where I am at:
testing the SdToolKitAdvanced based stuff for tribal villages - I'll lose that "guardian" promo. Now each tile stores variables - who the current favoured defender is, and how long they have been guarding. Each turn you have the most units in the tile, you get +1 on the score. Each turn you do not, it's -1 (at 0 it reverts to Barbarian or the current occupier). I might add in +1 for defending a battle, things like that. Also maybe certain units and certain civ/traits/alignments/religions/whatever could have an effect.
When the score reaches a certain level, the village will be "yours". For now that will mean, you can convert them to village settlers.
Looking into this has reminded me of another idea I wanted in the game - see http://forums.civfanatics.com/showthread.php?t=270441:
Adapting that idea, I could try making Villages stamp the cultural footprint of the defending player, when above certain levels - so, at say level 10 the tile itself flips over to your control, at level 20 the surrounding tiles too. Certainly flipping the village tile will stop other civs strolling their units through "your" village. I might try applying the other changes applied to forts, but that might be a different type of change to the adventuring changes in this modmod so far. So it might not fit in, and I don't want to lumber people with all my odd ideas just so they can explore lairs!
testing the SdToolKitAdvanced based stuff for tribal villages - I'll lose that "guardian" promo. Now each tile stores variables - who the current favoured defender is, and how long they have been guarding. Each turn you have the most units in the tile, you get +1 on the score. Each turn you do not, it's -1 (at 0 it reverts to Barbarian or the current occupier). I might add in +1 for defending a battle, things like that. Also maybe certain units and certain civ/traits/alignments/religions/whatever could have an effect.
When the score reaches a certain level, the village will be "yours". For now that will mean, you can convert them to village settlers.
Looking into this has reminded me of another idea I wanted in the game - see http://forums.civfanatics.com/showthread.php?t=270441:
4. Make towers/forts place a temporary culture footprint based on strength of forces garrisonned there.
What I mean by this, if I have too few soldiers in fort, there is no effect. If I have enough, their strength adds my culture to surrounding tiles. A 3x3 area would gain a culture points value calculated based on total current strength.
So a tile might become 51% "me" if I have a fort on my border and loads of soldiers in it. When I move them out, the culture goes away. In this way I could push the borders back, but only while I commit forces to the task. Or, I could build a mine in the wilderness to gather some vital resource, but only have access to it while local fort it manned.
Coupled with this, I would need the AI to see forces in a fort near their border as quite hostile, and, make them want to garrisson forts. Make them treat fort-building in a similar way to city-building.
Adapting that idea, I could try making Villages stamp the cultural footprint of the defending player, when above certain levels - so, at say level 10 the tile itself flips over to your control, at level 20 the surrounding tiles too. Certainly flipping the village tile will stop other civs strolling their units through "your" village. I might try applying the other changes applied to forts, but that might be a different type of change to the adventuring changes in this modmod so far. So it might not fit in, and I don't want to lumber people with all my odd ideas just so they can explore lairs!