Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Strategic Improvements
   
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4 Jun, 2023 @ 1:46pm
6 Apr @ 7:23pm
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Strategic Improvements

Description
Like & Subscribe to the Mod if you like it.

Constructing Airstrips and Missile Silos also claims their Tile. The claimed Tile will change dynamically throughout the game with pillage and city events. For full details read below.


Credits:
This Mod is a modified version of the Strategic Forts Mod by TC. It works the same way, except that, unlike Strategic Forts, Airstrips and Missile Silos don't claim their adjacent tiles. I have been trying to contact TC to get their permission to use their code, but I couldn't reach out to them, so I hope it's ok that I reused their code to make this Mod. Also, any Credits should go to the original Author.

This Mod was commissioned by @spartan1204. If you like this Mod then don't forget to send them some Kudos!

Commissions:
Sometimes I take Mod Commissions, so if you have a special Mod in Mind or any Mod Idea you can contact me on Discord (My Discord ID: Zegangani#0321), CivFanatics[forums.civfanatics.com] or here on Steam.

Why would I want this?
Having Airstrips and Missile Silos claim their Tile provides many gameplay possibilities, including the following:
  • Controlling land on a Warfront for easier Land Advance, especially for deploying Air Units and WMD Strikes.
  • Controlling land on a Warfront for Unit Defense and Healing Advantage.
  • By attacking and pillaging Enemy Airstrips you also easily destroy any of Enemy Air Units in it, adding a strategic tactic for Land Units to use against Air Units without fighting them directly.
  • Block passage of military units for civs without open borders.
  • Prevent other Civilizations from settling in critical Choke Points or too near your Cities.

Full list of relevant actions and their corrosponding effects
NOTE: I will be using "strategic improvements" to refer to Airstrip and Missile Silo improvements.

CASE: AIRSTRIP/MISSILE SILO BUILT
  • Claims this Tile for the player.
CASE: AIRSTRIP/MISSILE SILO REMOVED
  • Removes strategic improvement.
  • Removes claimed tile, unless it's adjacent to a foreign city (ownership of tile will go to city owner, giving priority to the original owner).
CASE: AIRSTRIP or MISSILE SILO PILLAGED
  • If pillaged by an enemy land unit:
    • That unit will claim the strategic improvement and its tile.
    • If it's an Airstrip and it has Enemy Air Units in it, all those Air Units will be destroyed.
  • If pillaged by coastal raiding, bombs, or nukes, while the strategic improvement is not garrisoned:
    • That improvement will be pillaged, and if it's not within claim range of a city or strategic improvement of the same type it will be lost.
CASE: COMBAT UNIT ENTERS PILLAGED AIRSTRIP/MISSILE SILO
  • Repair and claim strategic improvement and its tile for that player.
CASE: CITY CAPTURED
  • The strategic improvement is retained by original owners; not transferred with the city. You will need to clear and capture each strategic improvement individually to claim their tile.
CASE: CITY CAPTURED PLAYER ELIMINATED
  • All strategic improvements that belonged to the defeated player are given to the conquering player.
CASE: CITY LIBERATED
  • Strategic improvements remain owned by the player who owned the city before liberating it.(such as in a city conquered event).
CASE: CITY TRADED
  • Any strategic improvement owned by the city are transferred along with the city.
CASE: CITY RAZED
  • Surrounding strategic improvements reclaim their appropriate Tile.

NOTE:
  • In all cases where an Airstrip gets claimed by a Player, all the Air Units in the Airstrip will get destroyed.

Compatibility:
- Mod should be compatible with any Mod altering Airstrips or Missile Silos.
- Mod is compatible with Strategic Forts Mod by TC, and also with any other Mod changing the Fort.
If Strategic Forts Mod is enabled, some changes have been made to it to account for following situations:
  • Fort adjacent to an Airstrip/Missile Silo is built/pillaged: The Fort won't claim/remove wonership of any adjacent Airstrip or Missile Silo Tile (See Screenshots).
  • An Airstrip/Missile Silo adjacent to a Fort is pillaged: This will only claim the Airstrip/Missile Silo's Tile and not the Fort or any adjacent Tiles (See Screenshots).
  • When a Fort is built on a Resource: the Fort Ability to remove the Resource on its tile is removed. Allowing the extraction of the Resource underneath it (if it's a Luxury or Strategic Resource).
- In Fact, it should be compatible with any Mod.

Support:
Support me with a Ko-fi if you like this Mod and want to see more like it. Your Support is also helping me getting forward with my 4Xpansion Pass Project for Civilization VI[forums.civfanatics.com], which is a Pass of 6 Mod Packs that introduce many new Game Mechanics/Features and old Ones from Previous Game Iterations, as well as many QoL Improvements. Thanks a lot!!
[ko-fi.com]
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