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Road-Prevention Lua?

ChillyFlake

Chieftain
Joined
Dec 8, 2025
Messages
9
I've been boning up on my Civ VI Modding recently to make some personal mods for fun. I've got it down basically, but recently i wanted to make a mod that simply removes the property from districts and wonders (Ideally NOT city centers, though) that causes them to build roads under them when completed (districts) or when placed (wonders).

From all that i can gather, the act of REMOVING roads is somewhat simple, theres already a remove roads mod, but i'd have to get into lua scripting to automate it, and even then it would be a case of the roads still being built, but simply running a second event that removes them on district completion? i also cannot find where in the files the actual road generating property (not the visual art, but the thing what places them down under districts and wonders) actually is.

How would i go about doing that? Is it even possible? It irritates me to no end that the roads auto-generate under them, and i typically just remove them with builders or cheat map edit, but it gets remarkably confusing after a little while.
 
The Districts table contains TravelTime; I'm not sure if it's useful for creating roads, but if you want to remove roads when placing a district, just create a function that does it in the district creation event. Although I don't understand, why do you want districts to have no roads?
 
The Districts table contains TravelTime; I'm not sure if it's useful for creating roads, but if you want to remove roads when placing a district, just create a function that does it in the district creation event. Although I don't understand, why do you want districts to have no roads?
The TravalTime thing, i've checked a few times and it only affects Aerodrome, Harbor, Commercial Hub, and City Center. (Rising in value from 1-4 in that order). Whatever it is, it aint roads.
I like to be able to plan out my road system, both for the obvious strategic + logistic purposes but also because a huge gripe i have is the endgame road systems visually looking like absolute toss.

For the most part, as long as you build your internal road system before establishing your trading posts + international trade routes, they follow the roads you set, especially if you guide them through rough terrain or wait until you have industrial roads, but districts visually and logistically turn it into a complete mess. It's just the sort of thing where when im doing a long term marathon game where i can plan and adjudicate to my hearts content, i dislike not having the option.

Is there any documentation on the function creation + district placement event? i havent been able to find much of any LUA script tutorials or info, maybe im just oblivious.
 
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