Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Mikecro's Military Camp Improvement
   
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File Size
Posted
Updated
39.445 MB
Oct 21, 2022 @ 4:20pm
Dec 10, 2022 @ 9:30am
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Mikecro's Military Camp Improvement

Description
Overview
Adds a new improvement, Military Camp, for all civilizations, built by melee, anti-cavalry units and military engineers. Unlocked at ancient era Military Tradition civic. Military Camps heal your units that enter the tile and fortify them. Improvement also provides +1 Production.

History
Military camps were commonly built by campaigning armies, as far back as 1500BC (Battle of Megiddo). During Middle Ages besieged cities would often be surrounded with camps as sieges sometimes lasted years. Today, military camps mainly serve training purposes, but many countries (such as USA or China) have military camps and bases throughout the world.

Details
This mod adds a single build charge to melee and anti-cavalry units who don't already have it. Units who use up their charge will not be expended. Improvement provides units with immediate fortification and +2 defensive strength, and if your unit is wounded, it will slightly heal when it enters the tile. For game balancing, units who get the build charge can only repair or remove other improvements.
Improvement changes through eras, including ancient-classical, industrial and modern look.

Disclaimer: Legion can't chop or clean radiation with this mod.

Why use it?
Improvement provides you with some opportunities versus early barbarians and other civilizations' attacks, but beware as they might place their camps too.

Compatibility
Tested compatibility with vanilla, R&F and GS
Compatible with NFP

No compatibility provided for Warfare Expanded
Compatible with JNR6T units, although they don't get the charge, no graphic glitching will occur
Contains compatible file for S&T.

Special thanks
Special thanks and credits to SailorCat for providing the code of the mod.

Technical overview
Mod's load order is 101
All mods that add additional melee and anti-cav units and have load order below 101 will get the charge but miss the graphics. Unit will still function properly. This can be fixed by editing ''DoNotDisplayCharges'' value to ''true'' in artdef file.
Additional units above load order will not get the charge, but also won't miss the graphics.

Also check out my other mods:
All Vikings Scenario Units
Roman Villa
Mayan Pyramid (K'uh Nah)
Teutonic Knight
All Vikings Scenario Units mini expansion
East Asian Unique Units Pack
Unique District Guozijian
Viking Burial Ship
Christmas Tree
Rose Garden

Make sure to check out Sailor Cat's Watchtower:
Watchtower

Also available in german:
German translations for Civilization VI
If you wish to translate the mod, feel free to do so, and let me know, i would be very thankful!

Feedback
If you like it or have any issues, feel free to comment below


Epic Games download link:
https://forums.civfanatics.com/resources/military-camp-improvement.30268/
47 Comments
Mikecro  [author] Apr 10 @ 1:55pm 
Thank you, but honestly, dont wait
Dr.Abominate Apr 10 @ 12:04am 
More military improvements pack sounds amazing. If you decide to make such a mod, knowing your abilities, it will be a gem. I will be waiting impatiently
Mikecro  [author] Apr 6 @ 3:50pm 
They are good observations. Will include your suggestion if i revisit it... or make more military improvements and pack them together
Dr.Abominate Apr 5 @ 1:58pm 
@Mikecro, I've played a bit with this mod, and I must say that this type of healing is very powerful during gameplay, maybe too powerful.
During game, a thought occurred to me.
What if camps could only be constructed by special unit( something like tycoon and investor mod) , and instead of healing, they(camps) gave passive experience to units in times of peace, and in times of war they provided a bonus to movement (units occupying this improvement start the next turn with additional movement point) and, for example, + 2 combat strength after passin through it?(something like Matterhorn Natural Wonder ability)
Additionally, a limit of one camp per city could be made to prevent spam of forts on the border with the enemy, etc. These are all free thoughts, of course, I'm not imposing anything :)
Mikecro  [author] Feb 12 @ 3:14pm 
Impossible
Bobby Hill Feb 12 @ 11:52am 
Is there any way to add slots in order to "store" units within? Similar to how aircraft can be "stored" in an airstrip?
lieutenant74 Jan 15 @ 10:35am 
i would add -1 in gold for each turn
Awkland Dec 20, 2023 @ 11:25am 
After playing one game with them, I think they are op, mid to late game you can heal your knight to full hp in one turn by entering and exiting them, especially that you can use the ones the AI built inside their own territory (also effect religious units), they should work as an early stationary medic, also maybe limit it to scouts and military engineers to build it?
DaniAngione Jun 4, 2023 @ 8:26am 
@Mikecro ohh that would be nice if possible, yeah!
Mikecro  [author] Jun 4, 2023 @ 3:42am 
I think it could be due to this one, every option had to be disabled for balance, and Legion couldnt be an exception. Though, there may be a fix; i could send you an edited file which would allow all units to perform all actions, thus saving your game a bit and helping you get an achievement, if you want it