Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Railway Engineering
   
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18 Jun, 2022 @ 10:40pm
29 Aug, 2022 @ 6:01pm
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Railway Engineering

Description
Overview
Adds a new building, a civilian unit, and a great person to make building railroads a little less painful, and maybe a little more fun.

Also, I'm not an artist, all icons and graphics are taken from the base game and reused. I probably won't do the art stuff either...so if an intrepid artist wants to contribute... :)

Details
The Railyard is a new building available in the Industrial Zone. Upon finishing construction, it enables training of Railway Engineers. The Railway Engineer spawns on the Industrial Zone, and as it moves it creates railroads. The engineer costs 10 iron to train, and has an upkeep of 1 coal per turn. After constructing 10 tiles worth of railroad it will be spent. It will only build a railroad on a tile adjacent to another railroad, and if there is at least 1 coal in your stockpile.

A great person (Theodore Judah) is also added to the game in the Industrial Era. When activated in an Industrial Zone, all roads in the city are immediately converted to railroads, and district bonuses will reach further.


Development History
Here's some extra development info if you like that sort of stuff:

I'd originally conceived of this a couple years ago as a much bigger package, where the Railyard was actually a district instead of just a building in the Industrial Zone. For my first mod, that was too much. But I think there were some interesting ideas, transportation infrastructure in general could use a little bit of love.

Railyard District
(Not Included Here!)
The Railyard District would have provided major adjacency bonuses to Industrial, Harbor, and Commercial, maybe a few minor adjacencies too. The Modern Era Subway building would automatically link all districts in the city by Railroads. The Atomic Era Monorail building would connect a new even faster route type between nearby Railyards. Then the Information Era Hyperloop building would add some significant improvements to trade/food/other things, but I never really fleshed this one out. At a certain point, increasing movement speed has diminishing returns...

So yea, a few ideas there, if they sound interesting, noodle on 'em for a bit...then maybe drop a comment or send me a message with your thoughts.
22 Comments
Purple Eyestabber 7 Jul, 2024 @ 9:16am 
Producing the railway engineer makes the game go bonkers for me. One time it crashed, another it made my city grow 7 sizes.
Dies Irae 5 Dec, 2022 @ 11:24am 
"Rail yard district sounds good.

I would have the same adjacency as you (maybe minor campus) give it production.
make it mutually exclusive aerodrome ( research steam)

Building 1 ( research steam)
Rail Depot: allows building of Railway Engineers gives 1 production and or gold to trade routes ending or passing through city

Building 2 ( research Electricity)
Subway; Adds one primary output to specialised districts 1 science campus 1 culture theatre square etc

Building 3 ( research Composites)
International/Mainline station; affects all cities in a number of tiles like the factory adds 2 gold one production to all trade routes ending in cities in range (also gives 3 gold 2 production to own city) Doubled if powered requires 5 power"

Just my thoughts on your idea which is a good one.
H.Humpel 5 Nov, 2022 @ 9:24am 
Perfect... just wanted to start translating it. So I'll wait for the next release.
New buildings and features sound GREAT! :steamthumbsup:
Nightemaire  [author] 5 Nov, 2022 @ 8:30am 
It's possible, but there's also no art to be had yet for this mod, so no loss there. In the next week or so I'm going to be doing a fairly significant update with a couple new buildings/features, so if you're looking to possibly translate this as well, I'd recommend holding off!

I'll check the art thing, always good to tie up loose ends, thanks!
H.Humpel 5 Nov, 2022 @ 8:21am 
FYI: there's a minor error in your mod:
"[1214065.972] Loading Mod - C:/Program Files (x86)/Steam/steamapps/workshop/content/289070/2822983322/Railway Engineering.modinfo
[1214065.980] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - Railway_Engineering.Art.xml"
fka-gargamel 14 Sep, 2022 @ 11:40pm 
Thanks for the answer.
I will investigate more
Nightemaire  [author] 14 Sep, 2022 @ 4:59pm 
I didn't touch military engineers in this mod, so I don't think it's from me. Might be a vanilla feature, not sure though
fka-gargamel 10 Sep, 2022 @ 10:27am 
I am not sure, but since I have your mod installed my military engineers can repair pillaged disctricts?
or is was this always their feat?
ratatoskm 30 Aug, 2022 @ 12:34pm 
- tall builds are fun but there is the hard limit that workers can only work until the 3rd hex ring. A great extra bonus for a subway that connects to districts would be if districts (e.g. neighborhoods) in the 3rd ring then would allow workers to work adjacent 4th ring tiles. Probably difficult to implement, but that could offer cool new opportunities

- one bonus for high-speed train connections between could be housing+food for the city with less population. or for both (analogous to people commuting between cities to their work place), giving additional options to grow tall
ratatoskm 30 Aug, 2022 @ 12:33pm 
- if youre not going for much military, strategic resources seem unimportant - which is not true in real world. So could be great to have advancing modes of transports that require coal/steel first for railways, maybe then niter+steel+energy for subways (niter for tunnel construction?) and finally aluminium+energy for high-speed train upgrade and/or some futuristic transport. Ideally that would be linked to a general need for oil once you reach modern era and cities with certain pop (e.g. a growth or productivity cap if you dont have enough oil to allow people driving around with cars, unless you have rail/subway public transport powered by energy in which case you dont need oil). This could also give some more incentives to conquer strategics if you dont have them in your territory.