Sid Meier's Civilization VI

Sid Meier's Civilization VI

Barbarian Outposts to Watchtowers
27 Comments
Sailor Cat  [author] 24 Jul, 2023 @ 6:54am 
I can't say for certain.
MarsEco 24 Jul, 2023 @ 1:45am 
I assume this works with Barb Clans mode?
=[NK]= Col. Jack O'Neil 27 Jun, 2022 @ 5:14am 
No it doesn't viscous
ViscousTime 27 Jun, 2022 @ 1:28am 
Does it require the recon unit to be the one to capture it? Would like option for that to be the case.
Sailor Cat  [author] 10 Mar, 2022 @ 10:12pm 
Removed mod dependency to let you choose between the two.
Daniel_USA 10 Mar, 2022 @ 5:44pm 
mod manager only allows me to use this with watchtower light and not with watchtower improvement.

it tells me another version is already installed then when removing watcher improvement I can activate barbarian outpost but it automatically uses watchtower light as the needed file.
Z0mb:e 14 Jul, 2021 @ 4:16pm 
Ahh, good call. I've played so many times with Clans Mode I've forgetten that that isn't the default functionality xD
Sailor Cat  [author] 14 Jul, 2021 @ 1:53pm 
No reason why it wouldn't work with GS or NFP in general. For the Barbarian mode in particular, I haven't tested, but it should only occur after the camp has been removed from the map.
Z0mb:e 14 Jul, 2021 @ 7:30am 
Does this work with NFP/GS? For example, does this only happen AFTER I select the option to clear encampment?
Akkadon 5 Apr, 2021 @ 11:15pm 
This. This is great. As it should be.
=[NK]= Col. Jack O'Neil 4 Mar, 2021 @ 2:35am 
Would this now be incompatible if using teh barbarian game mode?
Sailor Cat  [author] 15 Feb, 2021 @ 10:28am 
Wew, finally. Thanks for the confirmation. :lunar2020ratinablanket:
Gabriel 15 Feb, 2021 @ 10:01am 
As far as Multiplayer is concerned, the last updated seemed to fix the dessyncs.
Sailor Cat  [author] 9 Aug, 2020 @ 11:30am 
It shouldn't interact in that manner as far as I'm aware.
Mark 8 Aug, 2020 @ 10:24pm 
Does this mean there won't be an artifact created on the site of the camp for an archeologist to collect?
Head On 5 Jul, 2020 @ 7:53am 
Crashing all the time in base game
Banned Hammer 30 Jun, 2020 @ 6:21pm 
You're a saint! Thank you so very much for bringing this back :cozybethesda:
pandaling 24 Jun, 2020 @ 5:03pm 
thanks sailor!
Sailor Cat  [author] 24 Jun, 2020 @ 7:56am 
@pandaling: They're from CIVITAS Shapur I. I don't use R.E.D.
Cosmic Fox 24 Jun, 2020 @ 7:55am 
R.E.D. mod creates formations of units
pandaling 24 Jun, 2020 @ 3:21am 
what are those units you have from?
Sailor Cat  [author] 22 Jun, 2020 @ 12:08pm 
Ah, I see. Thanks for reporting in.
ChrisMartin 22 Jun, 2020 @ 11:56am 
Loaded it in a ongoing game. No Watchtower from barb camp. :)
Sailor Cat  [author] 22 Jun, 2020 @ 11:18am 
Maybe. I dunno.
ChrisMartin 21 Jun, 2020 @ 3:35pm 
Can this be added to an ongoing game, with Watchtower Improvement running? Or do it require to start a new game?
ChrisMartin 21 Jun, 2020 @ 12:49pm 
I never knew I had miss that in my game :)
This is awesome.
Could the next step in this sub-mod to be that with Recon class, we get a Watchtower, every time. And if we cleared it with a melee or cavalry-unit, it get burned down (with the new Forest fire animation), and it burns for a turn or two? Or with low level units it is a high risk of burning down, and high level units has a high chance to build tower? Insane idea: If it burns, 2-4 barbarians comes out of FoW, to the camps rescue...
Leugi 21 Jun, 2020 @ 12:22pm 
Pretty nice idea. Kinda wish they kept the palisades surrounding it tho. But beyond that it's a clever thing to have.