Sid Meier's Civilization V

Sid Meier's Civilization V

Not enough ratings
Fortress Border Enhanced
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.865 KB
29 Aug @ 5:30pm
2 Sep @ 12:45pm
3 Change Notes ( view )

Subscribe to download
Fortress Border Enhanced

Description
This mod enhances and refines the "Fortress Borders" mod by “preffect”(mod link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=178571997&searchtext=fortress ), aiming to better align with the original creator's vision while introducing new features and crucial bug fixes.



Features

1. Dynamic Border Retention: Territory within 5 tiles (up from 4 in the original FB mod) of a city is protected from ownership loss after being unoccupied for 5 turns. This range increases to 6 upon researching Machinery, and further to 7 with Railroad.

2. Reclaim Lost Territory: Ending your turn with a unit garrisoned in an owned fort will automatically reclaim any missing adjacent tiles.

3. Territory Reversion on Destruction: If a fort is removed (by being pillaged or replaced with another improvement), the "5-turn ownership loss" rule is applied at the start of the next turn. This reverts the fort and its surrounding tiles to neutral territory, though it will not revert the city tile itself or any tiles within the technology-based protection range (5-7 tiles). (Note: This does not apply to pillaged Citadels, which remain in a damaged state instead of being destroyed).

4. Prevents Chain Captures: When capturing a Fort/Citadel, adjacent tiles that also contain a Fort/Citadel will not be claimed.

5. Prevents Unintended Captures: Trade units can no longer capture Forts or Citadels.



Fixes

1. Fixed a critical bug where capturing a Fort/Citadel could improperly transfer ownership of a nearby city tile itself.

2. Resolved a nil error to prevent script crashes.

3. Corrected an issue where unoccupied forts would automatically reclaim surrounding territory at the start of a turn.

4. Eliminated the "ghost fort" bug. Previously, a tile where a fort had been removed (by being pillaged or replaced with another improvement) would still function as if the fort existed, allowing the tile to be "recaptured" to claim surrounding land or incorrectly trigger the "5-turn ownership loss" rule. This has been fixed.
4 Comments
huyam  [author] 4 Sep @ 4:53am 
@Ctrekoz You're right — being able to keep tiles close to a city can indeed make borders expand very quickly, and that could be a balance concern as you mentioned. Separating fortress-claimed tiles from culturally acquired tiles would put a heavy load on memory, so I had to make it so that tiles within 5 tiles of a city are always retained (this was actually the original author’s intention!). Instead of removing this effect, I’ll try adding some logic so the AI can also make better use of fortresses. Thanks a lot for the feedback!
Ctrekoz 4 Sep @ 3:25am 
Thanks! I'm still not sure about using this mod due to balance concerns, like too easily getting territory, and idk how AI uses it as well.
huyam  [author] 4 Sep @ 2:17am 
@Ctrekoz Hello! Thanks for the question. Here's a quick explanation of "Dynamic Border Retention":

In short: It's a "safety zone" around your cities that protects both the fort tile and its surrounding territory from disappearing. This zone gets bigger as you research new techs.

The Problem it Solves: Normally, if you leave a fort empty for 5 turns, you lose its tile and surrounding territory.

How it Works: This feature stops that from happening. Territory gained from a fort is protected as long as it's inside the safety zone. The zone starts at 5 tiles, grows to 6 with Machinery, and finally to 7 with Railroad.

Example: Territory gained from a fort 6 tiles away from a city is only safe from territory loss after you've researched Machinery. Before that, the safety zone was only 5 tiles, so its territory wouldn't have been protected.

Hope this helps!
Ctrekoz 4 Sep @ 12:45am 
I do not understand Dynamic Border Retention.