Thunderbrd
C2C War Dog
The bActsAsCity tag on an improvement is what causes the forts to be required to maintain that distance and also is what allows the fort to act as a canal (though there is a new tag for that separately as you mentioned.) among other things, like act as an airport and so on.In reply to the tile-distance between 'cities' Joseph mentioned- fort improvements cannot currently be built directly adjacent to another fort. However, their prior improvement the palisade (and the abatis) can be built directly adjacent to each other. In this manner, if you want to build a wall of defensive improvements across a passage wider than 1 square, or a canal across a 2-tile wide isthmus, you have to do it before discovering mathematics (or save gatherers, maybe?)
It seems rather backward that discovering a tech reduces defensive ability in this manner. Ideally, either A) the 'ability' of palisades to build directly adjacent to each other should be removed, or B) the enforced distancing of forts should be removed such that forts too can be built next to each other.
Spoiler Palisade/fort build restriction comparison :
The tower line of forts was supposed to be the fort type that did NOT act as a city. For some reason, most of those are commented out right now, leading to the strange aspect of how forts seem to lose the ability to be placed closer together, and I would like to see them back on but DH keeps piping up and saying why they were disabled and I still don't really understand the reasoning but maybe just cuz I forget every time. Anyone happen to remember why we have these commented out? In my traits plan I saw them as a good thing to turn back on...
The forts shouldn't be made to work like endless canals (and with bActsAsCity alone they won't by the way due to specific programming to keep the depth of naval intrusion through forts/cities to only 1 space max away from the actual water tiles they link to) BUT we SHOULD add a a canal graphic and an improvement for the canal improvement that CAN break that rule and be strung with that new canal tag - the main thing, and maybe toffer could help with this (I suggest @Toffer90 because I think he's the only one with the python and art skill sets), is that there's gotta be some kind of python to control the rotation of the canal image so that it connects one canal to another graphically without looking stupid.
One reason acts as city forts can't be placed against each other like that is that such forts apply a zone of control if ZOC option is on. A nest of them thus becomes problematic.