<playerturn player="RangerCado">
<tileorders>
<tileorder type="bRoad" x="18" y="9"/>
<tileorder type="tClaim" x="18" y="4"/>
<tileorder type="bImp" x="21" y="3">
<improvement code="hunt"/>
</tileorder>
</tileorders>
<cityorders>
<cityorder type="bBld" cityid="1">
<building code="barr"/>
</cityorder>
<cityorder type="bBld" cityid="6">
<building code="market"/>
</cityorder>
</cityorders>
<armyorgorders/>
<armyorders>
<armyorder type="mArmy" armyid="61" x="19" y="7">
<step dx="0" dy="-1"/>
</armyorder>
</armyorders>
</playerturn>
So we can't even do railroad tie breaking style shit by re-investing labor and what not?
Sabotaging a railroad is easy and takes little time.
Destroying a road is not. There is no way to 'break' a road, and even if you do manage to make a small portion unusable, they can simply walk around that small section and use the next.
Now, it obviously isn't impossible. You could have workers break up the entire length by taking sections of dirt out, and dumping rocks on others.
But that said, the real reason is a game balance one. Roads allow you great strategic and tactical advantage in getting your troops where you want them, but they mean your enemy can use them too. Even if it takes them 20 turns, they will still be there for them to use. If you decide to build a road, it becomes a permanent part of the terrain, and you have to weigh the cost of having your troops move faster verses allowing enemy troops moving faster if they get into your area.