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
21 Oct, 2022 @ 4:20pm
10 Dec, 2022 @ 9:30am
2 Change Notes ( view )

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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.

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/
51 Comments
Mikecro  [author] 14 May @ 2:27pm 
You will need way way more to protect yourself from the relief army coming in
ΛNVIL 25 Apr @ 3:05am 
I'm gonna go build 4 of these around Gaul.
Mikecro  [author] 29 Jun, 2024 @ 12:14pm 
Most likely because of the DoNotDisplayCharges bracket in the R.E.D. units artdef
Bricicles 28 Jun, 2024 @ 12:37pm 
This seems to disagree with R.E.D. modpack, any theories as to why this would be? Nothing catastrophic, the effects of R.E.D. just dont apply for some units so you get the occasional units of giants.
Mikecro  [author] 10 Apr, 2024 @ 1:55pm 
Thank you, but honestly, dont wait
Dr.Abominate 10 Apr, 2024 @ 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] 6 Apr, 2024 @ 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 5 Apr, 2024 @ 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] 12 Feb, 2024 @ 3:14pm 
Impossible
Bobby Hill 12 Feb, 2024 @ 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?