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Road Connections are very junky in Civ6 in general. I hope they do a better Job at that in Civ7.
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? :')
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).
https://imgur.com/a/4R9JLzL
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.
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?
@Annastoya, I think that's because the Game doesn't refresh the Tile's Info until next Turn, which's also causing the Issue of the Remove Road Button still showing up even after the Road was removed from the Tile. What's your experience in the Turns after removing the Road? With the recent update I couldn't reproduce that Visual Bug specifically, perhaps at least that is solved now.
I wanted to ask you, is there a possibility to create (or include in this) a mod that allows Engineers to build normal roads and railways separatly? or give the builder the ability to create normal roads but not railways?
I assume you have seen my Article on that, in case not, then you should know that the Leader Animations need to be disabled manually in the Game files, not just disabling them with the option in the Graphics Settings.
Though I'm afraid there are no other known ways to expand the Asset Limit.
You can probably disable the Rise & Fall DLC if you're ok with not playing with/agains the Civs/Leaders from it and the Wonders (all other Features, like Governors, Loyalty, Resources, Units...etc are also included in GS). This saves about 345 Assets that won't be included in the Game.
There is a Doc by WildW on Asset Count of the Game Content and some Mods if you want to see how many Assets they add:
https://docs.google
.com/document/d/1HGRcmJuyr7leBwiBCWLJnmKXvir5zYtPfS_69F_evSc/edit#
(Steam doesn't allow google links here, so just delete the space before .com, and copy the link)
PS. If I had reached the mod asset limit (crashes after a certain turn), other than removing animated leader screens and disabling more mods, is there anything else one could do to increase the capacity?