Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Strategic Forts
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22 Sep, 2017 @ 4:40pm
22 Mar, 2020 @ 2:09pm
11 Change Notes ( view )

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Strategic Forts

Description


Summary
This gameplay enhancement mod enables forts to claim the surrounding adjacent tiles.

Why would I want this?

Having forts claim territory provides many gameplay possibilities, including the following:
  • Claiming strategic or luxury resources without having to build a city
  • Prevent other civilizations from settling in critical choke points or too near your cities
  • Block passage of military units for civs without open borders
  • Controlling land on a warfront for unit defense and healing advantage

Highlights
Land Claim

Forts now claim land in a 1 tile radius. The claimed tiles will change dynamically throughout the game with pillage and city events. Full details below.

Expansionist Unit

This mod contains a new unit called the Expansionist, which has 1 build charge to build a fort.

Only human players may produce the Expansionist, to limit mindless AI fort spam.

This unit is available at Early Empire and is an expensive unit that scales based on number of previously build Expansionists.

Having this unit available early gives you the option of trading critical early production for territory control.

Defensive Enhancements

Forts, Roman Forts, Great Wall, and Alcazars now grant 5 bonus healing, 1 bonus sight, and the ability to see hidden units. (Credit thecrazyscotsman)

Forts and Roman Forts now increase defense by 6, up from 4.

Forts and Roman Forts can now be placed on top of resources, forest, and jungle. If placed on a resource, that resource will be removed from the map.

Full list of relevant actions and their corrosponding effects
CASE: FORT BUILT
  • Gives this plot and the surround unowned plots to the player

CASE: FORT REMOVED
  • Removes fort
  • Removes claimed plots unless:
    • Plot is within 5 distance from an owned city
    • Plot is adjacent to another fort or foreign city(ownership of plot will go to fort or city owner, giving priority to the original owner)

CASE: FORT PILLAGED
  • If pillaged by an enemy land unit:
    • That unit will claim the fort and appropriate tiles
  • If pillaged by coastal raiding, bombs, or nukes, while the fort is not garrisoned:
    • That fort will be pillaged, and any plots not within claim range of a city or other fort will be lost.

CASE: COMBAT UNIT ENTERS PILLAGED FORT
  • Repair and claim fort and adjacent tiles for that player

CASE: CITY CAPTURED
  • Forts and appropriate fort plots are retained by original owners; not transferred with the city. You will need to clear and capture each fort individually to claim those plots.

CASE: CITY CAPTURED PLAYER ELIMINATED
  • All forts and fort plots that belonged to the defeated player are given to the conquering player.

CASE: CITY LIBERATED
  • Forts remain owned by the player owned the city before liberating it.(such as in a city conquered event)

CASE: CITY TRADED
  • Any forts owned by the city are transferred along with the city.

CASE: CITY RAZED
  • Surrounding forts reclaim the appropriate territory around them.

Notes
Forts may now be built on forest, jungle, and all resources. If built upon a resource, that resource will be removed from the map. Marsh and floodplains can not be built upon.

Roman forts do not claim territory, for gameplay balance purposes. Rome can still use regular forts to claim territory through expansionists or military engineers.


Check out my other mods here:
Unit Limit Enforcement (NEW 2020)
Expanded Initial Vision (Verified 2020)
Removable Districts (Updated 2020)
Removable Resources and Features (Updated 2020)
City State Introductions Reworked (Updated 2020)

Popular Discussions View All (1)
0
28 Feb, 2024 @ 11:40pm
Change Fort Behavior
John “The Dwayne” Rockson
452 Comments
dcrookston 27 Jun @ 3:15am 
FYI this can be used to cheese wonders pretty hard. The tiles that the expansionist claims belong to your capital, and if you harvest or clear those tiles your capital gets the production from them. So you can claim a bunch of extra stone, forests, etc. then when you're making a wonder go clear them and boom, free wonder.
nerdybutcute 19 Apr @ 9:34pm 
I can build Expansionist units with Early Empire, and I haven't seen any AI civs build them, but the tiles claimed don't actually seem to belong to me. I claimed a natural wonder with an Expansionist but I'm not realizing the bonus from it. Is this a known bug?
ClownPilled 23 Mar @ 6:30am 
For some reason the AI in my game absolutely can build the expansionist, and quite alot. They just spam them at every empty tile they have, which expands their borders, where they build even more forts. Anyone else facing this problem? I am using Real Strategy (AI) but I'm not sure if that affects it.
grenv the white 22 Jan @ 1:13am 
I tried using the mod that allows expansionist to build forts, apparently, but I can almost never actually build a fort. I think the only way I can build it is if it's next to a strategic resource (oil etc)? Is that it? I can't find anything by googling and of course there is no in game help on a mod.
diomed3 4 Oct, 2024 @ 8:14pm 
agreed @jaunco
LumpyAcidFish 30 Sep, 2024 @ 11:33am 
could you make a version where the ai can use this but have it like civ 5 that it basically becomes a declaration of war if it is used to steal land
maiko.vde 26 Sep, 2024 @ 1:57am 
anyone else cant create product from coorporation?
camiles246 1 Jul, 2024 @ 5:16pm 
@willuwontu there is a mod that does this. It's called Foreign Resource Extraction 3.0 by Liam. It was just recently updated, too. I highly recommend it.
willuwontu 17 Apr, 2024 @ 3:56pm 
Would it be possible to get a fort for ocean tiles as well, sometimes that oil is out of range of land, and something like this would be useful.
KGB 25 Mar, 2024 @ 2:34pm 
Just play Poland :steamfacepalm: