Sid Meier's Civilization VI

Sid Meier's Civilization VI

Prehistoric Hunting - Scout Camps
18 Comments
Proktaraklakos 28 Mar, 2022 @ 1:06am 
I was wondering which of these 3 mods (Prehistoric Hunting, Stone rocks!, Open Ranges) is that lets you work mountain tiles because i think its somewhat of a bug maybe? Im asking cause i didnt uplaod all the modpack into the game (the full items of Re-Civilized) cause i wanted to avoid the mountain stuff. Unfortuately i didnt, but i think its worth it to be honest. Maybe you can fix it or tell me which one is doing the mountain stuff? Keep doing awsome job, much love!!
Fluffiest Princess 13 Feb, 2022 @ 4:17am 
SailorCat actually found a way to disable the chop ability, along with the other abilities that a unit gets when you give it a build charge, in the Watchtower mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1897241626
Hendricus 6 Feb, 2022 @ 12:07am 
I love it when my scouts can repair damage, I used them more for repairs as for building camps.
Junky 30 Jan, 2021 @ 7:06am 
@The Big Red Cheese: It could be better if the scout would quit his job after placing a camp like workers do.
The Big Red Cheese 6 Jun, 2020 @ 6:45pm 
I was going to install this mod, if not for this:
>Camps can be built by Scouts (and other recon units) who receive 1 build charge for it

Okay, that's just silly IMHO. I'm sure other people appreciate it too, but that's too out there for me.
ChrisMartin 28 Oct, 2019 @ 5:14pm 
Darn!! :D Got tricked by the "to many buttons on Unit-Window" so the icons got hidden behind the picture. But the mod that broke this and "Watchtower Improvement", was the add-on to expand the ability to build towers to the Military Engineers... That mod removed both "Camp" and "Tower" buttons in left side of Unit-Window.
ChrisMartin 28 Oct, 2019 @ 4:44pm 
I'm afraid this mod conflicts with "Watchtower Improvement" (1897241626). Both uses PROMOTION_CLASS_RECON to place improvement.
ChrisMartin 26 Oct, 2019 @ 1:16pm 
Excellent mod!
A quick feedback; When scout unit get upgraded by player, the unit window in bottom right corner get so wide, that Camp/Chop/Remove improvement buttons fall behind the unit picture, and can't be used. If I plus-out all of the top buttons (Alert, Heal, Delete, etc) It gets completely hidden.

It might be because of my over 60 mods I'm running, so if this is tested, the fault is in my end. For sure.
Thank you, for your great work!
JNR  [author] 6 Oct, 2019 @ 1:44pm 
quick update that removes the food from Deer. There are enough bonuses being stackable on it now, especially with the Canada buff.

Also, the Fall 2019 patch gave buffed camps 2 Gold by default. This mod is not cumulative with that, you will still just get 2 Gold from it. However, with this mod Camps will provide +2 Gold for those without GS as well.
Nizou 4 Oct, 2019 @ 11:13am 
I don't know why, but in a game I wasn't able to upgrade my Ohcicitaw (Cree scout) until I unlocked the Ranger. Nothing relevant in the logs.
Shyning 30 Jul, 2019 @ 12:59am 
I agree with Dakorher except that I wouldn't remove the River Adjency bonus.
The base +1 food to Deers is too powerful however Camps adjacent to rivers are that much rarer, I think it's a safe trade-off buff to get a +1 bonus in this kind of situation.
Dakorher 23 Jul, 2019 @ 1:23pm 
I made a mistake, camps provide 0,5 housing.
Dakorher 23 Jul, 2019 @ 12:28pm 
I am feeling like leaving my opinion:

What I love: camps by scout (this is an outstanding idea), camps without animal husbandry, furs granting production instead of food. Those tweaks seem logical and improving overall quality of life.

What I dislike: improving camps and deers yields. Camp overall is a strong improvement, being a tile that provides moderate food, moderate early game production, and a bit of gold, while also granting a one housing unit. Choosing goddess of the hunt pantheon with those tweaks turns camp into a tile that: feed several citizens, while also providing some gold, production and housing. This is way too much, especially for early-game.

I would suggest removing additional food from deers and river adjacency, and move additional camp gold to a technology or civic somewhere in Classical era. Like Horseback riding or Currency.
Te 18 Jun, 2019 @ 2:54pm 
This looks great! Thank you so much!
FR33L0RD 5 May, 2019 @ 8:33pm 
Seems very promising.
I will try it in my next game.
kvandborg 29 Apr, 2019 @ 12:40pm 
also try the upgrade ad called "herdsman" and "reindeer" nice adds, where u can "steal" horses, cows and elephants from unclaimed lands and bring it back to u own lands..
And the add. "strategic forts" to claim land (total 7 hex points) with building a fort.
kvandborg 29 Apr, 2019 @ 12:32pm 
It makes the scouts even more nice from the start. In the acient era, gold runs low at start , so its difficult to rise much units.. the camps can help on that..
Eden Elvis 29 Apr, 2019 @ 10:51am 
Wow! Really cool, I love that scout ability, doesn't sound too OP to me :)