Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Suburban Roads
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8 nov. 2019 à 12h45
5 déc. 2019 à 13h05
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Suburban Roads

Dans 1 collection faite par JNR
JNR's Urban Complexity
26 objets
Description
Automaticlly builds roads around districts. For those who feel it's wrong that roads got oursourced to merchants and wonder how citizens who walk to work every day do not leave any trail.

Roads are automatically built around city centers and specialty districts (those requiring population) beginning with Civil Service or the Renaissance era, whichever comes first. The Government Plaza is always surrounded by Roads automatically (goes well with my Government Plaza Expansion mod - see Collection - which adds a culture bomb to the Government Plaza). The roads have whichever level is your current road level.

Requires Gathering Storm.

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JNR's Mod Series




Discussions populaires Tout voir (1)
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29 juin 2020 à 3h56
Suburban Roads Question.
Lauro
61 commentaires
jrc 17 juin 2024 à 12h04 
They should go back to roads generating trade revenue.
Gray Pockets 29 févr. 2024 à 23h34 
I have created an extension mod: Suburban Roads - Cooks
* Supports Diplomatic Quarters
* Support Urban Boroughs and Arsenals

@JNR feel free to include this in your mod if its to your liking.
BDFSMinotaur 16 oct. 2023 à 16h36 
Does what it's supposed to, but aesthetics wise it's pretty mid.
GingerTea 20 mai 2023 à 9h43 
as of today what are the compatibilitys of this mid? does it still crash too?
伊卡慕斯UwU 23 janv. 2023 à 21h21 
game crash
Paspale 23 janv. 2023 à 5h17 
maybe it can be changed such that it creates road between the district and its city centre (and any neighbourhoods in the city) whenever a district is placed
HOOK TUAH 5 nov. 2022 à 10h23 
Great mod concept but unfortunately I had to uninstall it because it creates these ugly flower patterns around districts including the city center. This is just an unavoidable consequence of how Civ 6 visually represents roads and not something wrong with the mod. However if you like your cities pretty like me you might find it an eyesore.
But I can't deny that auto roads FEEL much better and make moving units around far easier - once I uninstalled I immediately felt the difference, especially on hilly maps. So if you're a simcity type keep that in mind, but if you prefer gameplay fluidity over graphics then I'd definitely recommend this mod :steamthumbsup:
ChrisMartin 29 nov. 2021 à 4h21 
I see your point, JNR.
My prediction is that a free open beta with debugging of Civ6 for a period of time, or give modding community full access to game source codes, and fix the game in half the time...
But since both alternatives will look bad in the Earnings call with owners of 2K and Firaxis, we'll never see the end of this.
I feel bad for gamers that are jumping on the Sale wagon, and are buing in on a sinking ship...
Hope Civ ends with number 6, and Firaxis moves on to new IP's. Wish that Civ7 never comes out... :(
JNR  [créateur] 29 nov. 2021 à 3h09 
it is very unlikely that the asset limit could be fixed by DLL modding. Chances are it's simply the result of spaghetti code reaching its limit due to the game reaching a size it was never intended for originally.
ChrisMartin 29 nov. 2021 à 0h39 
Yes, if anyone to blame, it is Firaxis and 2K.
The error became more occurring, after a windows update in 2018. For me it was that my PC activated the "Windows Ransom-protection" and was not playing very nice with Civ6.
That, and combinations of hardware/driver and software/sw versions, it became impossible for the community to narrow it down. If only they published a free version of Civ6, with heavy debug codes inside, and a reward for those that became beta-testers, then we could get to bottom of this. Or release the DLL's, and 3 months after the community would had fixed it....