Sid Meier's Civilization VI

Sid Meier's Civilization VI

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TCS Improved Forts and Engineers
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
27.608 KB
2 Aug, 2017 @ 10:06am
23 Feb, 2019 @ 6:08pm
5 Change Notes ( view )

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TCS Improved Forts and Engineers

Description
Enhances the utility of defensive improvements (Fort, Roman Fort, Great Wall, and Alcazar) and Military Engineers.

Defensive Improvements
+4 Strength
2 free levels of fortification
+1 Sight
+5 Healing
Can see Hidden units

Military Engineers
4 charges

Alhambra
+6 Strength
2 free levels of fortification
Military Engineers gain 2 extra charges

Miscellaneous
Great Walls can now be built on Forests and Flood Plains

Compatibility
Compatible with:
Vanilla
Vikings Scenario Pack DLC
Rise & Fall
Gathering Storm

Alternate Download
Available on Civfanatics[forums.civfanatics.com]
35 Comments
Watchdog 27 Apr, 2024 @ 6:57pm 
It seems that this mod is broken on Gathering Storm. The game will not load at all. I have only this mod installed. Vanilla and Rise and Fall both work fine, but starting a new game with Gathering Storm causes an error when loading that boots the player back to the main menu.
MarsEco 14 Sep, 2020 @ 6:39pm 
Any update coming to this mod with Vampire Castles being added and updating in general?
HerpBrownstainz 28 Apr, 2020 @ 7:27pm 
Hey @thecrazyscotsman

Just like someone suggested below, is it possible to make it so your mod also gives forts the ability to claim territory around them like the mod "Strategic Forts" by TC.

Apart from that i love the buffs and all your addons in general.
MarsEco 14 Apr, 2020 @ 12:16pm 
P.S. Just a couple more things, lmao, like it wasn't enough to read already (idea comes from an outdated mod)

- All Forts: Fort, Roman Fort, Alcazar, Pa, (Great Wall) can be built on forests and jungle tiles.

- A Ranged Unit's Garrison promotion fix, that (+10 Combat Strength when occupying a District, Fort or Roman Fort) now applies ('works') to/with Alcazar and the Great Wall improvements. (Chateau, as well, if you add my suggestion for a Defensive Buff to the Tile Improvement.) No idea, but i assume it works with Pa already.

- Great Wall's "can only be built on the current border" restriction deleted, could be cool, but not necessary.
MarsEco 13 Apr, 2020 @ 5:44pm 
1.] Request: Can you add Jungles to the list of tiles features that Great Walls can be placed on? It makes more sense imo, than Flood Plains, as they were in wooded areas. (Personally, it think with Flood Plains with yields and the river (for combat penalties), is too good with the Great Wall, same reason you can't place normal or Roman forts on Floodplains, but it's your call. Just make it universally on Floodplains for other Def. Imp. too.)
MarsEco 13 Apr, 2020 @ 5:44pm 
2.] Question/Suggestion: Does Alhambra have the same healing, +1 sight, and hidden units revealed as a normal defensive improvement? I see no description in-game that it does. If not, I would add it, and remove the +2 Amenity (as you would add the full Defensive Fortification bonuses you added (+2 extra Def Str), plus the extra Charges, and already the +1 Mili. Slot/+2 Great Gen. Pts.)

3a.] Request: Give Chateau's a bonus '1 free level of fortification' & '+2 strength' (no sight or healing or hidden unit reveals.) You could also give them a .5 housing bonus, i would think it appropriate. (I could give a list of reasons why i think chateaus are a Def Imp.)

3b.] Request: Alcazar's get a +1 Culture added at Military Science. (Makes sense as a Tourist attraction later in the game, and you can't spam them like other improvements as they cannot be adjacent to one another, so a total of +3 culture and +2/3 Science seems fairer and more flexible for Victory Styles.
MarsEco 13 Apr, 2020 @ 5:44pm 
4.] Compliment: (Love the fact this does not culture bomb tiles.)

5.] Comment/Suggestion: In my opinion, 4 charges (Mili. Eng.) feels like a lot, (6 with Alhambra), maybe it should go back to 3, equal to base builder charges (still much better than 2.) Then you could add +1 charge (up to 2) for Legions for their Roman Forts and +1 (up to 2) for Poas for their Pa's too!

6.] Comment: Maybe a more specific detail of the healing and sight range bonus in the description of the fort/Roman Fort/Alcazar/Great Wall/Pa (if added, Chateau/Alhambra too) in-game.

7.] Request: If I am wishlisting (based on game balance), I would move the ability to make forts at Castles, as Siege Tactics feel too late. Besides, early game forts are the only useful ones anyways. I.E. Legion's, Toa's, and the early Suzerain of Granada. (That the census from players at multiple skill levels.)
MarsEco 13 Apr, 2020 @ 5:43pm 
8.] Request: Another wishlisting item, allow these improvement to be built on Volcanic Soil (flat/hills), as well: Pa (just Hills not Flatland), Monastery, Mission, Kurgan (just Flatland not Hills, if you don't buff them), and Alcazar. {I checked the rest of the relevant improvements, just these, Chateaus don't belong on them.}

9.] Comment/Request: I've kept my suggestions, comments, request to your mods privy being Military Engineers and Defensive Improvements (especially Alhambra.) That being said, an adjacent type of improvement are be burial improvements (especially Terracotta Army). Specifically Cahokia Mounds and Kurgans (yes, Nubian Pyramids, but those are fine.)
Cont... Kurgans are the worst improvement in the game, and no one has made a mod fixing them. Where as Cahokia Mounds are amazing (Housings, Amenities, Gold, & Food + they can go on Floodplains.)
MarsEco 13 Apr, 2020 @ 5:43pm 
Cont... 1st, Kurgans on Floodplains would wash away (mounds don't), so allow them on Hills (no forests/jungles). 2nd, give them workable yields by giving the base yields a bonus +1 production (with the +1 gold and +1 faith,) especially if you won't let them be built on hills. 3rd, the extra gold at Capitalism is far too late move it up to Nationalism. Even +1 gold @ Castle would be appropriate, in addition. So you could get +4 gold, a 3 or 4 food/production tile, with a couple of faith. (Comparing to Cahokia you are still at this new point, trading a couple faith for 2 housing and 2 amenities per city at least.) 4th, at Construction, let the Kurgans earn +1 faith from adjacent Camps too. 5th and finally, this is optional imo, but you could do at Flight, get Tourism from Faith from Kurgans as a way to play Scythia as a Domination Civ, a Faith Dominating Civ, or a Culturally Faith based Civ. They need a tad bit more variety.
HeyNongMer 10 Jan, 2020 @ 7:52am 
Does this conflict with Wondrous Wonders regarding Alhambra?