Sid Meier's Civilization VI

Sid Meier's Civilization VI

CypRyan's Workable Outer Rings
266 Comments
TCMOREIRA Aug 24 @ 6:24pm 
I'd really like a version of this that works similarly to the 'Strategic Forts' mod!
And making it so that this doesn't replace anything from Wide & Tall.
dididi Jul 19 @ 10:38am 
老哥,我把拓荒驻地造好后,城市得所有产出都大幅度减少,基本都变成负数了,不知道该怎么解决
Clash Mar 22 @ 1:23am 
Yeah, that's understandable. I figured that it's probably something that can't easily be fixed, like the asset limit or builder lag, or otherwise you'd have done it already. Still a cool mod, though! :cupup:
CypRyan  [author] Mar 22 @ 1:00am 
I am very sorry, but I doubt I can do anything about it. The implementation using lua scripting is suboptimal performance wise.
There is a dll implementation that should have better performance.
Clash Mar 21 @ 8:00pm 
I'll second the lag issue. It's pretty annoying, but for me it's more like 1-2 seconds so I've been able to deal with it so far.
MudKipster Mar 16 @ 10:33am 
I believe the mod works how it should, however I've been getting extreme lag spikes whenever I purchase a tile in a city with the frontier town. Like 4-5 seconds of the game being frozen to the point i worry the game crashed
Hoshi Feb 20 @ 5:57am 
I have built Frontier town but it is not unlocking the forth ring to work, I have used this mod Before and it used to work, idk what happened
插个眼,感觉有用,等负收益bug优化了稳定之后再用用:steammocking:
fuighyyy Jan 19 @ 1:14am 
Is it possible to make districts buildable in the fourth ring?
QAQ Jan 1 @ 12:47am 
可以搞一个无限开发格子的吗?:steammocking:
windowsfensteR Dec 17, 2024 @ 5:34am 
@Almighty BAB: I encountered the same issue.
CypRyan  [author] Dec 7, 2024 @ 10:15pm 
@流明: 是的,在没有 DLC 的情况下也能使用。
CypRyan  [author] Dec 7, 2024 @ 10:14pm 
@kirckle1: Did you combine it with workable 4th ring? They are not compatible.
Wind sky Nov 2, 2024 @ 9:57am 
原版无DLC可用吗?
kirckle1 Nov 1, 2024 @ 7:20pm 
@CypRyan, it is not even a build option for me
CypRyan  [author] Nov 1, 2024 @ 8:47am 
You can configure it in the game setup before pressing play.
Keytee Tamira Nov 1, 2024 @ 8:23am 
Ah, nvm, i find it nicely balanced.

But is there a way to increase buildable range?
Keytee Tamira Nov 1, 2024 @ 5:20am 
Can you please make a version of this mod where all cities can build on 4th and 5th rings by default?
Almighty BAB Oct 30, 2024 @ 12:14am 
@CypRyan: I have recently ran into a bug where one of my cities has insane yields but it's not a visual bug. I also have a city that is receiving negative yields in culture and science. Both are saying it is coming from worked tiles
CypRyan  [author] Oct 29, 2024 @ 9:36pm 
Do you mean the 3D model on the map, or does it not show up as a build option in the city paneL?
kirckle1 Oct 29, 2024 @ 5:46pm 
hi @CypRyan, ya it simply just does not appear. Looks like the mod is loaded when I am in game from the main menu
CypRyan  [author] Oct 28, 2024 @ 9:56pm 
@kirckle1: I haven't tried this, but haven't received any Info about this, until now. Does the district simply not appears?
kirckle1 Oct 28, 2024 @ 3:42pm 
@CypRyan, does this work on mac? I have it downloaded but not seeming to work
CypRyan  [author] Oct 19, 2024 @ 1:02pm 
@twsworld: Sorry this is not that easy ro achieve :(
CypRyan  [author] Oct 19, 2024 @ 1:01pm 
@_ZNarK_: This is a visual bug. Often caused when combined with some other UI mods. Any idea?
_ZNarK_ Oct 19, 2024 @ 8:04am 
How is this possible? A city center yields 200+ of every yield with this mod installed @CypRyan
Legodudelol9a Oct 6, 2024 @ 2:07pm 
Can you make it so that those tiles that are now workable can also have the city build things on them please?
CypRyan  [author] Sep 30, 2024 @ 12:01pm 
Yes, it can. But it does not know when to build it, so it happens very rarely.
LumpyAcidFish Sep 30, 2024 @ 11:38am 
can the ai use this district?
CypRyan  [author] Sep 22, 2024 @ 8:42am 
@Basic: Happy you like it. I don't think this is possible. However, the work 4th ring mod by PhantomJ should animate the worked tiles. Try that! :)
Basic Sep 22, 2024 @ 6:42am 
Awesome mod!
Only the tiles do not look like they are being worked, which is actually what I was looking for.
Is there any way to fix this? My farms look so dull...
DaniAngione Aug 17, 2024 @ 6:46pm 
It's all good! I just wanted to share the idea for fun, it's nothing essential or required, anyway! But now the idea is out there and yours to do anything with it (or not) whenever you want to! Thank you for the response, and have a good weekend!
CypRyan  [author] Aug 17, 2024 @ 1:08pm 
@DaniAngione: Thank you for your kind words!

I like that idea, however I fear this is not easy to do. Adding a naming banner for a district requires heavy modification of UI scripts. This would lead to many incompatibilities with other mods.The mod is already very UI intensive and I wouldn't dare to touch that stuff and cause conflicts for it. If I had some more spare time these days I would definitely work on that.
DaniAngione Aug 16, 2024 @ 6:34pm 
Heya, CypRyan! I love this mod, been using it for my last few games (alongside Wide & Tall, of course ;) ) and I actually have a suggestion!

Might be a little silly thing, but I love how the Frontier Towns look like "satellite" or minor towns of sorts. The other day I placed one really close to Oxford University and I was like "Damn, if I could name this town it would be Oxford";
So, earlier today I was trying ou Sukitract's new mod (Urban Identities, it's also great!) and I love how neat and non-invasive he made the small region tags, which made me think: Would be really cool if the Frontier Towns could get a name tag! Perhaps it could come from the bottom of the city namelist, and would look like legit "small towns", just for flair! And probably have a toggle to display it or not on map settings for those that do not care. But I think that it could be a very nice, if purely cosmetic, little addition!

Thank you very much for your hard work!
Saber(Alter) Jul 27, 2024 @ 8:50pm 
为什么四环以外的单元格购买好卡
kastor54cn Jul 25, 2024 @ 7:16am 
产出负数重新·分配一下人口就好了
KoKiJiang Jul 17, 2024 @ 4:52am 
文化、科技、信仰变负数了可还行
CypRyan  [author] Jul 8, 2024 @ 8:39am 
@kurumi: The conflicting mod is Districts Dont Remove Yields . 与之冲突的模式是 地区不删除孳息
hotmanhhh Jul 7, 2024 @ 8:44am 
kurumi我和你一样,城市产出直接变成负的,我怀疑是和建造不移除产出mod冲突
CypRyan  [author] Jul 6, 2024 @ 1:26pm 
kurumi Jul 6, 2024 @ 6:57am 
有邮箱吗 我发存档给你
kurumi Jul 6, 2024 @ 6:53am 
我重新开了一把也还是这样,可能是和什么mod有冲突导致的,我发现人机建造的拓荒驻地要也是这个效果,刚才打了一局人机全是负的
CypRyan  [author] Jul 6, 2024 @ 4:46am 
@kurumi: 嗯,我还没想出这个错误。你能把负产量状态的保存文件发给我吗?
kurumi Jul 6, 2024 @ 3:04am 
建造拓荒驻地粮食生产力信仰文化科技直接变成负的了,之前用的还好好的 这次不知道怎么了
CypRyan  [author] Jul 2, 2024 @ 11:49pm 
@imapotato: Sorry I can't reproduce this. What combination of expensions, DLCs and mods do you use?
imapotato Jun 29, 2024 @ 6:47pm 
@CypRyan: Thank You! I hope I can play it soon!
CypRyan  [author] Jun 29, 2024 @ 12:47pm 
@DerppyDerp: Sorry for that. This is quite resource intensive, since it is coded via scripting and not DLL.
DerppyDerp Jun 28, 2024 @ 11:28pm 
It's a cool idea and all but I always experience a terrible lag when I build the frontier town.
CypRyan  [author] Jun 28, 2024 @ 9:22pm 
@Lefferd Allard: This is on my list, but I don't have time atm to finish this.