Having played C2C for about a week now, I must say that I very much enjoy the comprehensiveness of this mod. It's quite nice to be able to have a game that truly lasts for an eternity; it's boring to most people, but a prehistoric eternity game gives me the flexibility to mould my civilisation to perfection. However, initially I only got this mod because it featured fixed borders. I searched far and wide for mods that incorporated this feature, and I found only two: RoM with AND, and C2C. I played a test round of C2C on normal speed settings starting at prehistory, and upon researching Monarchy I quickly switched to that tech (I ignored despotism) so that I could claim land on my little island. Much to my dismay, C2C used the same system that RoM did at some point, which was that culture could change even if civilisations had fixed borders. Using a cavalryman to go around claiming tiles, I found that leaving a tile left it neutral by the next turn, forcing me to either cover the map with forts or keep an utterly massive number of units across the terrain. Deciding to go the Russian route and building kreposts/forts across the landscape, I covered a fairly large area with them, and that worked out for a bit. It only got worse. I had fixed borders, and I settled a colony on another island that turned out to be populated by a couple other civilisations. They had cities that bordered my colony, and we all had fixed borders civics (they were also monarchies). Being that I had realistic cultural expansion enabled, I shared a border with another civilisation along a long river, which stopped our mutual cultural expansion. Eventually, however, the other civilisation popped past the river, and slowly accumulated culture on my side. After he had around 60%, the tile flipped, reverting to his control, even though we had fixed borders. I find this to be extremely aggravating. I can't possibly have soldiers on every tile I share with another civilisation, and I can't sacrifice useful tiles with forts to keep them from flipping. In addition, it turns out that forts can flip too. My colony, with is relatively weak culture, lost a fort that I had built nearby to prevent a resource tile from flipping to enemy control. The enemy city had simply too much culture, and the fort was lost. Eventually, that colony was reduced to the small 3x3 radius around it, and I had fixed borders! Even if I did not keep soldiers on every tile, and the other civilisations had enormous cities around it, I do not think that I should be losing tiles; I still led the game in every aspect besides power, and the game mechanic forced me to lose tiles that otherwise should have been mine in a fixed borders setting. It'd be like France losing tiles of southern Algeria to the Malinese simply because the Malinese have more cultural influence, or China losing inner Mongolia because there are a lot of Mongols living there; culture should be irrelevant in the late game, as culture does not define political borders. I understand that Koshling wanted to weaken fixed borders to enable more cultural play, and that many others wanted the same. However, I do not, so I attempted to change the CvPlot.cpp calculateCulturalOwner() function to prevent tiles from simply flipping back and forth due to culture. I could not figure out how to compile the file into the CvGameCoreDLL.dll file that is required by BTS, so I decided to post here. I would highly appreciate a simple tweak that would enable toggling between "hard" fixed borders and "soft" fixed borders, which would be the fixed borders system before and after V19 respectively. I simply want a way for me (and the other civilisations) to claim tiles and hold them with or without cultural influence, as that is how political borders work in real life. If that's not possible, could someone with the ability to compile the CvGameCoreDLL.dll file swap out the CvPlot.cpp that is included in the C2C source files with one that I've altered slightly? I really want to restore the old fixed borders functionality. Thanks!