Strategic Forts

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Author: TC

Last revision: 22 Mar, 2020 at 20:09 UTC (2)

File size: 395.26 KB

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Description:

Summary

This gameplay enhancement mod enables forts to claim the surrounding adjacent tiles.

Why would I want this?

Having forts claim territory provides many gameplay possibilities, including the following:

  • Claiming strategic or luxury resources without having to build a city
  • Prevent other civilizations from settling in critical choke points or too near your cities
  • Block passage of military units for civs without open borders
  • Controlling land on a warfront for unit defense and healing advantage

Highlights

Land Claim

Forts now claim land in a 1 tile radius. The claimed tiles will change dynamically throughout the game with pillage and city events. Full details below.

Expansionist Unit

This mod contains a new unit called the Expansionist, which has 1 build charge to build a fort.

Only human players may produce the Expansionist, to limit mindless AI fort spam.

This unit is available at Early Empire and is an expensive unit that scales based on number of previously build Expansionists.

Having this unit available early gives you the option of trading critical early production for territory control.

Defensive Enhancements

Forts, Roman Forts, Great Wall, and Alcazars now grant 5 bonus healing, 1 bonus sight, and the ability to see hidden units. (Credit thecrazyscotsman)

Forts and Roman Forts now increase defense by 6, up from 4.

Forts and Roman Forts can now be placed on top of resources, forest, and jungle. If placed on a resource, that resource will be removed from the map.

Full list of relevant actions and their corrosponding effects

CASE: FORT BUILT

  • Gives this plot and the surround unowned plots to the player

CASE: FORT REMOVED

  • Removes fort
  • Removes claimed plots unless:
    • Plot is within 5 distance from an owned city
    • Plot is adjacent to another fort or foreign city(ownership of plot will go to fort or city owner, giving priority to the original owner)

CASE: FORT PILLAGED

  • If pillaged by an enemy land unit:
    • That unit will claim the fort and appropriate tiles
  • If pillaged by coastal raiding, bombs, or nukes, while the fort is not garrisoned:
    • That fort will be pillaged, and any plots not within claim range of a city or other fort will be lost.

CASE: COMBAT UNIT ENTERS PILLAGED FORT

  • Repair and claim fort and adjacent tiles for that player

CASE: CITY CAPTURED

  • Forts and appropriate fort plots are retained by original owners; not transferred with the city. You will need to clear and capture each fort individually to claim those plots.

CASE: CITY CAPTURED PLAYER ELIMINATED

  • All forts and fort plots that belonged to the defeated player are given to the conquering player.

CASE: CITY LIBERATED

  • Forts remain owned by the player owned the city before liberating it.(such as in a city conquered event)

CASE: CITY TRADED

  • Any forts owned by the city are transferred along with the city.

CASE: CITY RAZED

  • Surrounding forts reclaim the appropriate territory around them.

Notes

Forts may now be built on forest, jungle, and all resources. If built upon a resource, that resource will be removed from the map. Marsh and floodplains can not be built upon.

Roman forts do not claim territory, for gameplay balance purposes. Rome can still use regular forts to claim territory through expansionists or military engineers.

Check out my other mods here:

Unit Limit Enforcement (NEW 2020)
Expanded Initial Vision (Verified 2020)
Removable Districts (Updated 2020)
Removable Resources and Features (Updated 2020)
City State Introductions Reworked (Updated 2020)

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.