 @ 4:15pm 
how compatible is it with wide and tall mod?
Simon Sullivan 5 Nov, 2024 @ 4:29am 
100% ready to play
meow 4 Nov, 2024 @ 8:32pm 
could you clarify if you believe this is "ready to play" currently or if it's just on the workshop as a sort of open beta test?
cryptofurball75 3 Nov, 2024 @ 7:58pm 
@timothygoss0909 that is an issue with Terra Mirabilis surprisingly, there is a fix you can download.
sailormouth 2 Nov, 2024 @ 9:13pm 
I enjoy playing with this mod - I usually turn the coverage down to 15%
Simon Sullivan 2 Nov, 2024 @ 6:30pm 
No - it's working for me. From what I can tell, there are no issues at all with this
timothygoss0909 2 Nov, 2024 @ 4:36pm 
Anyone having issues with builders on unit cycling almost freezing the game later into the ages? Not sure if it is this mod but having issues with this currently.
Kilkakon 2 Nov, 2024 @ 3:07am 
Really creative idea though, thanks for the mod, seems fun
Kilkakon 1 Nov, 2024 @ 10:36pm 
I noticed that quarries built under Igneous Intrusion don't boost Masonry
rodrigues.franklin 1 Nov, 2024 @ 6:38am 
I really enjoyed this mod! As a planner you've totally disrupted my city placement strategies and I love it. Yet, I didn't get one thing about region bonuses:

- As in Prophetic Visions, when a region tile yields bonus by adjacency to a district does it need to be the region owner's district?

- As is Massive Trees, when a improvement on a region yields bonus by adjacency, it needs to be worked by the city owner, but does the adjacent district must also be from this city?


Really looking foward to the urban identities update BTW
Perry7484 / Briantin de Montrei 30 Oct, 2024 @ 9:57pm 
Suk! I really appreciate the dedication and consistent high quality over the years, and many of your mods have become must-haves for any new game. You're awesome, keep it up! ^^
Pastoru 30 Oct, 2024 @ 10:25am 
Did you do something with the AI too, so that it works well with your mod?
I've rarely been so neck to neck with the AI in a game than in my current game with Urban identities (in King, by playing a bit loosely, but still). Very nice!
Java 29 Oct, 2024 @ 11:14am 
Hi, Suk
Great mod as always!
But this have a tini-tiny problem with the infixo's Better Civilopedia, cause when you add a tab in the Civilopedia the button push aside other buttons.

Just for you to know, in case you didn't (Probably already knew, I know...)
MLG Peridot 29 Oct, 2024 @ 5:26am 
In my play testing I've found some AIs will luck into really favourable set ups in regions, and because of their boosted science and culture per turn on Deity will run away with the lead (I've seen AIs with 300+ Science per turn by turn 150) it might be an idea to give some of the more powerful bonuses extra parameters to be received just so the AI doesn't get them on accident.

Loving the mod, I like how you have to think about how cities will specialise. But our one advantage with deity was how the AI doesn't place districts optimally. This mod seemingly rewards their haphazard placement xD
ecbrown88 17 Oct, 2024 @ 2:48pm 
Nice twist, I enjoy this mode
ecbrown88 15 Oct, 2024 @ 6:50am 
thanks CorTrex
ecbrown88 14 Oct, 2024 @ 3:10pm 
disregard. Found the checkbox under "advanced setup"
CorTreX 14 Oct, 2024 @ 3:05pm 
Be careful, Urban Identities is a Game Mode, just like Barbarian Clans or Secret Societies.
You need to specifically select it when starting a game, not only having it activated in the Additional Content screen.
ecbrown88 14 Oct, 2024 @ 2:44pm 
What am I doing wrong? I have subscribed to this mod, restarted civ and steam, that didn't work, rebooted computer, and still when I look in "additional content" and then "mods", this appears like all other mods including several from Sukritract, but when I start a game and look at the Game menu under "mods in use", this isn't there. Nor did playing anyway reveal any regions. Is there some step I'm missing, am I supposed to select a certain map, is there a switch somewhere under advanced set up?
Simon Sullivan 11 Oct, 2024 @ 8:55am 
I had the rich soil work for me
realkaka 11 Oct, 2024 @ 5:05am 
After establishing the capital within the region, there was no increase in trade routes.
Yumi 11 Oct, 2024 @ 5:01am 
Seem like the rich soil identity does not work, no farm spawned at all
NicBarsky 10 Oct, 2024 @ 9:24am 
Amigo, este es realmente espectacular. Estas loco.
HolyDiver 4 Oct, 2024 @ 6:00pm 
do the AI know how to take advantage of these regions? i guess they would settle in the areas under the regions for other reasons anyway
Simon Sullivan 30 Sep, 2024 @ 12:52am 
Needs to be inside it to claim/activate the region.

Once the region is claimed there are different conditions though - so read carefully (some say districts etc need to be in the region, some say things just need to be adjacent to the city in the region, some say unrestricted as long as the building / district / improvement is part of the cities zone)
twolitrepinto 29 Sep, 2024 @ 10:09pm 
Just started my first game with this mod and absolutely love it already.
Do you have to settle a city inside the regions border?
For example, if i settle a city 1 tile outside a natural harbor region, but then build the harbor inside the region, will the harbor still get the benefits?
Droz_64 27 Sep, 2024 @ 5:33am 
Are there any mods adding new regions yet? The concept is great
Fox Robbins 21 Sep, 2024 @ 11:39am 
Why isn't this mod showing up in my list of mods? I can see all the other sukritact mods but this one isn't showing up. Somebody please help because this mod seems incredible. When I go to create a new game, I can see Sukritact's Oceans in my game mods but not Urban Identities