Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strategic Improvements
40 Comments
joxxxsg 2 May @ 2:38am 
Cant build missile silo outside my territory only forts and airstrips
Doc_Furtado 5 Jul, 2024 @ 1:20pm 
Perfect, thank you, i use notepad now, and i made the changes, hugs
Zegangani  [author] 5 Jul, 2024 @ 1:08pm 
lol, sorry for that, @DaniAngione, I meant to reply to @Doc_Furtado. :steamfacepalm:
DaniAngione 5 Jul, 2024 @ 12:58pm 
Hm?

Oh, I think those were meant to Doc_Furtado, not me :D
Zegangani  [author] 5 Jul, 2024 @ 11:52am 
Notepad++ shows a Line's number at the left
Zegangani  [author] 5 Jul, 2024 @ 11:50am 
@DaniAngione, Oh, Sorry, my bad. I assume you edited the file StrategicForts.lua? it's hard to know the lines' number without using tools like Notepad++, which I recommend, and is free. I didn't have time to test the changes in a Game, bc I made mistake and forgot about another line. The new lines to comment are: 541 (not 542), 543, 622, 673, 744, 753 and 761, 767.
Doc_Furtado 5 Jul, 2024 @ 7:54am 
Look, i did it, and i builded forts outside my land, but no added to my lands, i want, if possible, just the tile of fort added to my city land (limits), without the addicional tiles around the fort. Its possible?
Doc_Furtado 5 Jul, 2024 @ 6:34am 
Thank you, i will try, but, as i edit in the note app, in which file i will find those lines? And i will need count the lines until 542?
DaniAngione 4 Jul, 2024 @ 9:20pm 
That's very nice and makes me very happy to hear! Thank you for the answer.

But yeah, I personally love how this (and the Forts) mod made my wars more entertaining by giving a much more "realistic" value to territory and military installations. Makes the game really fun, even if AI uses it in a wonky way, it ends up being nice sometimes (and I'm testing it on multiplayer soon so it should be quite awesome!)

Looking forward to a future where encampments will be really key lines of defense!
Zegangani  [author] 4 Jul, 2024 @ 5:46pm 
All in all, those are cool Ideas. I'm planning to make use of the Community Extension mod by WildW, and work on things previously not possible. So, I might integrate something similar to your ideas in the future.

@Doc_Furtado, I'll try to add an Option for that in the future. But for now, you can comment the lines at line 542, 543, 622, 673, 744, 753 and 761, by adding -- before the line. like> --code
Zegangani  [author] 4 Jul, 2024 @ 5:46pm 
@DaniAngione, Thanks! I appreciate it! I don't think there is a mod for that for Districts. It's not impossible, but the issue with that is that Districts are attached to Cities, which can only have one Specialty District of a type (so we can't just attach it to another City). And there might be other Issues, like imagine a City 20 Tiles away from its Encampment still being able to build Military Units and spawn them on that ENC 20 Tiles away, which shouldn't happen. This can be circumvented, or made from scratch, but need lots of work and testing. On the other Hand, the new Community Extension mod may allow for an easier implementation of such a System, but the tools for that would need to get accessible first.

As for your last question, it's possible yes, but only for the Human Player. For AI we need the Community Extension mod.
DaniAngione 4 Jul, 2024 @ 7:55am 
Hey, I love this mod!
Thank you for the good work!

I have a question, if that's ok: Is there a mod that does this for Encampment districts though? For example, you take a city but the Encampment remains on enemy control? I think this is a bit more unlikely due to it being a district, I guess...

Do you think it would be possible? Or at least to make it so a city cannot be captured as long as its encampment still lives?
Doc_Furtado 21 Oct, 2023 @ 6:55am 
What can i change to forts claim ONLY his plot, but not the adjacents?
axatoramus 20 Sep, 2023 @ 6:19pm 
Nice, but does AI use it?
ChrisMartin 28 Jun, 2023 @ 9:40am 
Yes!!! I'm just here brain-farting, please use everything you make sens of :D
When it comes to TC Forts mod, the land clamed by forts belonged to original capital, and didn't "port" over to new owner of the fort (foreign military land unit vs pillaging vs removal) So it was quite tedious to manage.
So a re-release of Strategic Fort would be very much welcomed. :)
Tal'Raziid 27 Jun, 2023 @ 9:37pm 
That alternate mod sounds great! I agree that those changes sound like fun nerfs
Zegangani  [author] 27 Jun, 2023 @ 2:59pm 
Mod is updated and the Bug is fixed!

@ChrisMartin, should work fine now (you don't need to restart a new game for it to work). And yeah, the AI spams Forts like crazy in the late game, and not even strategically, and I don't think there is an easy fix to that without preventing the AI from using it at all.

Anyway, those are really good Ideas on how to nerf early game Forts. I won't be changing anything in this mod, as it's still a commission, but I will be making another version of the Mod that goes even deeper on the strategic part of those improvements (+ some other infrastructures and Units), and may implement some of those Ideas if that's ok with you.
ChrisMartin 27 Jun, 2023 @ 1:56pm 
Puh! Thought I was losing it there for a bit. Good to hear you have a fix on the way.
I also miss TC forts claiming land. Stopped using it, because of the late game spam issue by AI (every tile within boarders, the AI build forts, so flipping or taking a city, didn't have much land left, close to the city) Also the 1 tile radius claim are a bit over powered in the early game. I wish builders could use a build-charge inside the fort, to claim 1 random tile, with maximum 1 tile radius = 7 tiles. Military Engineer builds the Fort, Builders expands the land around the Fort. And to go nuts on it; Every 5 turn on Standard speed without any friendly military land unit having fortified bonus in the fort, you loose 1 tile of claimed land.
Zegangani  [author] 27 Jun, 2023 @ 1:49pm 
I think you can do that, yeah.
It doesn't replace Strategic Forts, it just overrides its script if it's enabled.
Tal'Raziid 27 Jun, 2023 @ 8:44am 
Is it possible to add this mod mid-game?
Also is this *just* airstrips and silos that it affects, or can this entirely replace TC forts?
Zegangani  [author] 27 Jun, 2023 @ 8:02am 
You're Welcome, @ChrisMartin,and thanks for the Report!

It's nice that you tracked it down to that specific situation, bc it indeed was an Issue with this mod where building a Fort on a Resource would cause an infinite loop, which makes the game freeze. I fixed it for the Fort but it seems that I forgot to do it for the Airstrip and Missile Silos too. Will Fix it ASAP.
ChrisMartin 27 Jun, 2023 @ 5:36am 
Got lucky and saw what happen in real time; The AI Military Engineer moved within its boarder, and ended up on a Snow til with un-improved oil. This is late game, so I'm pretty sure the AI knew of the resource. The game froze during construction of Air-Strip on this tile.
Could this be a conflict with "Removable Resources and Features" (970270416) + its bugfix (2556804240) and "Strategic Improvements"?
ChrisMartin 27 Jun, 2023 @ 12:13am 
I use a lot of mods, so this problem I have, is very likely a conflict;
On major civ turns, my game can sometimes freeze (All animations are stand still, but the music and sound plays with no problem. Also my CPU and GPU aren't working extra hard). But if I reload a save, search the crashing AI's territories, and delete every Military Engineer they own, the game will proceed.
I haven't investigated this more closely, so I don't know other factors that could play in, like looking to log files. (aka guessing what a Military Engineer could try to do, that would freeze up the game.)

This is the only mod lately I've start using, that do something with Military Engineer.

Thank you, Zegangani, for sharing your work.
Zegangani  [author] 11 Jun, 2023 @ 6:56pm 
What do you mean? You seem to have already fixed it. And I doubt that that Mod will update any time soon, so even if you fixed it within the original mod, then I don't think you should be worrying about that.
NuDDen 11 Jun, 2023 @ 2:08pm 
Tested it now ingame. Without the change I cant build forts on top of resources. With the change I can. Is there a way to fix this?
NuDDen 11 Jun, 2023 @ 11:31am 
This Database Error is caused by the Strategic Forts Mod. Because of it u cant place a Fort on top of resources. I changed the Line:
INSERT INTO Improvement_ValidFeatures (ImprovementType, FeatureType)
to
INSERT OR IGNORE INTO Improvement_ValidFeatures (ImprovementType, FeatureType)

Then the Database Error is gone. Hmm. I dont know if it was right what i did :D
Zegangani  [author] 11 Jun, 2023 @ 8:22am 
This Mod doesn't add or change any Database code, therefore that error doesn't have anything to do with it, but with Strategic Forts specifically.
NuDDen 11 Jun, 2023 @ 3:08am 
I have this DataBase Error when enabling this Mod and Strategic Forts:
[Gameplay] ERROR: UNIQUE constraint failed: Improvement_ValidFeatures.ImprovementType, Improvement_ValidFeatures.FeatureType
Zegangani  [author] 6 Jun, 2023 @ 8:04pm 
I think the Pics are very clear, just like the description. If you want a video/gif then you're welcome to try and test the mod yourself and provide a video/gif for other players.

As for your question re. building Airstrips in Enemy territory: the mod doesn't mention that bc it doesn't add that feature, and the vanilla game also doesn't have it. You can only capture Enemy Airstrips, by pillaging them.
🗡ꙅiᴎoi|ɒT xɘ⅃🗡 6 Jun, 2023 @ 1:43pm 
bro i swear this used to just be a mechanic in the base game in civ V or maybe I am tripping
🗡ꙅiᴎoi|ɒT xɘ⅃🗡 6 Jun, 2023 @ 1:42pm 
It would be nice to see a video of the systems in action, because it's a little difficult to read what exactly this does. But it sounds really good. The only thing that isn't clear to me is can you build an airstrip on another civ's land? and if so, why?
Zegangani  [author] 6 Jun, 2023 @ 10:36am 
@Hey Sailor Cat, :heart_eyes_yeti: haven't seen you around since a long time, hope you're doing well!

@civisterrae, This mod alone doesn't affect Forts, it's only when you also have Strategic Forts enabled where this Mod makes some changes to that mod to account for airstrips/missile silos. Which means you need to sub to that mod too if you want forts to claim adjacent tiles.
In other words, this mod adds a compatibility + a change patch to the Forts Mod. Will change the description so it's more clear.

@herecomedatpepe, it works the same way as in the strategic forts mod, which means the tile is given to the nearest city in a 3 tiles radius, or else it's given to the capital city.
herecomedatpepe 6 Jun, 2023 @ 9:51am 
Do tiles claimed always belong to the capital, as in the original strategic forts?
civisterrae 6 Jun, 2023 @ 8:22am 
@zegangani so if I don't subscribe to the "Strategic Forts Mod by TC" and if I subscribe to your mod, will my forts still claim the land? That part is a bit confusing, maybe you can make it more clear in the description.
Sailor Cat 6 Jun, 2023 @ 7:14am 
Neat
Zegangani  [author] 5 Jun, 2023 @ 11:19am 
@NuDDen, I don't think it will cause Issues in MP, or at least, if Strategic Forts doesn't cause any MP desyncs, then this Mod won't either.

AI is affected by this Mod as well, but it isn't aware of it and won't use it in its strategies. AI sometimes tends to (randomly) attack and pillage airstrips and missile silo tiles, so it might make use of this Mod's features even if it isn't aware of it.
NuDDen 5 Jun, 2023 @ 10:09am 
Will the AI spam those improvements or even handle these new options?
NuDDen 5 Jun, 2023 @ 10:06am 
Will this Mod cause desyncs in MP?
Zegangani  [author] 4 Jun, 2023 @ 5:46pm 
No it's not, but good Point. I will make it save game compatible in tomorrow's update, because it doesn't really need a new game to work.
Vengeance 1791 4 Jun, 2023 @ 3:44pm 
This looks amazing! Is it save-game compatible?