Sid Meier's Civilization VI

Sid Meier's Civilization VI

Strategic Forts
451 Comments
nerdybutcute Apr 19 @ 9:34pm 
I can build Expansionist units with Early Empire, and I haven't seen any AI civs build them, but the tiles claimed don't actually seem to belong to me. I claimed a natural wonder with an Expansionist but I'm not realizing the bonus from it. Is this a known bug?
ClownPilled Mar 23 @ 6:30am 
For some reason the AI in my game absolutely can build the expansionist, and quite alot. They just spam them at every empty tile they have, which expands their borders, where they build even more forts. Anyone else facing this problem? I am using Real Strategy (AI) but I'm not sure if that affects it.
grenv the white Jan 22 @ 1:13am 
I tried using the mod that allows expansionist to build forts, apparently, but I can almost never actually build a fort. I think the only way I can build it is if it's next to a strategic resource (oil etc)? Is that it? I can't find anything by googling and of course there is no in game help on a mod.
diomed3 Oct 4, 2024 @ 8:14pm 
agreed @jaunco
LumpyAcidFish Sep 30, 2024 @ 11:33am 
could you make a version where the ai can use this but have it like civ 5 that it basically becomes a declaration of war if it is used to steal land
maiko.vde Sep 26, 2024 @ 1:57am 
anyone else cant create product from coorporation?
camiles246 Jul 1, 2024 @ 5:16pm 
@willuwontu there is a mod that does this. It's called Foreign Resource Extraction 3.0 by Liam. It was just recently updated, too. I highly recommend it.
willuwontu Apr 17, 2024 @ 3:56pm 
Would it be possible to get a fort for ocean tiles as well, sometimes that oil is out of range of land, and something like this would be useful.
KGB Mar 25, 2024 @ 2:34pm 
Just play Poland :steamfacepalm:
Anonymous Mar 9, 2024 @ 11:04am 
A bit of a UI bug but items in EARLY EMPIRE overflows due to the extra items added, causing the governor title icon to fall out of line
A potential fix would just simply be moving these items to military tradition / state work force
John “The Dwayne” Rockson Feb 28, 2024 @ 11:36pm 
I really enjoy this mod. However, I think the experience would be much better if whatever fort you build defaults to the nearest friendly city rather than to your capital city. :steamthumbsup:
Eresian Feb 3, 2024 @ 10:16pm 
I can confirm that I'm unable to build a fort with only Early Empire. My workaround is to place a fort and put it in my territory with Cheat Menu Editor, which does trigger the effect. Then I can just delete the unit.
night_pryanik Jan 12, 2024 @ 12:20am 
I'm not sure if it's some mod conflict or this mod just doesn't work as it should, but although the expansionist unit can be correctly created at Early Empire, I cannot build forts until Castles tech is researched. So thus the expansionist is just a low-cost version of military engineer with less functions.

I can confirm that constructed forts correctly claim tiles around them.
I cannot confirm that AI spams building early forts. TBH I didn't see them build a single early fort.
Zo_Confuzled Jan 8, 2024 @ 4:44am 
Anyone know if this works with the roman castrum mod? And if not if there is a way to make it?
Paulytnz Nov 14, 2023 @ 8:06pm 
If I wanted to edit this mod and change it to say 2 tile radius instead of 1, where would I do that? I looked through all the files and couldn't find it. Which is strange because I used to have this mod in the past and managed to do it then. I have a new computer now tho, so maybe I am just not opening the files up in the right app.
jaunco Sep 23, 2023 @ 8:34am 
I know it is abandoned, but it would be nice if they removed the fact that the strategic resource is erased if you build a fort above it. The AI keeps spamming these forts everywhere, wiping strategic resources off the map in the process.
Alf.Net Sep 13, 2023 @ 3:32pm 
This works just fine for me.

It can also be made to work with 6T eras by simply removing Tech_Castles from the Tech Requirements.
caesar_unofficial Jul 28, 2023 @ 9:59am 
So I recently realised, the Ai does use them aswell and pretty often. Like I fought against Ottomans, they hat at least one such Forts in every city. All other AI's use them aswell.
Cobber Jun 27, 2023 @ 10:21pm 
Correct, it utilises scripts that require a new game in order to run them properly.
Tal'Raziid Jun 27, 2023 @ 10:20pm 
This can't be added mid-save, correct?
Rex Bellator Jun 22, 2023 @ 12:05am 
Can confirm the expansionist unit that creates a fort does not work. I cannot create a fort anywhere with it.

Please come back TC! You've done a lot of good work here. Your mods need you 😢
SpartanFishy Jun 9, 2023 @ 8:26pm 
One day our leader will return... One day
Obi May 17, 2023 @ 11:45pm 
Reporting a repeating error:

StrategicForts: RemoveFortPlots()--------------------------
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1142306094\StrategicForts.lua:809: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1142306094\StrategicForts.lua:809: in function 'RemoveFortPlots'
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1142306094\StrategicForts.lua:157: in function 'OnImprovementRemovedFromMapTC'
[C]: in function 'func'
[C]: in function '(anonymous)'
InfoManiac Mar 30, 2023 @ 5:03am 
in classical age, the expansionist unit stopped being able to place the fort on top of trees and resources. could only place where the vanilla fort could be placed.
Eyeball Dec 19, 2022 @ 11:45am 
There's an issue when using this mod with CQUI. It seems like certain tile yields aren't properly updated unless you reload the game. Best example, is with Petra. If you grab desert tiles that are in range of a Petra city, it will assign them to your capital first (regardless of which city trained the expansionist) thereby not increasing the yields, and even if you swap the ownership of those tiles to the Petra city, it will still not have the increased yields. You have to reload the game for it to update.
Tegotia Nov 23, 2022 @ 3:27pm 
I ran into an issue with this mod where it became impossible to remove forts. Seemingly any time borders changed - though I only noticed it directly with when a city rebelled - any tiles which had previously had forts removed restored the fort there. Disabling the mod resolved this.

For tiles with regular improvements, they were replaced with the fort again. For tiles with districts, the fort seemed to exist on the tile at the same time as the district.

This could possibly be an interaction with other mods so I'll let someone else report whether they're also seeing the same thing.

Also a secondary issue, the AI under certain circumstances seems to build an excessive amount of forts, to the point where one neighbor replaced the entirety of their tile improvements with nothing but forts. Not sure if this is related to this mod or just a general AI issue, but figured I'd mention it.
Lucius, the Heavenly Dragon Nov 15, 2022 @ 7:04am 
This mod technically works with 6T, but not really.

Forts don't unlock at Early Empire, they still unlock in the Renaissance with 6T, so the Expansionist can be built, but only pretty late into the game.
Cobber Oct 29, 2022 @ 1:00pm 
And when I last played in July/August this mod still worked fine for me.
Cobber Oct 29, 2022 @ 12:59pm 
6T is a new (and smaller) alternative to the Warfare Expanded unit mods, allowing you to get more units for the game.
Frank Savage Oct 29, 2022 @ 3:01am 
What is 6T? Does this work still?
Chrissant Oct 22, 2022 @ 4:19am 
Is it just me, or does expanionists not work when used with 6T?
kujo Oct 20, 2022 @ 2:07pm 
@orionox Did you ever resolve the issue where the expansionist cannot build forts? I'm having teh same issue.
TJdutch2006 Jul 14, 2022 @ 12:53pm 
This mod is great and i personally love it. However after placing 12 of these they stopped claiming land. is there a limit to how many i can place?
Cobber Jun 15, 2022 @ 5:05pm 
Hey TC, I'm getting this error in my Database.log & Modding.log files:

From the Database.log file;
ERROR: UNIQUE constraint failed: Improvement_ValidFeatures.ImprovementType, Improvement_ValidFeatures.FeatureType


From the Modding.log file;
UpdateDatabase - Loading StrategicForts_Data.sql
Warning: UpdateDatabase - Error Loading SQL

It's definitely coming from when I am trying to run this mod, but the weird thing is that I cannot see anything wrong in the mod's code that could be causing the error, and I absolutely cannot find any other mod or game file that I have tweaked that directly crosses over with this mod's particular code, so I am 100% certain that there is no conflict of any sort in play.
BKGamesPI May 5, 2022 @ 8:40am 
I think moving Expansionist to State Workforce would be great, simply due to so many things in Early Empire it forces your icon off the rectangle. It would look much more better !
Doc_Furtado Apr 23, 2022 @ 2:29pm 
Amazing mod, my first one and very important. But how to make scout dont have this ability to build forts?
Orionox Apr 21, 2022 @ 10:25am 
There's no build fort option for the expansionist, only the option remove resource options are available. Additionally, the expansionist allows me to to remove resources that haven't even been revealed yet.
Ripz Feb 10, 2022 @ 12:22pm 
How would I enable expansionist for AI?

I want to try it out and maybe try tweaking things with this and other mods to prevent spam.
Material Ghost Jan 29, 2022 @ 7:17am 
Ok thanks, i'm just unlucky, like i'm since the beginning of this happy new year ... thanks for your help and your advises. We all have like 0 techs, and they had like 2x more military strenght than me, so i guess that's why they do that ... well, i always destroy them at war, as long as they have the same units, cause IA is dumb, but that's annoying to be in constant war ... and i agree with using ranged units on citys, that's the smartest sing to do. To see military strenght, i've change the options, but i don't remember where ...
phenyxasher Jan 26, 2022 @ 7:17am 
I agree with Cobber51, if your military strength is greater than the civ in question, then it is less likely to attack you. also if you are at least one tech level ahead, then this also lessens the AI from attacking you. there is a mod that will let you see your civ's stats as well as the stats of AI/Players that you have met. it will show how several things, including, military strength, tech and civic points per turn , # of techs achieved. I believe it is call diplomatic ribbon, I think it would help you. I believe having a Military str at least 50% greater and/or at least 2 techs level greater than you opponent, you'll be safe. garrisoning troops in forts along the border is also good, especially ranged units.
Cobber Jan 26, 2022 @ 4:04am 
That said, if you are massively more advanced technologically than the AI then that seems to temper its tendency to attack you via a Surprise War, but even then, as I recall it correctly, it could still launch a Surprise War against you despite having absolutely no chance to actually win it, let alone actually threatened one of your cities with siege, or even capture...
Cobber Jan 26, 2022 @ 4:02am 
As far as I can recall, if the AI for whatever reason saw you as being militarily weaker than it (most likely in terms of the overall number of active military units you have, irrespective of their tech level compared to the AI's unit's tech level), then no matter how friendly your diplomatic relationship was with them, they would attack you via a Surprise War, even if you had like +100 mood with them.

As I just said, it seems to have always been completely random if/when it happened, and even more so if the AI Civ was technically an aggressive or expansionist one like the Aztecs, Macedonians, or even the Germans for that matter.
Cobber Jan 26, 2022 @ 3:56am 
@Material Ghost:

It's been about 22 months since I last played, but from memory the AI declaring a Surprise War on you (or me, or any other human player for that matter) always appeared to be very random, and it never seemed to matter what level of friendliness you had with them, they always seemed to do it under the most irrational of diplomatic circumstances.

I'd wager that you've just had the same issue of it being completely unpredictable as many, many other players, including myself, have since late 2016 when Civ VI first launched. None of the official updates seemed to ever have fixed it either.

In short, this mod is no more likely to be the source of this issue than the binary code of the original base game itself.
Material Ghost Jan 26, 2022 @ 1:29am 
and one of them had litterally +20 mood with me when he attack ...
Material Ghost Jan 26, 2022 @ 1:28am 
excuse me, but there is a bug for AI spamming surprise war or am i just unlucky ? i was litterally in antique age and no one could discover any techs (i'm sure 100% my techs and civics are cost x50) . i have some ressources mods (like sukritact's oceans) , better forts and slow techs installed, and i never been spammed like that before (i never seen IA attack someone already in war like that) ... sorry for annoying you ...
Ripz Jan 25, 2022 @ 12:02pm 
Works great. Does AI ever build them though? Havent seen that yet and if not, seems a little OP.
H.Humpel Jan 2, 2022 @ 8:02am 
Hi TC,
your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Valiullin Dec 11, 2021 @ 2:55pm 
Lately downloaded this mod along with two others and launched a new game. Deep into it (more than 300 turns) and now the game crashes constantly with no error message. I suspect this mod is the reason, although I don't really know how and why. Too bad, because the idea behind it is awesome.
zXUKPittBULLXz Nov 26, 2021 @ 8:20am 
Mods perfectly fine for me
STyGIAN Oct 30, 2021 @ 5:58am 
It still works for me, and I play Rome quite often. I haven't seen a problem...

Also it was updated 22 March, 2020 too.