I cannot use fixed borders to capture tiles adjacent to my city, only further ones
I second that. The capture tile feature (the flag button on a unit) does not show up if your unit is in one of the 8 tiles directly surrounding a city.
A while back, during a point where I was taking a break from modding, there was a huge argument on the forum. I wasn't reading it but it's archived somewhere around here. Commenters and modders alike were apparently in vast disagreement as to how fixed borders should be handled. Koshling was our lead programmer at the time. I do not know what decisions were made or what coding changes were implemented nor what the intentions of those changes really were but when this was last brought up after I had returned, Koshling explained that what the determinations we fell on were somewhere in the middle of the various camps.
It seems what we have in terms of fixed border rules is a peace accord between those that wanted truly conquerable tiles, temporarily conquerable tiles, and which tiles should or shouldn't be so conquerable by units as opposed to culture itself. Koshling said he didn't want to re-invoke that fight again to make further changes after the debate had played out and I'm loathe to repaint over that myself, even if I find what we have is a bit awkward and hard to intuitively understand for the player as well and I'm not even sure it's not actually buggy.
So no matter whether I agree with you or not, long ago decisions were made, and I'm not looking to necro that subject now. From what I could tell, I would've been in a similar camp to yours, where land should be claimable if you have fixed borders and if someone disagrees with your claim, they can come along militarily to challenge it. This was not satisfactory to those who wanted culture to continue to play a role even when fixed borders becomes a thing. Therefore, the power of a fixed border claim was diminished by quite a margin.
That doesn't do much for ranged combat. And an additional advantage for ranged units is the fact that any direct path is often blocked by the topography. Add to that the fact that you don't have the place for proper formations, and you get a very strong relation for combat classes:
Ranged combat with shield (often Throwing) > Ranged combat without shield > Swords or Axes > Spears (very formation dependent) > Mounted (big target, no direct path for attacking)
What you are saying is more valid for hills, where direct paths are usually available.
You are debating in a manner that doesn't care to maintain adherence to your own points. Just posts before you personally stated that such a bonus should ONLY apply to ranged units, as we had covered a number of arguments for why that should be. Honestly, there is no cause to try to differentiate this benefit for various unit types because you can explain for each why having higher ground is a benefit. This is a long known fact to military strategists. In peak terrain, you'd have a natural fortress at your benefit no matter where you took a stand, plenty of pinch points, kill boxes, places from which you could easily have cover from below while those approaching have both fatigue and less effective cover against distance fire. Spears may be formation dependent, but they may benefit, as weapons, more than any other for having the superior reach which allows for the upper ground advantage to be leveraged just as powerfully as any other, if not moreso.
Mounted can barrel down on foes and use their weight and momentum to knock any who approach off their feet, in many cases. But I admit it can be a hit and miss kind of thing where it really depends on the topography of the battlefield which is clearly at its most chaotic in a peak environment. However, if you notice, only those mounted that dismount to fight are even given any benefit from terrain defense at all on any plot, so the unpredictable frequency of their ability to utilize an upper ground advantage is mute and entirely based on turning things around into an attack rather than a defense at all. Therefore, no defense modifier is well justified for fully mounted fighters.
But again, there is no cause to go arguing for which should and should not gain a better advantage when defending on peaks in general. The peak has and should have a strong (more than hills) natural defensive advantage and if we wish for some units to reflect better or worse ways of finding advantage on such a tile, the combat class feature combat attack and defense modifiers can be employed to reflect these considerations and we can consider those from a numeric standpoint. Regardless, the baseline is clear that a peak tile would be very difficult to succeed for the aggressor of any kind.
Are you telling me that an infantry unit takes the entire turn (up to several decades) to travel a single tile? And I thought a construction company rebuilding a canal bridge in 2 years was slow (happening in my hometown right now).
Time is analogous in the strategic side of the game. It represents the most significant bits of storyline of interaction throughout the age in which it takes place and cannot be completely compared to the progression rate of the civil sides of the game. This is just how our turn based system must be conceived unless you wish to play a game that is designed and gauged for each turn to reflect perhaps a week, even from the very beginning. Some want this but the length of the game would be prohibitive and the sense of progression extremely skewed. All the problems we have with the longest gamespeeds would multiply by hundreds of times and we'd need a great deal more resolution in many other regions of the game design, such as building construction and unit training times. You'd really need a far more intricate tech tree to make it feel like research is even happening. We'd need a new and far more developed game as a whole. Not only would we have to start from scratch to be able to take advantage of more modern computing power, the kitchen sink would be so large we'd need a new apartment.
Another issue I just encountered: I had a group consisting of medics and a LE unit. When they tried to enter a city, a criminal stopped the LE unit, while the medics entered the city successfully. The party kept being together, however, so clicking on the medics selected the LE unit.
I recently fixed some things regarding this. However, this may have been as designed. Criminals can sometimes have trouble entering a city. Did he become 'wanted' when he attempted it or could he not attempt it at all? If you feel there's a bug there, I'll need a save that shows the behavior and instructions on replicating it. I can take a look with that but movement rules are too complex now to just walk through the code logic visually.
Edit: in regards to cultural borders, it appears that the culture doesn't disappear when a city is taken, causing huge issues with actually keeping a city without complete conquest.
Correct, as designed. Not by me, but as I understand it this is how it is intended to be. The people who call themselves citizens of the other culture are not so quick to stop thinking of themselves in this manner and therefore the old culture lingers. I have to look at if and how this decays soon anyhow so I'll be reviewing how the code handles it, which is something I've never looked at directly.
Yes, haven't you looked at the dates displayed in the game, haha ^^.
It should be noted that I've long promoted to remove dates from the game, I removed the date display in the "My take on stuff" modmod (quite outdated atm. needs an update, before I would recommend trying it), so that the player can decide for themselves how much time stuff takes.
Not a fan of the idea of removing the dates which give a player a feel for where they might be in time. It would be good as an option I think.