Sid Meier's Civilization VI

Sid Meier's Civilization VI

Plot's Roads And Movement v1.02
51 Comments
Cobber 30 Mar, 2020 @ 4:00pm 
@Balmung Furuya: As far as I know and can recall it was the update released for Civ VI just before Gathering Storm went live that seems to have affected this mod's functionality, but it could be that it was the first update post-GS that did the damage instead. Either way, its definitely linked to the launch of GS, as I never had any issues before, during and after the launch of Rise & Fall with this mod's functionality, none whatsoever.
PlotinusRedux  [author] 30 Mar, 2020 @ 3:48pm 
@Balmung Furuya, the reports seemed to be it's an expansion that breaks it, but you'd really just have to test it.
Balmung Furuya 29 Mar, 2020 @ 1:39pm 
Out of curiousity, does this still work in base game or have updates broken it? (I'm not running any dlc or expansions) (I'll test it later, but thought I'd ask in the off chance someone else already knows)
PlotinusRedux  [author] 29 Dec, 2019 @ 4:14pm 
Np, DB, thanks for carrying the idea on.
DB 17 Dec, 2019 @ 6:18am 
Thanks for the idea, Plot, and thanks for the links. I still have Civ 6 installed and am happy to carry the torch. :)
Cobber 16 Nov, 2019 @ 12:19pm 
Your welcome, happy to help.
PlotinusRedux  [author] 16 Nov, 2019 @ 4:22am 
Thanks, cobber51, links added to description.
Cobber 8 Nov, 2019 @ 5:48pm 
And here's the other link for the Better Roads half of your mod, also GS friendly thanks to DB: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1512164583 .
Cobber 8 Nov, 2019 @ 5:47pm 
@PlotinusRedux: Here's the first link, for the faster modern units aspect of your mod made GS friendly by DB: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1546339539 .

Will get the other link for the roads aspect of your mod and post it for you in a couple of minutes time.
PlotinusRedux  [author] 8 Nov, 2019 @ 8:39am 
@cobber51 If you'll give the links to the Warfare Expanded mods you mentioned, I'll add them to the mod description. I haven't had Civ 6 installed for over a year--I just lost interest it--so I won't be updating this mod, but would be glad to point people to the GS compatible versions.
Cobber 2 Nov, 2019 @ 12:53am 
Hey all that used/loved using this mod, it lives on GS compatible thanks to another modder, DB, who is part of the Warfare Expanded mod team. Just be advised that he/she has split it into 2 parts, one focused solely on the roads and their effects, and the other on the movement of Modern era and subsequent eras units, so you'll have to use both if you want the full functionality of this mod retained in your game. Small price to pay though in my opinion...
XRoyX 26 Apr, 2019 @ 3:16am 
I used this mod a lot but with GS it does not work... I still hope you can update it if you can find the time and energy, it would be so appreciated!
BlueFénix 25 Feb, 2019 @ 11:34am 
Zon, I can not mod to save my life, I ended up getting someone to get a mod that makes builder cost not increase and cutting my losses, I think roads are actually ok now with the addition of the railroad that can be built for free, which also means having the builders build roads is not as critical. I have to find a mod that makes modern units faster, but that will be easier.

I can´t update the builder mod thing cause I don´t know how.
PlotinusRedux  [author] 24 Feb, 2019 @ 6:58pm 
I don't know when or if I'll update this mod--I'm not sure I'm going to buy GS, I just really didn't find Civ 6 very fun compared to previous versions.

However, I hereby give anyone permission to modify and upload new versions this mod, include it in packs with other mods, etc.
zon 22 Feb, 2019 @ 2:12pm 
@Alejandro Monteagudo: do u think u can port this to a new, GS compatible version? it seems the original author went away.. btw, what do u mean with normal roads are now faster than rail?
in the meantime:
seems working fine with GS - to get rid of the compatibility warning add this to line 8 of .modinfo:
<CompatibleVersions>2.0</CompatibleVersions>
many thanks, especially to the original author + alejandro, who seems to really care for this mod.
BlueFénix 16 Feb, 2019 @ 1:30am 
After testing, it mostly works.

The problems are: The normal road is now as faster than the railroad. I think maybe the roads could do with nerfing slightly.

Builders build roads using charges instead of engineers doing it wihout the charges (as an upgrade to the normal road) Builders should build the roads and then egineers upgrade them.

Please consider updating this mod, it is a staple for me and I can´t find any combination of mods that does what yours does without another load of crap or missing vital things.
BlueFénix 14 Feb, 2019 @ 6:31am 
Is it gathering storm compatible?
Admiral Adderall 15 Nov, 2018 @ 10:54am 
how would i go about changing the mod so that traders still make roads but keep the other stuff
BlueFénix 29 Sep, 2018 @ 11:33pm 
The only thing I would say is to leave bridges on the clasical era.... otherwise there is no difference between ancient and clasical roads..... or maybe make a less efective bridge for the ancient era, so that there is still a little improvement when going into the classical era
PlotinusRedux  [author] 1 Jun, 2018 @ 10:27pm 
Np, thomas, thanks for posting the solution in case someone else runs into the same issue.
thomasecramer 26 May, 2018 @ 12:24am 
I figured it out. Something happened when I subscribed to Resourceful2. I just disabled Resourceful instead of unsubbing. After I unsubbed Resourceful, your mod worked properly. Something was allowing it to work normally when I launched a new game, but preventing it from loading with a saved game until I made that change. I should have updated sooner. Apologies.
PlotinusRedux  [author] 21 May, 2018 @ 3:39am 
thomasecramer, do you have the mod enabled when you reload?
thomasecramer 30 Apr, 2018 @ 5:06am 
This mod is working fine when I start a game, but the bonus movement and worker ability to build roads disappears when I reload from a saved game. All functions are removed except for worker cost, which remains at 50 production.
vvvdao 23 Mar, 2018 @ 12:51pm 
Please let me know where is this mod for version non using steam
PlotinusRedux  [author] 11 Mar, 2018 @ 8:38pm 
Why would you want to remove roads?

Thanks cobbler51. Oddly I haven't experienced that bug myself.
tilarium 14 Feb, 2018 @ 9:08pm 
Was just coming on to say that. Working fine when I did the fix, SOOOOO happy about that. I need my workers to build roads.
Cobber 14 Feb, 2018 @ 2:54am 
@tilarium: It sounds like you're experiencing the load order bug that was inadvertently introduced with Rise & Fall. There's a mod community developed fix for the issue that should hopefully solve it for you. The link for the fix download is:

https://www.dropbox.com/sh/1jt0bjpos5u18q5/AABOD2-HOBcU71m1BFksx59ga?dl=0

Be sure to read the Read Me first, so as to avoid creating a new issue for yourself, naturally. :steamhappy:
tilarium 12 Feb, 2018 @ 12:06am 
Just wanted to report that this doesn't seem to work with R&F. Couldn't get a game to load with this active. A shame as the workers building roads is one of my most wanted features (hate the game deciding on the roads route). Hopefully an update will be coming in.
Hex: Risk 28 Jan, 2018 @ 12:26pm 
I wish you could remove roads////
Sophist88 29 Dec, 2017 @ 9:14am 
I wish you could remove roads...
Woobyluv 28 Sep, 2017 @ 6:12pm 
I feel you there. This is why I'm looking for mods to bring back the fun factor. So far, with limited success.
PlotinusRedux  [author] 28 Sep, 2017 @ 4:42am 
I'm sure it is, or someone here would have mentioned i t, woobyluv. I stopped playing myself, I can't put my finger on it, but something about Civ 6 just isn't as fun as previous versions for me.
Woobyluv 26 Sep, 2017 @ 7:32pm 
Is this mod compatible with the current patch?
Kaczor 25 Jul, 2017 @ 5:02am 
Great mod!
Random Person 16 Jul, 2017 @ 12:40pm 
one of the most useful mods out here. great job! :steamhappy:
cjohnson 17 Jun, 2017 @ 11:16am 
I like the console version of buying roads. If I'm going to have bulid roads turn after turn. It would be nice to have the option. In the later game things get more time consuming to manage road builders or at least a automated road builder mod a renamed worker with unlimited turns that just build trade routes to all citys.
PlotinusRedux  [author] 2 Jun, 2017 @ 10:37pm 
Mori, I don't know what the UIM mod is--just try it, if both work, they're compatible, if one doesn't, they aren't, I kind of got bored with Civ 6 fast, it has some fundamental flaws we won't be able to mod unless/until they release the dll source. The inability to mod anything about City State influence apart from adding more envoys particularly irks me--I wanted to implement ways (with spies, etc.) to decrease other civ's influence.

Unfortunately the game doesn't track building roads apart from building other things, so the only way to give more road building charges would be to give them more charges for everything. Which wouldn't necessarily be a bad idea, but I'd probably make that a separate mod if I was going to do it so people who wanted to keep the charge balance coudl still use this one.

I did at least make it so the price (in hammers or gold) no longer goes up, so as the game progressess they get very cheap to build or buy in major cities.
Mori The Vampire Lord 23 May, 2017 @ 6:34pm 
hey author also, is this compatible with UIM mod?
Mori The Vampire Lord 20 May, 2017 @ 5:07pm 
wow thanks heaps, builders should build roads, i love makin em build roads, question tho, can you make it so the builder doesnt vanish after a few building tile improvement jobs, its so dumb, older civs had it right wen ur lidl builder could build and build to a ripe old age lol, can u do that author , game would b more fun, too many penalties in civ 6
Sarnak III 13 May, 2017 @ 5:27pm 
THANK! YOU! You have solved one of my (many) big problems with the game with this mod!
Sir Awsum1 16 Apr, 2017 @ 9:14pm 
Thank you for putting this out there .. I have played many games prior to using ANY mods and lets just say that they can begin to be overly long if you go to the Huge size map just because it took so long to get anywhere. Have only played one game so far since subsribing but am happy about how this made the game even more enjoyable.
PlotinusRedux  [author] 15 Apr, 2017 @ 9:06am 
Yes
Leonardo 5 Apr, 2017 @ 9:29pm 
is compatible with the last update?
PlotinusRedux  [author] 31 Mar, 2017 @ 6:25pm 
@Cypsylus, this is just changing the global road modifiers, so there's no way for it change the road values for enemies. Offhand, I can't think of *any* way to do that even with Lua with what's exposed to modders currently.
Cypsylus 26 Mar, 2017 @ 4:34am 
This is the best. I have a small-massive request. Would these same files need to be modded to stop enemies from using roads in your territory?

I'm not a modder so my scaling of the hopeful request could be way off.:steamhappy:
PlotinusRedux  [author] 1 Mar, 2017 @ 7:48am 
@YellowApple, yes, it does.
YellowApple 28 Feb, 2017 @ 1:54am 
Does this preserve the caravan/trader/whatever autobuilding roads along trade routes?
Selis 27 Feb, 2017 @ 2:57am 
Can builders also remove roads?
256shadesofgrey 26 Feb, 2017 @ 7:17pm 
Finally upgrading cavalry to helicopters won't feel like a downgrade!
Norabbits 25 Feb, 2017 @ 11:40am 
This is AMAZING! Thank you!