Sid Meier's Civilization VI

Sid Meier's Civilization VI

Castles - Better Forts
96 Comments
Aug 4, 2025 @ 5:19am 
The issue where unimproved tiles with corresponding units generate Production or Culture is caused by a conflict with Sukritact's al-Andalus.
In fact, it seems to occur because that mod deletes the Alcázar, so the same issue may also occur with other mods.

There are two possible solutions:
a) Set this mod's LoadOrder to a value greater than 101. (Not tested—might have side effects.)
b) Comment out the last line of Suk_Al_Andalus_CityState.sql in the affected mod. This is probably the safer option.
Nov 18, 2024 @ 5:53pm 
@batsy; did you come to any conclusions about the conflict / tile yields?
Jun 26, 2024 @ 1:48pm 
This mod seems to be adding the bonuses from garrisoned units (culture and production from military and support units respectively) to unimproved tiles and city centers. I'm going to try some testing with my other mods to see if a conflict is causing the check for forts to give a false positive, but the yields themselves are definitely coming from this mod.
Dec 26, 2023 @ 3:13pm 
How does this mod interact with Strategic Forts? It unlocks Forts at Early Empire, this at Castles, is it just matter oh which mod runs last?
Aug 5, 2023 @ 5:33pm 
So does this mod makes roman castrum available with Castles tech too? Because I somehow can't build it in calssical era. Using Castrum mod from JNR
Dec 14, 2022 @ 11:20pm 
Wish there was a Lite Version of this mod, without the Rework to Alcazar's and without the Stationed Unit yields. Plus, if there was a way Vampire Castles wouldn't override the Woods or Jungle tiles when it is constructed, so that they would still give out a Appeal Modifiers to those same adj tiles. Plus PLUS (lol), the same defensive bonuses you gave to the Chateaus to INCLUDE for Armagh's Monasteries and Spain's Missions (for the same themed reasons.)
Dec 8, 2022 @ 5:59am 
Don't know if this is still being updated, but the text for the Granada suzerain bonus does not reflect the changes made by this mod. I'm not sure if it is conflicting with another mod (I have civilizations expanded)
Jul 10, 2022 @ 9:58am 
I just checked my latest game; Yields are showing and Housing provided by forts, and production from Airstrip and Missile Silo.
Caveat: Not playing a game now that would give me any of the extra features or have Alcazar in the game to test.

I suggest if you think it's bugged/out of date, you should provide proof of this, and how to reproduce the faults. Then others can test, and see what you see.
JNR is a very active modder-author and I find it strange that the mod should be "forgotten".
Jul 10, 2022 @ 9:34am 
It depends, mostly the terrain yields do not show or the civ specialty fort does not happen to have the additional bonus. Again, no update since 2019, and there have been several game updates. some of these have affected forts and tile yields so this mod needs updating.
Jul 9, 2022 @ 1:05pm 
What doesn't work? Some of the features of the mod? All the features?
The game updates can be ineffective on a mod, just fine.
Jul 9, 2022 @ 6:17am 
it does not work all the time, there were also some suggestions. However, there have been at least 3 updates to the game and the last reported update for the mod was Oct 9 2019 which was nearly 3 years ago.
Jul 6, 2022 @ 2:33am 
Why should he update? What is broken?
Jul 5, 2022 @ 10:15pm 
this author has not updated since Oct 2019, I daresay he is not gonna do anymore with this mod.
Jul 5, 2022 @ 1:55pm 
Im using it, with 145 other mods, without issues.
Guess you have a mod-conflict.
Jul 5, 2022 @ 11:15am 
Not sure why but this mod causes errors for me. I can't load up a new game unless its disabled. Anyone else have this issue?
May 14, 2022 @ 5:46pm 
@ Shevvek: I have observed no such behaviour.
Apr 18, 2022 @ 12:58pm 
Anyone else run into the AI just spamming forts on every tile with this mod?
Mar 10, 2022 @ 8:49am 
Hey JNR
Thanks a lot for your fantastic Mod!
However, could it be that it is not compatible anymore with a Standardgame?
If I chose "Rise and Fall" or "Gathering Storm" there is no problem. If I go for a Standardgame it can't start anymore telling me to check my mods... And I only had your mod activated.
It would be really nice, if you could fix that.

Thanks again for your work!

Greetings Chemicus
Nov 21, 2021 @ 11:17am 
German translation available in Civilization VI Mods - German translations .
Oct 15, 2021 @ 12:38pm 
@TheSelfRevengingDeed
that would be awesome! Thx! :D

I only want 1 mod for this game, since the beginning, if I build a "castle"-fort, it should be a visual castle through the entire game. <3
May 16, 2021 @ 12:57am 
Also, did you remove the Gold yield from farms near forts? Picture is still up is why i ask, I never thought it was necessary.
May 16, 2021 @ 12:53am 
Any change you'd give Spain's Missions a +0.5 Housing too, with or without +2 Combat Str. & auto 1 turn fortification? Missions were very much used for arms depots or forts (think, the Last Alamo.) And any thought on increasing the Appeal % from Alcazars to be higher than 25% (comparing it to the value of the Mapuche Improvement) or any other changes with the last balance patch?
JNR  [author]
May 11, 2021 @ 2:47am 
I haven't adjusted the mod for it, but it should still work fine in the mode.
May 11, 2021 @ 12:09am 
Does this work with the zombies defense mode?
Mar 29, 2021 @ 11:45pm 
IMO I think we should get culture with a garrisoned support unit rather than land military unit.
Mar 11, 2021 @ 1:40pm 
Is there a way for a fort to claim a border tile it's built on? Not a culture bomb like other districts and fort mods, but just one tile that extends your borders. I think this would be closer to how forts were used; to extend control over the hinterlands.
Mar 3, 2021 @ 1:15am 
mm, now I'm wondering if I'm even getting the +production/food from bulldozing. What yields do we get?
Mar 2, 2021 @ 9:24pm 
No, doesn't look like it. darnit
Mar 2, 2021 @ 9:11pm 
do farms on the fort tiles provide housing to my capital? and thanks for the mod!
Feb 21, 2021 @ 3:16pm 
@helstyr
im working on a few mods, 1 of which is a mod designed to redesign how defenses are built within the city and without
one of the things it does is to replace the generic "fort" with several defensive improvements that persist their specific visualizations as eras pass
that mod almost done, just working on compatibility integration with other related mods like JNR's Castrum mod (hopefully that crash bug will get fixed soon *hint* *hint*)
Feb 14, 2021 @ 12:39pm 
is this mod still working after the latest update to 'New Frontier Pass' ??
Feb 4, 2021 @ 11:27am 
If I build a castle it should be a castle through all the ages. Is there a mod out there which would stop the visual changes in each era? That would be awesome! :)
Jan 1, 2021 @ 7:14pm 
crashing all the time on this mod. :(
Oct 21, 2020 @ 1:32pm 
Any idea how to mod airstrip to be like a missile silo so you can base your aircraft in city-states?
Sep 15, 2020 @ 10:22pm 
Well ChrisMartin, we have had multiple balance changes that might have the author rethink if they still like their yield and housing changes, as well as, many new defensive tile improvements and another coming with the next patch.
JNR  [author]
Sep 15, 2020 @ 12:28pm 
yea it's working fine for me. No update planned currently. Might want to do some conceptual changes eventually, but have little time right now and am happy if I get updates for more urgent stuff out.
Sep 14, 2020 @ 11:59pm 
I'm sorry, but what needs to be updated? I use it, but doesn't see anything wrong
(I could be blind as a bat)
Sep 14, 2020 @ 6:18pm 
Any update on the way JNR?
May 28, 2020 @ 8:10am 
This appears, on my machine, to be having some sort of "stopping you from starting the game" issue with the Maya + Gran Columbia patch.
May 25, 2020 @ 6:53pm 
I can't seem to pin what mods are conflicting with this to make forts still appear in siege engineering instead of castles, but I've been looking. If I figure anything out I'll let you know.
May 16, 2020 @ 1:57pm 
Its not so much about the stats, but the looks. Maybe a standalone mod, that does treat each model as a separate improvement, and era changes only updates what model is used when a castle is built.
JNR  [author]
May 16, 2020 @ 12:41pm 
That's not really how art works. It's graphics are set based on the current era.
May 16, 2020 @ 12:38pm 
That would actually be quite nice!
When I think of it; All improvement and districts should have a visual element from the era it was first built. And re-constructing after pillaging, should rebuild in the era it was re-constructed. This "system" could also be used to add more penalty to a Civ pillaging a tile (improvement or district) that is several eras old. And more heavy penalties when you reach the latest eras, when mankind are more "enlighten" and should know better not to destroy old sites. Maybe some WC emergencies as well? "Civ A destroyed worlds first Library, build over 1000 years ago, when in war with Civ B. The world must unite to punish Civ A, and help Civ B to restore the old site." Just an idea...
JNR  [author]
May 16, 2020 @ 12:29pm 
You'd need each era's Fort to be a separate improvement then. I thought about it, but since +4 CS is the same strength in every era, it doesn't really work to let old castles become outdated, so I kept their upgrading looks in.
May 16, 2020 @ 12:22pm 
Is it possible to add a feature whereby castles don't change their look as era's advance, so a castle built in medieval era will always look that way?
May 10, 2020 @ 4:04am 
Wow in CX_China.sql there are so many insertions idk where I have to modify the code so as to make CX compatible with your Castles mod :/
JNR  [author]
May 10, 2020 @ 3:58am 
by having CX (since it loads second) add that the Great Wall can be built on features through INSERT OR IGNORE or INSERT OR REPLACE statements.
May 10, 2020 @ 3:56am 
I know that "Civilization Expanded" mod from p0kiehl conflicts with this mod. How could these 2 mods work well together ?
In Database.log :
[4264639.538] [Gameplay] ERROR: UNIQUE constraint failed: Improvement_ValidFeatures.ImprovementType, Improvement_ValidFeatures.FeatureType
In Modding.log :
[4264639.532] UpdateDatabase - Loading Core/Base/CX_China.sql
[4264639.538] Warning: UpdateDatabase - Error Loading SQL.
Mar 15, 2020 @ 11:07pm 
Would you let forts be built on tiles with woods?
Feb 20, 2020 @ 5:09am 
I think the missile silo can +1 or +2 science