安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题










Road Connections are very junky in Civ6 in general. I hope they do a better Job at that in Civ7.
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? :')
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).
https://imgur.com/a/4R9JLzL
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.
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?