Sid Meier's Civilization V

Sid Meier's Civilization V

101 ratings
=Tile Conquest=
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Mar 28, 2022 @ 12:05am
May 6 @ 1:13am
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=Tile Conquest=

In 1 collection by Gaia
Sapiens Mods
40 items
Description
Units will capture tiles they occupy adjacent to your Empire.
Adds a stable yet dynamic way to gain (or lose) tiles during wartime.
Compatible with Sapiens and VP. Works as a Standalone!
Tile Conquest
Combat land units can conquer enemy territory under the following conditions:
- Enemy Tile must be ajacent to friendly territory
- Cannot be adjacent to a city or citadel
- Capturing a citidel also captures the surrounding tiles
- City-States cannot capture tiles (can be enabled in USER_SETTINGS).
City Capture
- Distant tiles are returned to the original owner
- Tiles from captured capitals are not returned
Does not affect saved games!
You can turn this on and off whenever you want.

Language Support
This mod includes full localization for: English, French, German, Spanish, Korean, and Russian.
Sapiens Mods (Core Mod required, Windows only):
Sapiens, Civilization Pack, Found City-States, Aircraft Grade Aluminum, Prospecting Projects,
Great Video Games, Camouflage, Teleport Capital, Canal Improvement, Shandan Horses,
Drakkar Longboat, City-State Wonders, Public Transport, Megalopolis, 36 Major Civilizations.
Standalone Mods
Pyramid of the Magician, National Parks, Named Ethnic Units, OPEC, Resolution: LHC, Academies,
Temple of Aphrodite, Skunk Works, Pompeii, Antikythera Mechanism, Museum of Anthropology,
Great Historians, Dutch Painters, Austrian Composers, Christopher Tin, Dominican Great Works,
Avian Resources, Aquatic Resources, Volcanoes, Indigenous Settlements, Map Compendium.

More Faith Buildings, Resource Compendium, Pantheons, Resource Buildings, Strategic Buildings,
National Wonders, Mercenaries, Monasticism, Typography, Power Plants, More Great People.
Popular Discussions View All (1)
0
Nov 23, 2024 @ 2:51pm
PINNED: How does this differ from Hex Conquer and Release?
Gaia
7 Comments
Gaia  [author] Apr 5 @ 9:02am 
UPDATE v546: Added code to handle edge cases with tile reassignments after city capture.
john.yoss Apr 3 @ 5:39pm 
However, that main city would be captured back on the following turn -- not quite clear if this is by fighting or by some scripted reversion -- triggering the same chain reaction in reverse, but now the names for those other nearby cities would disappear! They would still be accessible by selecting another city and cycling through, but the labels disappeared from the map. Pretty trippy! I can share a save, but I have quite a few mods enabled, including VP. Let me know what you think.
john.yoss Apr 3 @ 5:39pm 
I did encounter some unexpected behavior. I think it relates to the distance between cities vs the workable tiles. I played a game with workable tile radius of 5 but minimum city distance of 4. I also enabled city-states capturing cities and territory. When a city-state would conquer a city -- saw this both as a defender against a city-state allied to an enemy AI as well as with my attacking allied city-state -- it would trigger a sort of chain reaction and capture other cities within that 5 tile range of the initially captured city.
Gaia  [author] Apr 1 @ 6:30pm 
It's not hard-coded... you can change it in the USER_SETTINGS file. Setting it dynamically by checking the city work range is possible, but it has a performance impact for very little benefit, so I wouldn't recommend it.

Also, there is now a "protected range" of 2 around capital cities. You can change that too in the USER_SETTINGS... setting it to 1 (or less) means that only adjacent tiles are protected.

Let me know how it works out with your setup!
john.yoss Apr 1 @ 11:34am 
Oh, cool. Wasn't expecting such a quick reply! Appreciate the update.

I use a separate mod to increase workable tiles to 5...so I'll use your tip to edit accordingly. However, is there any way to make that modular? I.e., reference the radius (whether original or modified by other mods) rather than have it hard-coded? Would allow compatibility with other mods.

Acknowledge on the city-state setting. Will have to play around and see if it makes main AI players OP or adds some cool dynamism to the game.

Thanks again!
Gaia  [author] Apr 1 @ 9:23am 
Actually, I wasn’t aware anyone was still using this. The mod wasn’t listed, and the project was put on hold last year when someone from CivFanatics\VP reached out about a potential collab. I never heard back, and it looks like they went with a different version.

Anyway, I’ve reviewed the code and fixed the tile reassignment bug that occurred when cities were captured ... that should now be working properly.

As for city-states: by default, they can’t capture tiles (toggle this in the USER_SETTINGS file). I’ve also made a small change: if they’ve captured at least one city, they can now conquer tiles even if the setting disables city-state conquest. This should resolve the issue you ran into.

Note: If you’re not using the Core Mod, change DEFAULT_CAPITAL_TILE_RADIUS to 3 (the default is 4, which matches the work radius used in Core Mod and Sapiens).

Thanks again for the helpful feedback!
john.yoss Mar 29 @ 6:15pm 
Thanks for making this mod. For the most part it has worked very well for me. However, it seems to glitch a bit in two situations:

(1) When conquering cities. The full tiles all the way out to the citizen work limit are captured initially while the player decides what to do with the city.

(2) City-states aren't able to properly capture tiles -- or perhaps it's a problem with allies fighting side by side. Had a city-state that captured an enemy town, but then neither I nor they could capture enemy territory in the next war.