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The AI is already dumb enough, crippling them with these mods is counter intuitive.
When I'm building improvements inside my territory, the recommended improvements are ALWAYS these improvements. I always have to go looking for the regular ones.
If you want to do it add 'GrantFortification' to that update statement. Forts typically have a value of 2.
If barbs pillage the tile it will be destroyed completely.
You cannot build a fort instead, I recommend checking out strategic forts.
Can you change the new improvements in a way they cant't be placed in own territory?
Sometimes I am too fast and plopped the wrong improvement in my territory and then I don't get any extra yields from the improvement.
Could you please provide some more information? What DLC do you have? Are you playing a scenario? Stuff like that.
Tested with no other mod active
I think it is already setup for the Colonialism civic.
For both gameplay & immersion it makes sense that the resources could only be extracted from foreign (neutral) territories somewhere around a Colonialism civic - in terms of immersion because plain simple it wasn't really done before then; in terms of gameplay because it's relatively powerful and denies any early game shennanigans even more. This way the mod would have to be used as (seemingly) intended.
I don't have any major dlc, just various leaders that I purchased a while ago. I've only used the mod today, just looked into modding a few days ago, so I have no experience with it beyond today.
Did it work with previous versions of this mod?