Sid Meier's Civilization VI

Sid Meier's Civilization VI

Tile Conquest
33 条留言
Dan H(A)VOC 2024 年 6 月 16 日 下午 2:27 
Playing a game right now. It only lets you capture the first line of tiles? Or it doesn't let you capture the tiles immediately adjacent to city center?
Aram Sasunci 2023 年 11 月 27 日 下午 3:09 
Hello , is this Mod still available ?
camembert4u 2023 年 11 月 15 日 下午 11:24 
I love this mod, and am very glad that it's not just conquest on walkover!
Spartak 2023 年 7 月 23 日 下午 10:59 
This should be in CIV 7. Congratulations Jack!
Jack in the box  [作者] 2023 年 6 月 30 日 上午 1:00 
@fiflakowski :
I have to say I never considered this option as it have many undesirable impact for me :
- make fast moving units like horses even stronger
- pillaging become extremely difficult to setup
- stealth units become easy to locate
- civs with unique improvement disadvantaged since conquering a tile even just for a brief moment removes the improvement (IIRC, except feitoras)

IIRC the check is made at end of turn, so your change it would require more than just modifying a variable but a ,relatively small, code change. I may find the time/motivation to do it in the coming months but i can't promise anything. Alternatively you can try to set the fortification turns to 0, then I guess at the end of every turn the units would claim their tile without even needing a full fortification.
fiflakowski 2023 年 5 月 15 日 上午 2:05 
So I just found it's working nicely with 1 fortification turns, however I noticed that the reconquered tiles do not get your domestic bonuses. What I mean is I've got Etemenanaki and the marsh tile I reconquered doesn't get +2 science. It's fine, really, but just wanted to let know.

If the conquest on walkover thing was there, I think it would be working better with AI
fiflakowski 2023 年 4 月 28 日 下午 11:14 
Thanks Jack.

Another question: can I somehow simply get this mod to conquer tiles simply by walking over them, pretty much like the Cree trader does? That would increase the risks of war, make the game more realistic and remove the need for AI to be tinkered with. Simply: an invading army takes what it walks over and you will have to take it back.

I have no coding skills unfortunately, but isn't that deletion work to make your brilliant idea code-simpler?
Jack in the box  [作者] 2023 年 4 月 27 日 上午 2:57 
@fiflakowski
Conquests are permanent. No need for a deal. But of course they can be taken back the same way.

The AI has the same benefits, all players are equal in that regard in solo or in multiplayer. BUT I have not altered the AI decision-making, it is not aware of this and don't expect it to intentionally use it or plan for/around this option.

@emikorn I am not aware of it working on water. Technically it checks all units to see which ones are fortified. Maybe if you put a plane in an aircraft carrier it does count as fortified, or maybe some effects that allow you to heal naval units outside of your territory count as fortified (all but submarine-type can have it). Would be great if you had a saved game for me to check why it happens.

@Fifthcolumn Thanks! Maybe I haven't advertised it well enough. Anyway I made it for myself and shared it for those who want. As long as the ones who actually use it are happy with it i'm fine :)
fiflakowski 2023 年 4 月 13 日 上午 3:45 
Hi, big questions:

are conquests permanent? Do they have to be ratified in a piece deal?

Does the AI use it?
emikorn 2022 年 6 月 4 日 上午 4:25 
Best mod ever... really. A question: how can I conquer water tiles? I tried many ways with navies but sometimes it works, sometimes not. Thank YOU!
jebedi 2022 年 5 月 26 日 下午 1:52 
Can you capture water tiles and when how?
Fifthcolumn 2022 年 2 月 28 日 下午 5:02 
It's still wild to me how little attention this mod has received despite being such a fundamentally useful change and a stable creation since 2019.
Jack in the box  [作者] 2021 年 11 月 28 日 上午 9:03 
@masterfluffypants54 Default value is one turn. You can change this value.
To do so open the script file (usually \Documents\my games\Sid Meier's Civilization VI\Mods\TileConquest\LUA\TileConquest.lua) then change this line :

local fortifyTurns = 1
masterfluffypants54 2021 年 11 月 19 日 下午 3:02 
How many turns of fortification does it take?
Junky 2021 年 8 月 25 日 上午 6:13 
Very cool idea. You should upload some pics. I almost missed it because of that.
weeewooooo 2019 年 12 月 28 日 下午 1:21 
my bad the mod was off XD
Jack in the box  [作者] 2019 年 12 月 27 日 上午 4:07 
@Crintopsy Please check all these points :
1. The mod is actve in your game (press escape and in the bottom of the menu you will find the list of active mods. Scroll down the list and look for "Tile Conquest")
2. The game counts full fortification turns. If you fortified after moving the unit in the same turn it usually doesn't count. Try waiting one or two more turns while being fortified.
3. The tile you try to annex is adjacent to your territory (no annexing an isolated tile, you have to move your borders forward step by step)
4. The enemy tile is not a special tile (districts, national parks and wonders can never be annexed)
5. Tiles adjacent to an enemy city-center or encampment are also protected and cannot be annexed.
6. Finally tiles that are too far away from your city (more then 9 tiles distance) cannot be stolen
weeewooooo 2019 年 12 月 25 日 下午 6:57 
when I fortify a location in an enemies terriotry during war for 1 turn it doesnt work
Fifthcolumn 2019 年 11 月 25 日 下午 9:01 
The workaround for mountains I've found is to fortify on Mountain Tunnels, but I haven't gotten the chance to try it. To this day I can't understand why Recon units can't always cross mountains.

I think making sleep do it could work for sea tiles, and I don't know if it would matter if it was an embarked unit or not; if your navy is so weak you can't stop a Builder from patrolling your seas, you deserve what you get lol

Now if only someone could make a tile trading and land claiming mod, this game would be complete....
Jack in the box  [作者] 2019 年 11 月 25 日 上午 11:28 
Hello guys.
Thanks for your feedback, I did not think of those two situations.
I'm seriously considering options here, but it's not so easy to settle for a solution :
I could solve the issue for water tiles by trigering it when putting a military unit to sleep, but I have to check it's not an embarked land unit (and it wouldn't be possible to configure the number of turns).
As for mountains, I found no option. Helicopters can't cross mountains anymore, and air units can't deploy over enemy territory. The only viable option for my modding skills would be to allow land units to annex all adgacent mountain tiles.

I'll keep you informed on any updates
Fifthcolumn 2019 年 11 月 24 日 下午 9:34 
Two problems at present: mountains and water. Other than that, fantastic work!
emikorn 2019 年 10 月 29 日 上午 9:53 
Hi. I want to say thank you for this mod. I think it is a masterpiece and Civ VI needed it. I'm wondering if there will be an update or something who could set even the conquest of water tiles. Thank you!
NiCO 2019 年 5 月 8 日 上午 1:07 
For Steam users, the file mentioned by Jack in the box below should be in:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1614897531\LUA
Jack in the box  [作者] 2019 年 4 月 27 日 下午 3:47 
UPDATE :
- Made compatible for Gathering Storm expansion
- Now transfers ownership to the correct player both in sigleplayer and multiplayer

P.S :
As said before, you can configure the number of turns of fortification required to conquer a tile, or enable conquest with a civ during peace time.
To do so open the script file (usually \Documents\my games\Sid Meier's Civilization VI\Mods\TileConquest\LUA\TileConquest.lua) and change the lines :

local fortifyTurns = 1
local AllowAnnexWithoutWar = false

then replace 1 by any number and/or false by true

Exemple 1 (5 turns of fortifications required, conquest during peace disabled) :

local fortifyTurns = 5
local AllowAnnexWithoutWar = false

Example 2 (2 turns of fortification required, conquest during peace enabled) :

local fortifyTurns = 2
local AllowAnnexWithoutWar = true
Jack in the box  [作者] 2019 年 4 月 7 日 上午 5:35 
Hello guys. I've been quite buzzy lately but I'll be fixing the reported issues when possible. As for Gathering Storm support I don't have it yet I'm not sure if I need the expansion to make a compatible mod.
Xuesi 2019 年 2 月 15 日 下午 6:25 
Pls add GS support! Thx~~
Plaxin 2019 年 1 月 15 日 下午 11:16 
I'd love to see a mod where when ever you put a unit onto a neutral tile it becomes yours. Something like this was in a total ww2 overhaul mod for civ 5 where as you moved troops you could see the borders of the "front" change. Be very cool as a stand alone mod, but i've never seen one. If you seem to know a bit about tile ownership configuration, it would be amazing if you could be the first to come out with something like that :).
emperor_ike 2019 年 1 月 12 日 上午 12:53 
Apparently in team games, other teammates' units will capture tiles for the host player. Good for a laugh but not the most useful bug.
MysticGamer 2019 年 1 月 7 日 上午 7:37 
Thank you i will try this out next time i have the chance
Jack in the box  [作者] 2019 年 1 月 6 日 上午 8:44 
How to use :
1. declare war
2. position a military unit on a tile adjacent to your territory
3. Fortify it
4 After a few turns (one inbase configuration) it's yours

Please note that :

Districts, wonders and national parks will not be annexed (for now, I'll try doing it but may be impossible)

Tiles adjacent to the city-center or encampment district intentionally canot be stolen giving players a way to defend against annexion

It is possible to configure the number of fortification turns required and to allow annexion during peace time (I'ld recommend that only for multiplayer games as AI cannot recognise this as a "cassius belli" giving you an unfair advantage)

There is a hard limit of 9 tiles distance from the city center. Beyond that point it is impossible to annex.
craig.parker 2019 年 1 月 5 日 下午 5:51 
Waiting for more detail. This seems like a good one!
MysticGamer 2019 年 1 月 5 日 下午 4:55 
could you please go just a little more in depth on how the mod works i cant seem to get it to work
John Hancock 2019 年 1 月 5 日 上午 9:32 
I really needed this!