Sid Meier's Civilization VI

Sid Meier's Civilization VI

Removable Roads
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! :)
spartan1204 2 May, 2023 @ 4:48pm 
I just want to thank you again for this wonderful mod!
Zegangani  [author] 2 Mar, 2023 @ 12:23pm 
Mod Updated for better Multiplayer Compatibility!

@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.
Annastoya 29 Dec, 2022 @ 7:18am 
I love this mod! You do have an issue where it doesn't clean up railways neatly. Somehow its remembering there was an adjacent road or rail even after it was removed. When I try to build new rail, it makes the little pigtail connections off in the direction of the deleted road. Like for example I can clear an entire peninsula back to pristine condition but when I build new roads, its still "seeing" the deleted adjacent roads.
Zegangani  [author] 7 Sep, 2022 @ 6:05am 
Yes, there is actually a way to allow Builders to build normal Roads but not Rail Roads. I'll add it as an Optional thing in the setup menu.
Rocinante 6 Sep, 2022 @ 2:31pm 
great work, thank you!

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?
Zegangani  [author] 6 Sep, 2022 @ 12:46pm 
You're Welcome!

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)
brometheus 6 Sep, 2022 @ 12:23pm 
Amazing, thanks a lot dude! :wololo:

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?
Strudeler of the Tart Society 6 Sep, 2022 @ 10:11am 
Very cool, very tactical.