Sid Meier's Civilization VI

Sid Meier's Civilization VI

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p0kiehl's Better Encampment
   
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7.964 KB
Apr 22, 2019 @ 2:48pm
Mar 28, 2020 @ 6:33pm
4 Change Notes ( view )
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p0kiehl's Better Encampment

In 1 collection by p0kiehl
p0kiehl's Buffs to Tall Play
10 items
Description
p0kiehl's Better Encampment

This mod buffs the Encampment district to make it more worthwhile to build and boost Tall play a bit by offering more Housing.

Mod Effects
  • Adjacency: Minor Production adjacency bonus for other districts, and a major Production adjacency bonus for Strategic resources.
  • Housing: The Encampment and all its buildings provide +1 more Housing.
  • Effects: Accumulating Strategic resources in this city gain an additional +1 per turn. Builders trained in cities with Encampments receive +1 builder charge.
All buffs also apply to the Ikanda district and any modded Encampment replacement.

What about Specialists?
To keep my projects modular and avoid code redundancies, I've not included Specialist changes in this mod. I've already made mods that buff this for the Encampment:
34 Comments
Bluesky95 Jan 3 @ 1:40pm 
HOW TO FIX WITHOUT LOSING MY SAVE?
Bluesky95 Jan 3 @ 1:36pm 
WARNING THIS MOD BREAKS UNITS
CaptainMinion Aug 26, 2024 @ 6:01am 
Regarding all units gaining +1 build charge: You use the ModifierType MODIFIER_SINGLE_CITY_BUILDER_CHARGES, which is defined in Modifiers.xml as applying EFFECT_ADJUST_UNIT_BUILD_CHARGES to COLLECTION_CITY_TRAINED_UNITS. Despite its name it doesn't seem to actually check whether the unit is a Builder. As your code doesn't assign any Requirement Sets to this modifier, it continues to apply to all units trained in the city.

This ModifierType is used in NubiaScenario_Religions.xml and in Expansion1_Governors.xml. In both cases it is paired with the UNIT_IS_BUILDER Requirement Set, which makes sure the unit is a builder. If you assign this same Requirement Set to your Modifier instead of a NULL value, I think this bug should be fixed.

(This ModifierType is also used in the Australia scenario, once with a UNIT_IS_FARMER RequirementSet, and once with UNIT_IS_PROSPECTOR).
interpolxxx May 30, 2023 @ 8:49pm 
I confirm the first unit possessed that wierd ability, but it is fine with the rest. Minor bug makes no major effect. Dont know why haha. I just use DLC and very few mod
Atlantics Apr 19, 2023 @ 8:33pm 
I just tested with all DLCs from the Anthology Edition enabled and no other mods besides this one and my first unit after building an encampment was a slinger with a builder charge. I can't actually make an improvement with the units created from the encampment, but i can repair and remove improvements where other units not created via the encampment cannot. Like someone else noted below, this also reduces the full health unit sprite to include only one military unit
p0kiehl  [author] Apr 19, 2023 @ 5:52am 
This mod does not cause that bug.
Atlantics Apr 18, 2023 @ 9:09pm 
Will there be an update to this mod that fixes the issue of every unit (not just builders) getting +1 builder charge?
p0kiehl  [author] Mar 16, 2023 @ 11:29am 
This is a very simple database mod. It doesn't cause crashes.
graemefaelban Mar 16, 2023 @ 11:06am 
Sadly, appears to be causing Civ VI to crash for me. Don't know if it's interaction with some other mod, but removed it and crashes stopped.
H.Humpel Jul 14, 2022 @ 5:24pm 
Hi p0kiehl,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.