Why is my road offset from it's parent bezier (wrapped to a sphere)? I'm currently combining this tutorial with this answer in an attempt to make something like this:

Instead, I'm getting something like this:

I'm using two simple deforms in order to turn the bezier into something like a sphere, then shrinkwrapping it to a UV Sphere in order to make it more rounded and avoid weird twists inward.

Unfortunately, the road array is going a bit crazy. Can anybody tell me how to get it to more closely follow the curve (in a sphere shape)?

Thanks in advance,

--Rev

PS: Shrinkwrapping the road just results in the road losing geometric detail as it's smooshed into a razor thin coating on the sphere.

EDIT / ADDITION:

Just to try and clarify, ultimately I'm looking to have a road layout similar to the following wrapped around the sphere seamlessly.



As mentioned below, I'd like to be able to have multiple roads and intersections connecting to each other and looping over and around each other with interchanges, etc
Do you really need one unique road?

If that's the case, you could create a sphere, a curve, and use the Snap option to stick the curve to the surface of the sphere, then gradually scale down the sphere so that the curve also scales down.

If you don't absolutely need one unique road (which in my opinion is the case in this picture) you could fake this kind of object this way:


Create your road segment, apply the scale and the rotation, give it an image texture.





Create a curve. Give your road segment an Array modifier, Fit Type > Fit Curve, and a Curve modifier.





Duplicate your curve + object, rotate and move it as you like, scale the curve (and only the curve).