Uncle Anton
Lighthorseman
No idea about the "Zone of Control" thingy, huh?
Just found this mod, might give it a go...
As for Zone of Control...
Zone of Control or ZOC for the uninitiated, is a concept that goes back to Civ 1, and featured in Civ 1, 2 and in 3 (although with a reduced mechanic). The idea is that a formed body of soldiers exert control not only over the ground they occupy, but also over the topography immediately around them.
In terms of gameplay, Civ 1+2 basically disallowed the movement of any ground unit which was adjacent to an enemy unit to move to another other tile that was adjacent to that enemy unit, the idea being representative of the fact that the "men on the ground" would no doubt balk at your orders for them to turn their flank to the enemy and in doing so ask for a giant kick up the backside from the unit opposing them. Certain ground units which were special had the ability to ignore ZOC. If memory serves, ZOC did not apply to sea or air units (which in both games air units moved just like ground units except they often had "Blitz" attributes and in most cases needed to land back in a city square by the end of their turn, or they'd crash and the unit was lost)
Civ 3's take on ZOC for ground units was toned down, or somewhat reversed... rather than every unit putting out a ZOC and some units able to ignore that ZOC, Civ 3 had a system whereby only some special units put out a ZOC at all and additionally rather than the ZOC being a forced no-go zone, the game would allow movements through the ZOC if the player/AI desired, but if a unit moved across the ZOC (assuming a unit put one out - eg the Paratrooper was one such special unit), the defending unit would get a free "attack" on that moving unit's health bar, essentially depriving that moving/attacking unit of anywhere from 1/2 to 1/4 of it's hit points depending on the experience of the attacking/moving unit. ZOC again didn't apply to sea or air units (the latter of which had taken on the type of air "missions" which first appeared in Sid Meier's Alpha Centauri, and which we're now familiar with)
I'm assuming (As I haven't played the mod yet) that Afforess' take on ZOC is similar to that of Civ1/2... that once a ZOC is established by a unit in a fort then enemy units cannot "flank move" from one adjacent tile to another and must either attack the occupied fort or disengage from it by moving back and away from the fort before moving diagonally back toward to move past it (eg a unit approaches a fort and wants to move to the west, but can't because that fort has a ZOC on both the tile the unit stands on and that western tile. The unit must thus move south, then diagonally north-west to move to that desired western tile).
I know it's a long post, but ZOC is a long story too...
Hope it makes sense.