Sid Meier's Civilization VI

Sid Meier's Civilization VI

p0kiehl's Better Encampment
34 Comments
Bluesky95 3 Jan @ 1:40pm 
HOW TO FIX WITHOUT LOSING MY SAVE?
Bluesky95 3 Jan @ 1:36pm 
WARNING THIS MOD BREAKS UNITS
CaptainMinion 26 Aug, 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 30 May, 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 19 Apr, 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] 19 Apr, 2023 @ 5:52am 
This mod does not cause that bug.
Atlantics 18 Apr, 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] 16 Mar, 2023 @ 11:29am 
This is a very simple database mod. It doesn't cause crashes.
graemefaelban 16 Mar, 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 14 Jul, 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.
=[NK]= Col. Jack O'Neil 19 Jun, 2022 @ 8:18pm 
You can always easily edit the build charges out of the mod yourself.
Dıck Dastardly 19 Jun, 2022 @ 7:02pm 
Oh god THIS was the culprit all along?

THIS was the mod that was giving all my units build charges (and thus, making all of my units revert to "one body", graphically)?

Weird.

This was a cool mod overall - if only, primarily, for the build-charge upgrade for builders, but ... darn.
Junky 29 May, 2022 @ 6:19am 
Hey p0kiehl, Hey Civfans

The mod needs some text changes to the Thanh district of Vietnam.

German Translation will be available in a couple of days in the German translation Mod here: Civilization VI Mods - German translations
I would be very happy if you could insert a link in your mod description here, that these users can find the translation by an easy click on it.
In this mod many other civ6 mods are translated (and translations will only be loaded if you use the mods). If you make any changes to your mod we will translate the updates as soon as we can.
We do this to let you develop your mod independently of us and not have to worry about it.
Thanks in advance.
Ashra 29 Sep, 2021 @ 7:51am 
I love this mod, and all the tall ones, but like McJenkins said it gives a build charge to units. I thought it was like the roman legion, but my spearman lost its avatar, like its there but invisible.
The Greatest Dr McJenkins 30 Mar, 2021 @ 9:34am 
This mod gives extra build charges to military units, heroes like Himiko and even religious units.
Nizou 26 Jul, 2019 @ 1:12pm 
Is it compatible with June patch ?
Darkcake99 17 Jul, 2019 @ 5:28am 
I think its balanced without the extra build charge, but still a good mod
MightNight 14 Jun, 2019 @ 9:39pm 
Did a few gameplays with it and I can tell that this is a pretty nice addition to the game.
The only thing that I found is an unnecessary buff is the extra builder charge for builders...perhaps remove that?
Thanks for all the wonderful mods man
Rexnos 4 Jun, 2019 @ 5:41pm 
I really feel like there's too much housing on this mod. The production and strategic generation help the encampment find its niche, but the housing makes it completely supplant the neighborhood. I built a single neighborhood on an empire of over ten cities because the encampment was always a better choice.
Gabriel 25 May, 2019 @ 12:19pm 
I'm playing almost all your tall buff mods and i'm finding them great.
One thing is that i found the encampment a bit "front-loaded", though.

Have you considered moving the strategic resources/builder bonus part to the t1/t2 buildings (just as the trade route was moved to market/lighthouse from vanilla)?
Bozo 21 May, 2019 @ 2:50pm 
Hello. Do you record games we can see to showcase your various mods and how they change the game?
sdgabai 20 May, 2019 @ 8:20pm 
first time in forever, i took the time to learn about encampments and the added advantages they have: I didn't know that they add to strategic resource maximums now. that is something added to Gathering Storm. Combined with this, I was suddenly watching my maximums explode! I was neglecting encampments too long! Some of your other Tall buffs brought other neglected districts to life too: aerodromes for example. I never knew the buildings gave production!
abuchristim 13 May, 2019 @ 3:18pm 
Me Either. :steamhappy:
p0kiehl  [author] 13 May, 2019 @ 1:01pm 
Yes. You can assume that is the case for all of my mods. I have no interest in cheating against the AI.
abuchristim 13 May, 2019 @ 11:45am 
Does the AI get the buffs too?
p0kiehl  [author] 28 Apr, 2019 @ 7:15am 
Thank you for the kind words!
Te 26 Apr, 2019 @ 9:46am 
This is awesome *and* eminently sensible -- suddenly I care about encampments! Thank you so, so much. <3
basho 25 Apr, 2019 @ 2:51am 
bravo!
jemalomlcs 23 Apr, 2019 @ 11:39pm 
those additional builders almost sound like a perfect ability for an upcoming civilization
p0kiehl  [author] 23 Apr, 2019 @ 1:08pm 
Thanks guys!
weraptor 23 Apr, 2019 @ 9:14am 
wonderful
FR33L0RD 22 Apr, 2019 @ 7:33pm 
@p0kiehl
thanks a lot for all your mods.
p0kiehl  [author] 22 Apr, 2019 @ 4:58pm 
Yes, typo. Fixed, thanks.
Cala 22 Apr, 2019 @ 4:46pm 
Your description: This mod buffs the Aqueduct district to make it more worthwhile to build and boost Tall play a bit by offering more Housing.

Encampment, yea?