Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Removable Roads
   
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9.233 KB
6 Sep, 2022 @ 9:12am
30 Nov, 2023 @ 4:16pm
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Removable Roads

Description
A new Button is added to the Unit Panel that allows you to remove Roads on Tiles.

This Mod is requested from @spartan1204 to be used for Scorched Earth Tacticts in Multiplayer.


Notes:
- Builders and Engineers can remove Roads.
- Removing Roads doesn't consume any Build Charges.
- Removing a Road ends the Unit's turn.
- You can also remove District Roads with it.

Works with Base Game, Rise and Fall & Gathering Storm.

Support:
Support me with a Ko-fi if you like this Mod and want to see more like it. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI[forums.civfanatics.com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Thanks a lot!!
[ko-fi.com]

Compatibility and Multiplayer:
- This Mod should be compatible with any Mod, even those that change the Unit Panel UI.
- It is specifically designed to be used in Multiplayer (but can also be used in Singleplayer), so it most likely won't cause any Desyncs.

Check Out My Other Mods:
- Resource Cultivation: Cultivate any Resource in your Territory that you have worked.
- Real Allies: Stops all Alliance Players from attacking each others' suzerained City-States.
- Customization VI: Customize your Game with various Options.
- Free City States [Revived]: Free Cities have a chance to turn into City-States.
- Teams . . Together . . Strong!!: Team Members spawn close to each other and away from other Players.
- Uninterrupted Wonder Construction [Revived]: Stops all Players from building a Wonder if it's being built by another Player.
18 Comments
Zegangani  [author] 16 Sep, 2024 @ 10:07am 
In that case I don't think there is something we can do about it.

Road Connections are very junky in Civ6 in general. I hope they do a better Job at that in Civ7.
Amroth 15 Sep, 2024 @ 11:09pm 
Well, for testing purposes, I gave my military engineer unlimited moves and destroyed/rebuilt all of the roads in that region.

The roads always get built with their predetermined shapes in that area, even if there are no other roads or districts in adjacent plots.

So the consensus is that razing cities will forever screw some plots in the game? :')
Zegangani  [author] 15 Sep, 2024 @ 5:14pm 
On the "How it looks" Tile, did you build the Road before or after you removed the Roads on adjacent tiles?

I think the dead-end Roads are a nice indication there was infrastructure on the adjacent tile, which is now removed, so maybe that's why Firaxis left it that way. Bc if the Answer to my Question above is After, then I'm not sure if it's even possible to fix that (bc it would be handled internally - hardcoded).
Amroth 15 Sep, 2024 @ 4:28pm 
I've removed all roads around it, and rebuilt a road on one plot. Normally, a disconnected road on a plot would be a circle. But the roads around this place, when freshly built, have pre-determined shapes like they're trying to connect to districts/roads that don't exist.

https://imgur.com/a/4R9JLzL
Amroth 15 Sep, 2024 @ 4:15pm 
https://imgur.com/a/EYTuTAB

The AI had built an encampment district on the middle tile. I razed the city, and the encampment went away. I then went to remove the excess roads, but the adjacent roads would not stop "connecting" to the former encampment.
Amroth 15 Sep, 2024 @ 4:11pm 
I was just trying to do that (even though I have no experience in lua) haha.

I've done some testing, and I think the roads are actually properly removed. The dead-ends appear because of destroyed districts. Either through razing a city in vanilla, or through using mods like removable districts or move districts.

The game thinks there is still a district on that plot, and tries to connect adjacent roads to it. Do you have any idea on how to solve something like that?
Zegangani  [author] 15 Sep, 2024 @ 4:01pm 
@Amroth, I'll try removing and re-adding the roads on the adjacent tiles, and hopefully that fixes it.
Amroth 15 Sep, 2024 @ 1:20pm 
@Zegangani Is there a way to force update adjacent tiles after removing the road? I have so many dead end roads that just never disappear. Not in the next turn, not even when I save & reload.
[PIGZ]MrTango 4 Oct, 2023 @ 9:33am 
Can this be added mid save?
Zegangani  [author] 2 May, 2023 @ 6:51pm 
You're Welcome! :)