Sid Meier's Civilization VI

Sid Meier's Civilization VI

Castles - Better Forts
95 comentarii
Simon Sullivan 18 nov. 2024 la 17:53 
@batsy; did you come to any conclusions about the conflict / tile yields?
batsy 26 iun. 2024 la 13:48 
This mod seems to be adding the bonuses from garrisoned units (culture and production from military and support units respectively) to unimproved tiles and city centers. I'm going to try some testing with my other mods to see if a conflict is causing the check for forts to give a false positive, but the yields themselves are definitely coming from this mod.
sirkerry 26 dec. 2023 la 15:13 
How does this mod interact with Strategic Forts? It unlocks Forts at Early Empire, this at Castles, is it just matter oh which mod runs last?
CHAPLAIN QUOTES 5 aug. 2023 la 17:33 
So does this mod makes roman castrum available with Castles tech too? Because I somehow can't build it in calssical era. Using Castrum mod from JNR
MarsEco 14 dec. 2022 la 23:20 
Wish there was a Lite Version of this mod, without the Rework to Alcazar's and without the Stationed Unit yields. Plus, if there was a way Vampire Castles wouldn't override the Woods or Jungle tiles when it is constructed, so that they would still give out a Appeal Modifiers to those same adj tiles. Plus PLUS (lol), the same defensive bonuses you gave to the Chateaus to INCLUDE for Armagh's Monasteries and Spain's Missions (for the same themed reasons.)
Rakdos72 8 dec. 2022 la 5:59 
Don't know if this is still being updated, but the text for the Granada suzerain bonus does not reflect the changes made by this mod. I'm not sure if it is conflicting with another mod (I have civilizations expanded)
ChrisMartin 10 iul. 2022 la 9:58 
I just checked my latest game; Yields are showing and Housing provided by forts, and production from Airstrip and Missile Silo.
Caveat: Not playing a game now that would give me any of the extra features or have Alcazar in the game to test.

I suggest if you think it's bugged/out of date, you should provide proof of this, and how to reproduce the faults. Then others can test, and see what you see.
JNR is a very active modder-author and I find it strange that the mod should be "forgotten".
phenyxasher 10 iul. 2022 la 9:34 
It depends, mostly the terrain yields do not show or the civ specialty fort does not happen to have the additional bonus. Again, no update since 2019, and there have been several game updates. some of these have affected forts and tile yields so this mod needs updating.
ChrisMartin 9 iul. 2022 la 13:05 
What doesn't work? Some of the features of the mod? All the features?
The game updates can be ineffective on a mod, just fine.
phenyxasher 9 iul. 2022 la 6:17 
it does not work all the time, there were also some suggestions. However, there have been at least 3 updates to the game and the last reported update for the mod was Oct 9 2019 which was nearly 3 years ago.
ChrisMartin 6 iul. 2022 la 2:33 
Why should he update? What is broken?
phenyxasher 5 iul. 2022 la 22:15 
this author has not updated since Oct 2019, I daresay he is not gonna do anymore with this mod.
ChrisMartin 5 iul. 2022 la 13:55 
Im using it, with 145 other mods, without issues.
Guess you have a mod-conflict.
Izz 5 iul. 2022 la 11:15 
Not sure why but this mod causes errors for me. I can't load up a new game unless its disabled. Anyone else have this issue?
Solarius Scorch 14 mai 2022 la 17:46 
@ Shevvek: I have observed no such behaviour.
Shevvek 18 apr. 2022 la 12:58 
Anyone else run into the AI just spamming forts on every tile with this mod?
BioniC|Chemicus 10 mart. 2022 la 8:49 
Hey JNR
Thanks a lot for your fantastic Mod!
However, could it be that it is not compatible anymore with a Standardgame?
If I chose "Rise and Fall" or "Gathering Storm" there is no problem. If I go for a Standardgame it can't start anymore telling me to check my mods... And I only had your mod activated.
It would be really nice, if you could fix that.

Thanks again for your work!

Greetings Chemicus
H.Humpel 21 nov. 2021 la 11:17 
German translation available in Civilization VI Mods - German translations .
helstyr 15 oct. 2021 la 12:38 
@TheSelfRevengingDeed
that would be awesome! Thx! :D

I only want 1 mod for this game, since the beginning, if I build a "castle"-fort, it should be a visual castle through the entire game. <3
MarsEco 16 mai 2021 la 0:57 
Also, did you remove the Gold yield from farms near forts? Picture is still up is why i ask, I never thought it was necessary.
MarsEco 16 mai 2021 la 0:53 
Any change you'd give Spain's Missions a +0.5 Housing too, with or without +2 Combat Str. & auto 1 turn fortification? Missions were very much used for arms depots or forts (think, the Last Alamo.) And any thought on increasing the Appeal % from Alcazars to be higher than 25% (comparing it to the value of the Mapuche Improvement) or any other changes with the last balance patch?
JNR  [autor] 11 mai 2021 la 2:47 
I haven't adjusted the mod for it, but it should still work fine in the mode.
ConnieOfTheWolves 11 mai 2021 la 0:09 
Does this work with the zombies defense mode?
Calibrated 29 mart. 2021 la 23:45 
IMO I think we should get culture with a garrisoned support unit rather than land military unit.
conan2020 11 mart. 2021 la 13:40 
Is there a way for a fort to claim a border tile it's built on? Not a culture bomb like other districts and fort mods, but just one tile that extends your borders. I think this would be closer to how forts were used; to extend control over the hinterlands.
STuRoK 3 mart. 2021 la 1:15 
mm, now I'm wondering if I'm even getting the +production/food from bulldozing. What yields do we get?
STuRoK 2 mart. 2021 la 21:24 
No, doesn't look like it. darnit
STuRoK 2 mart. 2021 la 21:11 
do farms on the fort tiles provide housing to my capital? and thanks for the mod!
TheSelfRevengingDeed 21 febr. 2021 la 15:16 
@helstyr
im working on a few mods, 1 of which is a mod designed to redesign how defenses are built within the city and without
one of the things it does is to replace the generic "fort" with several defensive improvements that persist their specific visualizations as eras pass
that mod almost done, just working on compatibility integration with other related mods like JNR's Castrum mod (hopefully that crash bug will get fixed soon *hint* *hint*)
leszek.j966 14 febr. 2021 la 12:39 
is this mod still working after the latest update to 'New Frontier Pass' ??
helstyr 4 febr. 2021 la 11:27 
If I build a castle it should be a castle through all the ages. Is there a mod out there which would stop the visual changes in each era? That would be awesome! :)
TitanIX 1 ian. 2021 la 19:14 
crashing all the time on this mod. :(
Ekmek 21 oct. 2020 la 13:32 
Any idea how to mod airstrip to be like a missile silo so you can base your aircraft in city-states?
MarsEco 15 sept. 2020 la 22:22 
Well ChrisMartin, we have had multiple balance changes that might have the author rethink if they still like their yield and housing changes, as well as, many new defensive tile improvements and another coming with the next patch.
JNR  [autor] 15 sept. 2020 la 12:28 
yea it's working fine for me. No update planned currently. Might want to do some conceptual changes eventually, but have little time right now and am happy if I get updates for more urgent stuff out.
ChrisMartin 14 sept. 2020 la 23:59 
I'm sorry, but what needs to be updated? I use it, but doesn't see anything wrong
(I could be blind as a bat)
MarsEco 14 sept. 2020 la 18:18 
Any update on the way JNR?
Dıck Dastardly 28 mai 2020 la 8:10 
This appears, on my machine, to be having some sort of "stopping you from starting the game" issue with the Maya + Gran Columbia patch.
Dere 25 mai 2020 la 18:53 
I can't seem to pin what mods are conflicting with this to make forts still appear in siege engineering instead of castles, but I've been looking. If I figure anything out I'll let you know.
Coaster 16 mai 2020 la 13:57 
Its not so much about the stats, but the looks. Maybe a standalone mod, that does treat each model as a separate improvement, and era changes only updates what model is used when a castle is built.
JNR  [autor] 16 mai 2020 la 12:41 
That's not really how art works. It's graphics are set based on the current era.
ChrisMartin 16 mai 2020 la 12:38 
That would actually be quite nice!
When I think of it; All improvement and districts should have a visual element from the era it was first built. And re-constructing after pillaging, should rebuild in the era it was re-constructed. This "system" could also be used to add more penalty to a Civ pillaging a tile (improvement or district) that is several eras old. And more heavy penalties when you reach the latest eras, when mankind are more "enlighten" and should know better not to destroy old sites. Maybe some WC emergencies as well? "Civ A destroyed worlds first Library, build over 1000 years ago, when in war with Civ B. The world must unite to punish Civ A, and help Civ B to restore the old site." Just an idea...
JNR  [autor] 16 mai 2020 la 12:29 
You'd need each era's Fort to be a separate improvement then. I thought about it, but since +4 CS is the same strength in every era, it doesn't really work to let old castles become outdated, so I kept their upgrading looks in.
Coaster 16 mai 2020 la 12:22 
Is it possible to add a feature whereby castles don't change their look as era's advance, so a castle built in medieval era will always look that way?
Nizou 10 mai 2020 la 4:04 
Wow in CX_China.sql there are so many insertions idk where I have to modify the code so as to make CX compatible with your Castles mod :/
JNR  [autor] 10 mai 2020 la 3:58 
by having CX (since it loads second) add that the Great Wall can be built on features through INSERT OR IGNORE or INSERT OR REPLACE statements.
Nizou 10 mai 2020 la 3:56 
I know that "Civilization Expanded" mod from p0kiehl conflicts with this mod. How could these 2 mods work well together ?
In Database.log :
[4264639.538] [Gameplay] ERROR: UNIQUE constraint failed: Improvement_ValidFeatures.ImprovementType, Improvement_ValidFeatures.FeatureType
In Modding.log :
[4264639.532] UpdateDatabase - Loading Core/Base/CX_China.sql
[4264639.538] Warning: UpdateDatabase - Error Loading SQL.
WotNAsphyxiation 15 mart. 2020 la 23:07 
Would you let forts be built on tiles with woods?
水镜辉夜 20 febr. 2020 la 5:09 
I think the missile silo can +1 or +2 science
ChrisMartin 27 ian. 2020 la 15:29 
Well... I don't understand how your issue with Castle in wrong tech, are related to this mod, when it's working correctly for the rest of us...