Sid Meier's Civilization VI

Sid Meier's Civilization VI

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[DEPRECATED] Better Roads
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
6.236 KB
14 Sep, 2018 @ 9:07am
19 Jan, 2021 @ 6:37pm
12 Change Notes ( view )

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[DEPRECATED] Better Roads

Description
DEPRECATED
I'm no longer maintaining this mod and likely won't even respond to comments here. This game option (and many more) is maintained in my flagship mod: DB's Civ VI Gold. Unsubscribe to this and subscribe to that.




What this mod does:
-Ancient roads = 2/3 movement point, supports bridges (a 2-movement unit can go 3 squares)
-Classical roads = 1/2 movement point (a 2-movement unit can go 4 squares)
-Industrial 1/3 movement point (a 2-movement unit can go 6 squares)
-Modern 1/4 movement point (a 2-movement unit can go 8 squares)
-Railroads 1/8 movement point (a 2-movement unit can go 16 squares)

-Builders and Military Engineers can construct roads (costs a build charge)

This mod was inspired by the Road part of the excellent "Plot's Roads And Movement v1.02".

I also made a Faster Modern Units mod that is similar to his Movement.
9 Comments
DB  [author] 1 Jul, 2021 @ 8:18am 
Just a quick note to say that this mod is now deprecated but the idea lives on as a Game Option in DB's Civ VI Gold .
PlotinusRedux 16 Nov, 2019 @ 4:30am 
As for Matt's Kilt, I don't know how much simpler it could be than 25 lines of SQL. Maybe he shouldn't stand on subway grates. :P
PlotinusRedux 16 Nov, 2019 @ 4:24am 
Added a link to this from my original, no longer supported mod.
DB  [author] 22 Feb, 2019 @ 5:00am 
GS updated
=[NK]= Col. Jack O'Neil 15 Feb, 2019 @ 6:39am 
alej you can open up the .xml file and delete the stuff about workers.
BlueFénix 14 Feb, 2019 @ 9:40am 
Is it gathering storm compatible?

How do I make builder cost NOT increase?
Kid Viking 14 Sep, 2018 @ 2:46pm 
Gotcha! Appreciate the clarification! No glitches or issues up to turn 100. I'll continue to use this. Thanks.
DB  [author] 14 Sep, 2018 @ 1:17pm 
Hi Matt,

When a mod is marked that it "Affects Saved Games" (ASG) then to see the mod in a game, you must create the game with the mod enabled. If you enable an ASG mod to a game-in-progress, you will not see it. This is how all gameplay-changing mods should be. I started a play-by-email (PBEM) game with my family 4 months ago with no mods enabled. Since then, I added a few dozen mods to my game (including "Plot's Roads"). When I start a new game, I expect to have Plot's Roads. When I load my turn in the PBEM game, I expect Plot's Roads to be disabled. Since his mod is not ASG it was being enabled to the PBEM game just like a purely cosmetic mod (e.g. CQUI, Better Report Screen, etc.).

The code was literally copy-pasted from Plotinus with the adjustments made that I wrote about. 98% of the time it took me to make this mod was writing an apt description. If the SQL tickles your kilt... it is Plot's SQL. :)

Kind regards,
DB
Kid Viking 14 Sep, 2018 @ 10:40am 
Nice! I can see why you would do this. So, just to sum up. The only differences between yours and Plotinus' are: 1. It does work on saved games!! (which is totally awesome, of course), 2. Bridge support got pushed back an era (historically and progression-wise, sure why not?) and, finally, 3. The builder's cost still scales vanilla-style . Well, you make a valid point there and if players disagree there's tons of others mods to give them a discount on the builder.

All in all, I like it! Gonna test it this very minute.

Is the coding simplified, tidier, easier to update when the time comes? That kinda stuff always blows my kilt up! :dotcute: