Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Strategic Improvements
   
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2023 年 6 月 4 日 下午 1:46
4 月 6 日 下午 7:23
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Strategic Improvements

描述
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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]
43 条留言
Insanecrusader19 11 月 8 日 上午 11:32 
@Zegangani hiya there! I don't know if you can help me with this but given your mod shares the same code as TCs "Strategic Forts" mod which–at least to my knowledge–isn't active, I have come to you instead:

You see, I am playing with both SF and SI AND JNRs project 6T. All 3 seem to play nice... Except that it appears that 6Ts core mod, "Grand Eras" locks the proper fort improvement at the "Castles" tech, while the unit added by SF "Expansionist" is unlocked with the CIVIC "Early Empire" WAY EARLIER. This unfortunately makes the Expansionist unit–thus Strategic Forts ENTIRE PURPOSE–Virtualy Useless.

Longshot, do you know of any solutions or workarounds? If not, I understand.

Sorry for the long text.
Zegangani  [作者] 8 月 8 日 下午 12:59 
It's been a while since I worked on this, so I don't remember the details, but I think I had to make a few changes to the Strategic Forts lua file to make it work, so maybe you can find the fix to those Bugs within this Mod. You just need to use this Mod + Strategic Forts. Or are you experiencing those Bugs with both mods already active?

If you don't want changes from this mod, and only the SF fix, then go to the steam workshop folder of this mod:
"C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2985054473"
and delete these files:
- StrategicAirStrips.lua
- StrategicMissileSilos.lua
rilquermascarenhas 8 月 6 日 下午 7:00 
The original mod by TC seems to have a couple bugs and it is not maintained anymore. Would it be possible to add the fort to this mod? It seems the two mods are identical, except that this one doesn't have forts.
joxxxsg 5 月 2 日 上午 2:38 
Cant build missile silo outside my territory only forts and airstrips
Doc_Furtado 2024 年 7 月 5 日 下午 1:20 
Perfect, thank you, i use notepad now, and i made the changes, hugs
Zegangani  [作者] 2024 年 7 月 5 日 下午 1:08 
lol, sorry for that, @DaniAngione, I meant to reply to @Doc_Furtado. :steamfacepalm:
DaniAngione 2024 年 7 月 5 日 下午 12:58 
Hm?

Oh, I think those were meant to Doc_Furtado, not me :D
Zegangani  [作者] 2024 年 7 月 5 日 上午 11:52 
Notepad++ shows a Line's number at the left
Zegangani  [作者] 2024 年 7 月 5 日 上午 11:50 
@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 2024 年 7 月 5 日 上午 7:54 
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?