Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Ryzantium Civilization
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53.798 MB
Jan 11, 2023 @ 7:01pm
Jun 20, 2023 @ 7:23pm
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Ryzantium Civilization

Description
Hello everybody and welcome to the Ryzantium Civilization!

This mod adds the Ryzantium civilization to the game. Play as Ursa Ryan himself, placing railroads everywhere, founding excessive amounts of cities, and just having a jolly old time.

New update from the mind of Ursa Ryan and the coding ability to CypRyan! Check out the Water works wonders description

Ryzantium
Unique Ability: Civ 6 - Railway Simulator
The greatest railway simulation game of all time has gotten even better. Railroads have no Iron or Coal requirement and are unlocked after discovering apprenticeship.

Unique Ability: Water Works Wonders
Aqueduct, Dam, and Canals provide a major adjacency bonus to adjacent districts and culture bomb surrounding tiles upon completion. Specialty districts do not receive an adjacency bonus for being adjacent to another district.

New! Dam, Aqueduct, and Canals now increase the appeal of adjacent tiles by +1 AND all of the appeal adjacency yields from the Preserve district's buildings also apply to the tiles adjacent to each Dam, Aqueduct, and Canal! They even stack! Crazy!!!!

Unique District: Early Bear's Den
A district unique to Ryzantium which replaces the encampment. The early bears are hard at work and complete this in half the time as usual. Receive a free Early Bear upon completion of the Early Bear's Den.

Unique Unit: Early Bear
Doing what they do best, the Early Bear's are out there spreading the good word of Ursa Ryan. This unique unit has +2 Movement, +2 Charges, and are cheaper to produce compared to the military engineers that they replace.

Ursa Ryan
Unique Ability: Forever Golden
+15% Production, Faith, Gold, Science, and Culture for all cities while in a Golden or Heroic age. -15% otherwise.

Additional notes
Starting bias: Plains, grass, floodplains, coal
Favored items: Early bears district, aqueduct, dam, campus, barracks, early bear unit
Favored techs: Apprenticeship
Agenda: Not really implemented yet, though the AI should favor proposing trades.

Requirements
Gathering Storm
Great Commanders Pack

Credits
Concepts and Design: Inquisitive Otter, Usra Ryan, SilverFoxG
Code: Inquisitive Otter
Coding help: Fuzzle, Sailor Cat
Best icon help guide: Sailor Cat
Best blank leader template out there: MC
Best website to generate tedious river names, etc: Sukritact
Code mastermind behind adding the Preserve's bonuses to the water districts: CypRyan
If I forgot your name, I am sorry! Please let me know and I'll add you to this list.



19 Comments
An Angelineer Oct 27, 2024 @ 7:17am 
Here's an idea to not give other players the free railroads as well:
Unlocking early bears reveals coal and iron. Since there is a great person that reveals oil early. that should be doable. And because coal and iron are improved by mines, the player should be able to build mines on those ressources and collect them as soon as they are revealed.
This will grant Ryzantium a small production boost from the coal as well, and allow for the early selling of those ressources (which is very much in theme with Ursa, I would say XD)
Encampments could also grant 1 iron and one 1 coal per turn, if you think the early reveal of those ressources isn't making railroads spammable enough.

But hey, maybe at this point having spammable railroads for everyone in the same map as ursa is considered a feature, rather than a bug or limitation. XD
R3v3r3ndGizmo Jun 24, 2023 @ 4:05pm 
i would love to know how to do this myself but... so cant figure it out and im looking for a modder to work with to walk me thru how to do this for some ideas i have
CypRyan Jun 20, 2023 @ 9:05pm 
Nice update! :steamhappy:
MoySauce Jun 13, 2023 @ 5:03pm 
Who's the madlad who didn't rate this 5 stars?
jrj119 Feb 11, 2023 @ 11:42am 
Beautiful job Otter.
D34DLY Jan 30, 2023 @ 10:53pm 
instead of changing the tech tree, Ryzantium could be given the Railroads tech on turn 1. They can use their unique unit to bypass the need for coal/iron. The access point (where they actually get to make the railroads) is then determined by when they get the unique unit.

this mod, as it is now, creates a different game mode, and that's alright, too.
InqusitiveOtter  [author] Jan 30, 2023 @ 5:08pm 
yup! I don't think there is a way to prevent everyone from getting railroads and reducing the cost of them. I spoke with several other modders and routes are just hard coded into the game and are hard to modify.
D34DLY Jan 29, 2023 @ 8:18pm 
I've got this mod installed, but I'm not playing it's leader/civ. I am currently playing Montezuma/Aztecs, yet I get the ability to make railroads at Apprenticeship.
jermapilled Jan 20, 2023 @ 9:37am 
Leader Agenda: Dislikes the civ who built the Oxford University and fears the civ who built the University of Sankore
(joke dont do this it wouldnt work)
MarsEco Jan 19, 2023 @ 5:08am 
InqusitiveOtter, maybe it should be, "Like Civs who build Dams on Floodplains (if settled adj to one,) Like Civs who build Aqueducts (if not adjacent to fresh water,) and Likes Canals built (in general.) Little simple, but works