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>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.
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!
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.
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.
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.
I will try it in my next game.
And the add. "strategic forts" to claim land (total 7 hex points) with building a fort.