Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Buildable Roads
   
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Nov 28, 2023 @ 3:45pm
Nov 30, 2023 @ 4:23pm
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Buildable Roads

Description
Like & Subscribe to the Mod if you like it.

New Military-Engineers Ability that allows building Modern-Roads even when Rail-Roads are unlocked.

Currently, after unlocking Steam Power Technology, Military Engineers cannot be used to build normal Roads, they may only be used to build Rail-Roads. But since the Player might not have the necessary Resources to build Rail-Roads, or don't want to build them, but instead wants to build normal Roads, they may not be able to. Except if using this Mod of course!!

This Mod is commissioned by @spartan1204.


How it works:
- Military Engineers can build normal Roads even after unlocking Rail-Roads.
- If Player has researched Steam Power Technology (or any Technology that unlocks Rail-Roads if changed via another Mod), but isn't in the Modern Era or a later Era, then he will be able to build Industrial Roads using Gold.
- If Player has reached Modern Era (or a later Era) and has also researched Steam Power Technology (or any Technology that unlocks Rail-Roads if changed via another Mod), then he will be able to build Modern Roads using Gold.
- In those Scenarios, building an Industrial or Modern Road costs 20 Gold, and doesn't consume any Build Charges. Otherwise, an Industrial or Modern Road would cost a Build Charge, just like usual.
- Can be used to build Industrial/Modern Road on tiles without Road.
- Can also be used to upgrade earlier Roads to Industrial/Modern Roads (If the necessary Techs/Eras are unlocked - see above).
- Can also be used in neutral Territory or suzerained City-State Territory.

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.

Commissions:
Sometimes I take Mod Commissions, so if you have a special Mod in Mind or any Mod Idea you can contact me on Discord (My Discord ID: Zegangani#0321), CivFanatics[forums.civfanatics.com] or here on Steam.

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]
3 Comments
Gray Pockets Feb 6, 2024 @ 8:50pm 
There is an unnecessary ~= nil in there.

Line 88 of BuildableRoads_UI_Button.lua should be:

if bIsUnitSelected and (iLocationX~= nil and iLocationY~=nil) then
Zegangani  [author] Dec 30, 2023 @ 3:49pm 
@DARKNESS, Thanks for the report! I think I know the Issue, will try to fix it tomorrow.
DARKNESS Dec 29, 2023 @ 4:57pm 
Thanks for the mod. Unfortunately log is flooding with this runtime error:

Runtime Error: C:\Games\Steam\steamapps\workshop\content\289070\3099167580\BuildableRoads_UI_Button.lua:88: attempt to index a nil value
stack traceback:
C:\Games\Steam\steamapps\workshop\content\289070\3099167580\BuildableRoads_UI_Button.lua:88: in function 'BuildableRoad_OnUnitSelectionChanged'
C:\Games\Steam\steamapps\workshop\content\289070\3099167580\BuildableRoads_UI_Button.lua:69: in function 'BuildableRoad_OnUnitMoved'
[C]: in function 'func'
[C]: in function '(anonymous)'