Sid Meier's Civilization VI

Sid Meier's Civilization VI

JNR's Urban Complexity
85 Comments
JNR  [author] May 2, 2024 @ 7:59pm 
that's just text information, no actual dependencies have been added (you don't need the Hammurabi patch if you don't play with Babylon anyway, after all), if your saves don't load it must be something else.
TheShicksinator May 2, 2024 @ 12:59pm 
New issue, a couple of the mods are screaming at me to have the hammurabi patch installed when I already do and refuse to load so I can't boot a save.
randomzebra Jan 16, 2024 @ 3:30am 
I noticed that when playing with the Industry expansion, the machine product buff (+1 production to all improved tiles) doesn't appear to stack. Is this intended? I suppose it should be because +6 or 7 gears to every improved tile would be quite good but wanted to confirm.
Flopsuo Dec 17, 2023 @ 1:26pm 
Well this is embarrassing...
love your mods :)
JNR  [author] Dec 17, 2023 @ 1:10pm 
it is literally a core feature of that mode...
Flopsuo Dec 17, 2023 @ 12:56pm 
Yes actually, is this a known issue?
JNR  [author] Dec 17, 2023 @ 12:55pm 
are you playing with the Dramatic Ages mode?
Flopsuo Dec 17, 2023 @ 12:52pm 
@JNR Bug Report

I keep encountering a bug which I don't see reported on any of your mod pages, but I am currently playing with a selection of your mods (and no other mods from other creators) and I'm not sure how the interaction/bug is occuring. I have arbitrariliy reported it here as I don't know which mod is causing the issue, but perhaps as the mod creator, you can figure out which might be causing the bug to occur.

Occasionally, when entering a new era, one of my cities will fall immediately into rebellion and become a free city, spawning some rebel units also.

The mods I'm currently using are:
District Expansion: Commerce
District Expansion: Military
District Expansion: Aqueduct
District Expansion: Theater
District Expansion: Suburbs
Fresh Water Infrastructure
Green Cities - Districts in Forest
Happy District - Appeal Rebalanced
Suburban Roads
Bonus Resource Improvement
JNR  [author] Mar 6, 2023 @ 4:39pm 
@weraptor: unfortunately as I updated the mod over time, I never found the additional time to maintain the civilopedia descriptions, so I removed them to avoid presenting outdated info. Would love to find the time to bring them back though, especially now that the series is complete.

@Wladislaw: Unbuildable water mill should be fixed as of the latest update to the mod. Thanks for pointing out the Hammer Mill issue, will fix it ASAP.

@pauloel7: see response on that mod.
JNR  [author] Mar 6, 2023 @ 4:37pm 
sorry, for the delayed response, people. Here we ego:

@saintgoten:
1) Quite unfortunate, yes. It's meant to push cultural focus more into tall play where it would balance out with there being fewer cities which add buildings to that screen. I'm not a UI modder, but I can't even think of a clean solution in theory right now. You're right though that this is indeed an issue.
2) When that happens, it's intentional. With Mills, it's meant as an incentive for building along a river. Windmills are meant more as a fallback than an even choice. That's also to counter the fact that I shifted IZ adjacency power back from Aqueduct/Dam/Canal to Mines again. For the Museums, I always found it weird that you can build the Archaeology Museum so much earlier than unlocking actual archaeology.
3) Will look into IZ tier 2 balance. You might be onto something, after all those buildings were originally balanced for tier 1.
pauloel7 Mar 6, 2023 @ 4:28pm 
Would you consider Ivory and Llamas for Caravanserai improvements (BRI), into the next update?
Wladislaw Ivan Staimoslowski Feb 2, 2023 @ 4:58am 
Oh, and in addition to that, I seem to be unable to build IZ Water Mills in cities that are not adjacent to a river, even though the IZ itself is.
Wladislaw Ivan Staimoslowski Feb 2, 2023 @ 4:54am 
A small issue with the Hammer Works building. Since you've reenabled the vanilla Water Mill building in the City Center, the Hammer Works building requires that one instead of the IZ Water Mill in the city.
weraptor Jan 22, 2023 @ 5:02pm 
Hi. The mod about reworking Power seems to be working, but there is no Civilopedia entry for its concepts (which are displayed in the description of the mod and referred to for information). Could you look into it?
sAiNtgOtEn Jan 16, 2023 @ 1:13pm 
Hi @JNR!

Really like your mod. I have two big complaints though:
1) All the theatre district buildings giving great work slots, really clogs up the great works UI when you have many cities...
2) (bigger issue IMO) it's abit annoying that you get the options for each building upgrade at different techs, sometimes vastly different. So you're left with the option of either waiting until you get the desired building, or building the next upgrade and then using another mod to remove and rebuild the district. Is it not better to give all the options of the building tier at around the same time?
Some of the upgrades are also very obviously weak, like the workshop/manufactory tier for the industrial zones. Unless there's a governor (which, as I play wide, there won't be) the bonus is like, +3 gears, or 100+ turns to payoff.
TrashBoat Dec 30, 2022 @ 1:05pm 
Alright, cool. Thank you so much for your response and the effort you've put into these mods!
JNR  [author] Dec 29, 2022 @ 5:28pm 
1. seems like a mistake, will look into it

2. just checked, apparently the upload wasn't processed properly, will try again in a few days, then those policies should appear properly.

3. It was done for thematic reasons, as you mentioned, Firaxis did it too at some point so with that precedent established already, I did not feel like I was breaking a yet unbroken rule.

4. This is deliberate because a) I just think having an interaction between Zoos, Botanical Gardens, and Aquariums with Preserves is cool and b) other policies boost yields, but this one is about Amenities, which is there to deal with effects of growth anyway, making it unique in this regard, so the population requirement feels a bit redundant.

5. This is deliberate to switch up things a bit.
TrashBoat Dec 28, 2022 @ 4:53pm 
Cont.
4. Red List requires a preserve rather than a population threshold like similar policies; it's on theme but also sorta breaks "precedent."
5. Sports media and state fairs both provide adjacency bonuses and separately show up in the atomic era, fairly close (especially with 6t/grand eras) to five year plan, economic union, and your romanticism.
It feels natural to me that, like these, one policy would provide adjacency bonuses to civic squares and amusement piers/fairgrounds (three districts rather than two like the rest because two are mutually exclusive, but it very well could be too much for one policy. Hopefully, this balances out with adjacency being secondary to amenities for entertainment districts).
The remaining amenities to T3 buildings could maybe be baked together with red list into some kind of pseudo-rationalism/big science type policy for entertainment districts. But I'm unsure of my ideas

Thank you for your time
TrashBoat Dec 28, 2022 @ 4:50pm 
Big fan of this series, hard to play vanilla without it. A handful of issues/questions I have, solely regarding policies to keep things not too long.

Potential bugs/issues (possibly me being dumb or mod incompatibilities)
1. The internet memes policy doesn't obsolete the grand ball of arts policy in the same way big science does with rationalism, for example.
2. The containerization and deregulation policies listed under the description of the commerce expansion don't seem to be implemented (i.e. they're completely absent from the game and the mod's files from what I can tell)

Questions/things I've noticed
3. Fundamentalism is a military policy, while simultaneum is economic. Is this just due to the "flavor" associated with the name of the policies? (Also, a similar point about standardized measures/lean manufacturing being economic and craftsmen military, but the latter was Firaxis's decision, so w/e)
HktkNban Dec 25, 2022 @ 4:53pm 
With the new Leader Pass, there are fewer and fewer assets available for mods.
It would be nice to have a lightweight version of the "District Expansion" series without the 3D models.
"Stable gameplay without bugs and glitches" is more important than "shiny new 3D models".
Professor Firebat Dec 24, 2022 @ 1:14pm 
I was recently reccomended this collection alongside your 6T collection, both seem really interesing and I'm excited to try them out but I just wanted to ask if theres any mods I should avoid using in conjunction with those two?
JNR  [author] Dec 20, 2022 @ 10:03pm 
not really, no. Leugi's rework is interesting though and I might make something around that. I don't like Preserves that much so I lack motivation but do have some vague idea of mechanical twists I'd like to try out there.
Grêy Dec 31, 2021 @ 4:31am 
Anything in store for the preserve?
borgheshia Oct 11, 2021 @ 12:42pm 
done :)
quaddragon77 Oct 9, 2021 @ 4:54pm 
I figured out how to fix the combat strength bonus bug for the hammer works.
In this line in UC_AQD_BONUSES:

('JNR_HAMMER_WORKS_ENABLE_HARDENED_STEEL', 'AbilityType', 'ABILITY_JNR_HAMMER_WORKS_HARDENED_STEEL'),

Change 'ABILITY_JNR_HAMMER_WORKS_HARDENED_STEEL' to 'ABILITY_JNR_HARDENED_STEEL'
quaddragon77 Oct 8, 2021 @ 5:52pm 
The hammer works building in the aqueduct mod doesn't give the +2 combat strength bonus.
creme Oct 6, 2021 @ 2:55am 
Okay thanks - good to establish it wasn't an intention of the modpack before doing so. Appreciate it.
JNR  [author] Oct 5, 2021 @ 6:10pm 
interesting find, you should definitely make a bug report with Firaxis for that.
creme Oct 5, 2021 @ 3:41pm 
I'm experiencing something which might not be a bug at all - could easily be a mechanic I don't understand, but I've got 600 hours in the game and I'm fairly confident on Deity, so I don't think it is. Happy to be corrected though. I am pretty sure it's started happening since I started playing with your fantastic modpack.

Sometimes when I buy a building that has an AoE like a Tourney Ground, Community College, Coal Power Plant, etc., that city's amenities immediately fall by 2-3 and the corresponding yield actually decreases. In my first game I assumed I wasn't understanding something about overlapping sets of cities affected by the 6 tile bonus and I was able to play around with this in a second game, rarely getting a bug during a religious victory. Now I'm going for science and buying a Community College or Institute of Technology has the same effect. This doesn't happen if I complete the building through production.
merlock acemann Sep 24, 2021 @ 4:45pm 
Does Divine Spark work with these? I mean the Library is still there, though I never use it, but amphitheaters are completely removed.
Jabamaca Sep 17, 2021 @ 3:19am 
Hello there, JNR. I am currently encountering a bug regarding Anshan's Suzerain Bonus NOT working. Maybe it has something to do with the College of Liberal Arts? IDK.
borgheshia Sep 17, 2021 @ 12:27am 
i guess the updates are for "More maritime" ? love the mod to :)
borgheshia Sep 14, 2021 @ 2:58pm 
haha ^^
JNR  [author] Sep 14, 2021 @ 2:22pm 
as weird as it sounds, the simple explanation is that I don't like to play with my Green Cities mod lol
borgheshia Sep 14, 2021 @ 1:54pm 
Hi, im playing my first game with "bonus ressource improvements".

Deer
Requires Construction.
Specialty Districts, Aqueducts, and Neighborhoods can be built on Forest without removing the Forest.

But it's already the case with "Green cities" ?
EmperorOvaltine Jun 14, 2021 @ 7:31am 
That's true, and in fairness this was probably the most extreme example I've seen. I still think yields are noticeably higher overall (and not always for civs as powerful as Scotland), but I anticipated that since more building options and slots obviously makes for more yields. I confess I don't know exactly how the AI's difficulty bonuses work but it's possible they magnify the effect here. In any case, I'll monitor things over the course of new games and see if I can narrow down any contributors or common denominators.

Thanks for your time, advice and prompt replies! Despite this issue, UC and Expanded Districts are some of my new favorite mods. Really appreciate the hard work and thought that went into making them. :)
JNR  [author] Jun 14, 2021 @ 2:32am 
Antananarivo + Scotland is just OP in the hands of the AI. Scotland grabs a lot of scientists and engineers, and the CS is one of the best in the game in general. If they also got GWAM from those Civic, that's gonna make for some insane culture.
EmperorOvaltine Jun 13, 2021 @ 8:12pm 
Did as you suggested, but the yields I see when hovering over districts can't be right, because the highest I saw was 6 despite it having a building of each tier built and many great works stored (and one showed no culture despite this).

Size: Standard, Speed: Normal (Turn 232)

Scotland has 686 science/turn, 1757(!) culture/turn, and is in the future era with the digital democracy gov't. Next strongest is Babylon at 240/777.

Scotland has 13 cities with total of 156 pop. Their religion has the World Church belief and 121 followers, so ~30 culture/turn from that. 8 civic squares, most with all building tiers. Digital Democracy gives +2 to all specialty districts but no idea how many. They're also suzerain of Antananarivo, so +30% overall.

I run a lot of mods, but none I can think of that would cause something like this to happen. Maybe CSE?

I can try testing with most other mods disabled but I'm not sure I can replicate the issue consistently since there are so many variables.
JNR  [author] Jun 13, 2021 @ 2:18pm 
I guess best would be to open a late-game save, toggle on the map observer (or launch a satellite if you don't know how to use the console or firetuner) and check the AI's Civic Squares and look whether there's a building stacking up massive yields.
EmperorOvaltine Jun 13, 2021 @ 10:44am 
Hi JNR, apologies if this has been brought up before.

Since installing the expanded districts mods, I've noticed the AI getting absolutely ludicrous science and culture yields compared to what I was used to beforehand. I play on deity, so I'm not sure if their bonuses interact strangely here, but it's not uncommon to see an AI getting ~1000 culture per turn by around turn 200, which is nuts even for on deity. I don't mind playing from behind, but it's not very fun to compete against.

I wish I had a better idea what was causing this - it doesn't always happen, but the AI's overall yields are definitely higher since downloading the district expansions. It's not necessarily a bad thing, but it seems extreme. It seems to skew more towards culture than science, which makes me think it might have to do with something in the civic square expansion, or maybe from religious beliefs that add culture.

Has anyone else experienced this?

Thanks in advance.
ZuryMcFlapjack Jun 8, 2021 @ 6:37pm 
JNR, I am a huge fan of your UC and CB mods. The game is unplayable in my opinion without them. I do hope soon in the future, Warfare Expanded and your gameplay mods will get along. :steamsad:
WeDGE May 29, 2021 @ 12:58pm 
JNR i saw your post on reddit, i hope for a patch for graphical assets not killing the game
Kalmorph May 29, 2021 @ 2:59am 
That was fast! :Yoru: Thank you for the quick fix! <3
JNR  [author] May 29, 2021 @ 2:42am 
update is out
Kalmorph May 29, 2021 @ 1:41am 
Oh, ok, I'll wait for an update then. :Amane:
JNR  [author] May 28, 2021 @ 8:13pm 
ah, looks like the latest Resourceful 2 patch changed the ID for its maize resource. Will fix it ASAP (it's a conflict with Bonus Resource Improvements).
Kalmorph May 28, 2021 @ 6:48pm 
One of the mods in this list is giving this following log and not allowing start new games:

[3049762.779] [Gameplay] ERROR: Invalid Reference on RequirementSetRequirements.RequirementId - "REQUIRES_CITY_HAS_IMPROVED_RESOURCE_MAIZE_JNR" does not exist in Requirements .

Removed almost all possible mods, leaving only Enviromental: Civ5 Theme, Resourceful 2 and Historical Religions.
JNR  [author] Apr 4, 2021 @ 5:10pm 
we haven't been able to decipher the exact behavior, all we know is that it's somehow linked to the amount of art added and that mods adding lots of art are this collection, WE, City Styles, and City Lights.
Foxner Apr 4, 2021 @ 3:07pm 
This is a response to your reply to my previous comment. I was doing some testing with the mod packs and found that if I start a game without WE, then once the game loads, I quit back to the main menu and enable WE. Finally, after I enable WE, I start a game. Things seem to work out (the only observable bug is the spear unit's model, it glitches and a few vertices move around everywhere on the screen if you zoom out and are close to the unit). However, I have to do this every time I want to play with both WE and UC. If I quit back to the menu or quit the game and try to start a new game or load a game, it crashes. Does the crash occur because its to much?
JNR  [author] Apr 4, 2021 @ 9:39am 
the game can only handle a limited amount of art being added. Not sure if UC works with WE by itself, once you add a few more mods, however, it's definitely too much. I personally play with Steel & Thunder as a result.