Sid Meier's Civilization VI

Sid Meier's Civilization VI

Enhanced Forts
107 Comments
Desucrate 4 Mar, 2024 @ 5:41pm 
dog this mod hasn't been updated in 7 years. do you think it's been verified to work with the current version
kaelis 27 Feb, 2024 @ 4:29pm 
This mod has not marked itself as compatible with this game version error
Oram 12 Aug, 2021 @ 4:45am 
Is this mod still working? I'm getting a compatibility warning message when enabling it in the mod manager.
Geekob  [author] 29 Jul, 2020 @ 9:31am 
@Ciar Aon uff im sorry I didnt see the code for like 3 years. Radius of what? Outposts have already radius 1.

Btw guys, thanks for sticking to this mod for such long time, even after @TC remade it. If you are interested check out my new mod Clash of Nations. I put a lot of work into that. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2177286082
Madisonian 28 Jul, 2020 @ 9:19pm 
So I managed to borrow the code and apply it to certain improvements, like camps, lumber mills, mines and plantations so that I can claim resources outside my territory, but is there any way to reduce the radius to just the improved tile?
xxx78 21 Feb, 2020 @ 9:49am 
Very nice mod, thanks for sharing :)
One thing, is it possible to make it so it only gain the territory its built on? I will use this with this friends but they allow only if it capture one tile.
Geekob  [author] 14 Dec, 2019 @ 4:33pm 
@Sammaye it maybe some script specific issue, but if TC just used my code and didn't change anything it would have probably same result
Sammaye 10 Aug, 2019 @ 12:39am 
I used to use TC mod but it is broken, it crashes my game when there are many first on the map (it's the last line in my log before a crash so I assume that's it) I was hoping to get a simpler version that maybe just gave territory and nothing else, but it is on the pillage that it breaks so I guess this would break too
savoir10 22 Jun, 2019 @ 11:17pm 
Appears to be working ok with GS after the June Patch
macluk 20 Jun, 2019 @ 2:55am 
ermmm... i'm using vanilla only at the moment at this mod is not compatible with it :/
Geekob  [author] 11 May, 2019 @ 4:45pm 
hey guys, its great to see there are still people getting this after not being updated for 2 years. I have let TC that created Strategic Forts to use my scripts and he basically continued to improve this functionality.
Erazor 29 Apr, 2019 @ 6:24pm 
Does this mod remove resources like strategic forts mod?
Ilija 29 Mar, 2019 @ 12:12pm 
Update would be great if it hasn't been already
Manormaker 3 Mar, 2019 @ 11:43am 
doesn't work with gs. update pls
Myers 20 Feb, 2019 @ 4:30pm 
@3th4noL

try it and let us know, I'm probably gonna give it a shot in an hour or 2 as well.

My question though, is as to whether this or strategic forts is better? Strategic may be a copy but coming later, maybe its better polished/better features? Anyone with experience from both?
3th4noL 19 Feb, 2019 @ 4:17am 
GS?
Desucrate 16 Nov, 2018 @ 1:00pm 
iirc, this was released before strategic forts, so strategic forts is a copy of this mod.
Adonis Gaming 14 Nov, 2018 @ 7:09am 
is this a copy of strategic forts?
Desucrate 10 Feb, 2018 @ 5:43am 
I don't believe R&F does anything to break this mod, so I think it's alright
HotIcedCoffee 9 Feb, 2018 @ 6:44pm 
Any word if this works with R&F?
Dunkleosteus 10 Nov, 2017 @ 10:47am 
I like the free territory, tbh. If you let other civs steal territory for free, make that option toggle-able as a game option. If they want my territory, they can declare war on my and pillage it.
Geekob  [author] 11 Oct, 2017 @ 7:16am 
Sorry that I was quiet for some time, I had other things. First of all im sorry that I didnt look at your issues you had with the mod, I was pretty busy. Second thing is about mods balance. Here are few of the points I want to add:

Many of you are complaining about these enhancements making forts too powerful and cheap. I want to focus only on forts outside of players territory (outposts in the wild with no connection to your civilization).
First change I would like to make is that if other player builds city near your fort (3 tiles), you would lose that territory with no warmonger penalty. Change would be made simply to avoid exploiting these forts to block other people from expansion. That means that these outposts would be vulnerable and it wouldnt just be "free territory".
Second change would be increased spawning of barbarians near outposts. It would make forts more vulnerable and made player use military resources to protect it.
TC 14 Sep, 2017 @ 1:20pm 
Hey @Geekob,

Wanted to discuss something regarding your mod. I requested a friend add. Please get back to me when you get a chance.
songofstarlight 15 Aug, 2017 @ 9:29pm 
I'm also having the issue that stachomacho is having, but I'm playing as Persia*. i only seem to be able to build forts if I'm within a city's original 3 space territory.
Desucrate 15 Aug, 2017 @ 11:45am 
One of the main reasons this mod exists is so that forts can act as small exclaves, without costing amenities or time. bad idea imo
Panzerkampfwagen-VI 14 Aug, 2017 @ 11:56am 
you should make it like citadels in civ5
only able to build it if adjent to your borders
stachomacho 13 Aug, 2017 @ 5:04am 
@The BIG Red Cheese does it work for you with Poland? Im playing with Jadwiga now (and it's my first playthrough with this mod so haven't tried other civs so far) and Im afraid the problem might be Poland's "cultural bomb" trait...
The Big Red Cheese 12 Aug, 2017 @ 4:26pm 
I started using this mod, and I have some feed back, if you don't mind:
I think the power of the fort is too much... for the cost. I like the addition, don't get me wrong, but I think it'd be a better addition if it weren't built by a siege engineer. I'd suggest making another unit build the fort, and preferably have subsequent ones rise in cost rather quickly to prevent spamming it out.
I love the addition, but I think it's unbalanced the siege engineer and his other works; building roads is a hassle with him now!
The Big Red Cheese 12 Aug, 2017 @ 4:23pm 
stachomacho it's working fine for me... I think it's on your end
stachomacho 12 Aug, 2017 @ 12:35pm 
The mod does not work for me in a way portrayed on the second picture. If I build fort in range of city workable tiles (3 or less from city center) it works just fine (adds new territory to my city), but if I build one outside the city territory it does nothing. Which sucks a bit cause that was the main reason to subscribe this cool mod. Any idea what's wrong? Maybe some update needed after latest patch?
Nuttree 30 Jul, 2017 @ 9:18am 
@Geekob yeah i think it'd be good if the forts cost some maintance
snowflake_smasher_86 15 Jul, 2017 @ 4:08am 
This mod makes Rome OP :steamsad:
Rhapsody 10 Jul, 2017 @ 7:06am 
I hear you. Still, making the forts cost maintenance in some form or otherwise reducing their availability could make it better balanced especially for Poland, Russia or Aztec. :)
Geekob  [author] 10 Jul, 2017 @ 1:43am 
@Rhapsody oh. Well but if only fort itself would be in owned territory then whole mod would lose its point. Because my first intentions were to make outposts in territories which are not suitable for cities. For example tundra for oil, desert...To gain luxuries. And I think that its not that easy territory. You have to deffend them, because pillaging the fort means you not only lose gained territory but also all improvements in the territory get pillaged. If you had some strategic resources there and you would lose them your army would be weakened. If it would be crucial I could make it use Settler requirements (cant be built within 3 tiles from city). So it wouldnt be used to just expand territory of cities
Rhapsody 8 Jul, 2017 @ 8:03am 
@Geekob I think Baleur meant "zero" radius - that only the fort tile becomes owned territory. Civs which are very strong within their own border or which already gain additional territory could end up too good with 7 new tiles gained with a single builder action.
Geekob  [author] 3 Jul, 2017 @ 2:08am 
@Baleur thats odd, I never experienced such a bug. And forts give 1 hex radius territory not 2.

@Rockerika I agree that vanilla forts in civ 5 and 6 are pretty useless, thats why I made this mod. But i think that ExpsPTurn would be way too OP. If you think about that you would just place fort in strategic choke point and units in that would get deffense bonus + exps per turn which means more deffense and free health. You would just rotate 2 units at most and noone would be able to take it. I was rather thinking of giving forts health like encampments have. So you would be able to shoot from there.
Rockerika 1 Jul, 2017 @ 5:22pm 
There was a mod for Civ 5 that made it so that any unit parked in a fort gained a small amount of XP per turn. Any interest in adding this as a feature?

Forts in 5 and 6 are pretty underwhelming, so any additional reason to build them is a plus! Great mod!
Baleur 30 Jun, 2017 @ 4:15am 
On a second note, any chance for a cfg file or alternate version that just gives 1 hex radious territory instead of 2 hexes out? I think its a bit TOO much territory
Baleur 30 Jun, 2017 @ 4:14am 
Got this mod and a few others active, i cant seem to use my Military Engineers to build any Forts at all, the button is empty in their build list.
Geekob  [author] 17 Jun, 2017 @ 8:44am 
@Maitre Supreme Yes. I mentioned that in changelog. For tiles to be workable, they have to be owned by city. So every border made by fort or fort itself that is in workable range of city (within 3 tiles) is owned by that city. So if city gets captured, all its tiles are also captured.
Geekob  [author] 16 Jun, 2017 @ 9:07pm 
@ITcore well the way claiming territory works in civ6 is kind of weird. Same thing happens when 2 civs attack same city state and one of them captures the city. For some reason units of the other person get stucked in captured territory even if they are not in war. Problem is maybe that civ 6 handles plot owning in several managers (e. g. Map itself, CityManager...).
CMDR Sheploo 16 Jun, 2017 @ 7:00am 
@Geekob Hey, don't sell yourself short. For a first time LUA code, it works amazingly well. Want to know what my first LUA code did? It crashed the game. Still can't get the damn thing to work.

As for Polands ability, this does things differently. Culture bomb only extends the borders as far as a city can work, so 3 tiles away from City Center. Your mod allows for borders anywhere. The functionality works perfectly between the two. I'm playing a game on Large Earth from YNAMP and my Legions are spreading my borders quickly (will bite me in the butt true to history later) and Poland is still Culture Bombing into my territory regardless.

The only "issue" I've come across is that when a fort creates the borders, it doesn't force out other Civs units. Whether by design or accident, it doesn't. Culture Bombing will force them out the same way as when you first research Early Empire.
Geekob  [author] 15 Jun, 2017 @ 6:14pm 
@ITcore sure. But I would like to point out 2 things. First, that funcionality of that mod is very similar to modifier of polish forts, so in case of that I would recommend rather hook that modifier on your stuff instead of using my code. Second, that my code is kinda mess. Its my first lua code so I had no Idea about some refactoring conventions in lua and so on. And it also lacks comments so some stuff that I did is probably not very clear why I did it in that way. But if you feel it can help you, use that.
CMDR Sheploo 10 Jun, 2017 @ 4:36pm 
I was wondering I can use this code in my personal mod? It complements the scope and mission of mod perfectly. Credit will be given, of course.
Peanut Hadhod 9 Jun, 2017 @ 8:07pm 
I get ya, just finished my exams.
Geekob  [author] 6 Jun, 2017 @ 5:32am 
@Desucrate I fixed that in latest update. Tiles added by forts can be worked by cities. Forts themselves obviously cant.

@Maitre Supreme I mentioned this earlier but for sake of compatibility with other fort mods I made this one adding borders only. However I made Enhanced Forts collection where I would add mods that change stats of forts (for example technologies needed, who can build them, how much deffense they add, which tiles they can be placed on and so on.) Anyways thanks for advice, but Im pretty busy right now, I have lot of exams and almost no free time. Im also working on new bigger mod. So I probably wont update this mod any time soon. Maybe when next official civ update will be released I will add more features with updating the mod.
Desucrate 1 Jun, 2017 @ 1:42pm 
The forts cannot be worked, but any strategic or luxury resources that have improvements built on them will be added to your "collection" of them.
Peanut Hadhod 1 Jun, 2017 @ 1:54am 
question. Can the tiles around them be worked, if so. What are the extents of this?
Geekob  [author] 21 May, 2017 @ 10:57am 
@vladimir.danchuk.13 Roman forts are same as forts, only difference is, that they can be built earlier.
Desucrate 21 May, 2017 @ 9:55am 
How has Rome been scaled down? I can see the argument for Poland, but Rome's bonus is that legions can construct forts before the tech for it. It'll conflict with other mods that improve the other bonuses of forts as well