Sid Meier's Civilization VI

Sid Meier's Civilization VI

Mikecro's Military Camp Improvement
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?
lieutenant74 15 Jan, 2024 @ 10:35am 
i would add -1 in gold for each turn
Awkland 20 Dec, 2023 @ 11:25am 
After playing one game with them, I think they are op, mid to late game you can heal your knight to full hp in one turn by entering and exiting them, especially that you can use the ones the AI built inside their own territory (also effect religious units), they should work as an early stationary medic, also maybe limit it to scouts and military engineers to build it?
DaniAngione 4 Jun, 2023 @ 8:26am 
@Mikecro ohh that would be nice if possible, yeah!
Mikecro  [author] 4 Jun, 2023 @ 3:42am 
I think it could be due to this one, every option had to be disabled for balance, and Legion couldnt be an exception. Though, there may be a fix; i could send you an edited file which would allow all units to perform all actions, thus saving your game a bit and helping you get an achievement, if you want it
DaniAngione 3 Jun, 2023 @ 2:53pm 
Hey there! I love the mod! I ran into a minor issue, however, that *might* be related?
So I was playing a quite modded game (80 mods) as Rome and been saving a bunch of Legions the entire game just to get that achievement... (And yes, I was saving their Build charges too)

Modern day finally came and I nuked some neighbors and conquered their cities. I sent my legions to (finally!) clean the radiation and the option is not there? They can repair, repair road, etc... But they don't get the decontamination option!

Like I said, I don't know if it is related to this mod or not - and I don't have the Civ modding knowledge to check. I tried searching for "legion" in my mods folder and got some results like 6T defining its tech and such, but I didn't find anything that looked weird or that it could "remove" this ability from them... But since this mod touches military units, build charges and so on, I've decided to include it on my "generic" report!

Sorry if it's not related to this mod!
Mikecro  [author] 11 Feb, 2023 @ 8:40am 
Hey, 1. they arent buildable in enemy territory sadly, idk if thats even possible for camps or forts, but your units can heal on camps in neutral or enemy territory. 2. such exploit is not possible, improvement heals once per turn 1 unit, slightly op only if you go through several camps in a turn, so soon enough healing per turn will be added as an optional mod, this one will receive major graphical changes only (new cultural styles)
camembert4u 11 Feb, 2023 @ 5:01am 
Hello! Can you build these in enemy territory? Also, healing when entering the tile might be a bit OP because light cavalry for example can exit and enter many times in a turn. Also, would it be possible to make a mod which allows you to build forts in enemy territory when at war?
Mikecro  [author] 7 Feb, 2023 @ 6:58am 
Hey, thanks, well every unit that has build charges will be able to add production, including military engineers (havent tested with great merchants). But unit disappears if it adds its build charge and doesnt use it, so its balanced in the end.
Rakdos72 6 Feb, 2023 @ 12:48pm 
Great mod! I noticed a strange interaction with the Aztec, where melee and anti-cavalry units can expend a build charge to rush districts the same way Aztec builders can. I play with Civilizations expanded and Steel and Thunder, I don't know if either of those mods are affecting this.
Mikecro  [author] 14 Jan, 2023 @ 5:30am 
Thanks! Passive healing will be added as an optional mod but it will take some time
RJ Dork Bard 13 Jan, 2023 @ 8:19pm 
thx for the mods :Honored:. I'm another for passive heal over instant, either +10per turn to units inside or if possible +5 passive to friendly units in and adjacent (i know nothing of modding :heart:)
Mikecro  [author] 25 Dec, 2022 @ 7:52am 
Thank you! I love history myself and seeing others enjoy means a lot
Amandila 23 Dec, 2022 @ 4:14pm 
I love how you narrate the history behind each new improvement. I'm learning AND making decisions based in facts, it's perfect
Mikecro  [author] 21 Dec, 2022 @ 2:23pm 
Thanks for your feedback, i will reconsider on demand heal
Doc_Furtado 18 Dec, 2022 @ 5:42am 
I think @duke is right, ecxatly what i had told you before
Duke 15 Dec, 2022 @ 3:07pm 
I don't think that the amount healed is the issue, I think it's how the heal is triggered. Having an on-demand heal that only costs movement is very strong - because the build charge is incidental to building units, it has no cost. Compare it to the cost of building a fort, an improvement that requires a specific non-combat unit and doesn't heal. (Although forts should heal.) And as has been mentioned below, it's easy to exploit by repeatedly moving in and out; you have to have the restraint not to do it, but even then it can happen accidentally.

Having camps provide immediate fortification and a passive healing bonus to fortified units would work better, I think. The fastest you can heal in friendly territory (without a chaplain, medic, or that one great scientist) is 20 HP per turn by fortifying in a district, so even a +5 / +10 HPpt bonus from military camps in neutral territory (base 10HPpt) would be very useful, without being able to be exploited.
Mikecro  [author] 14 Dec, 2022 @ 12:04pm 
Would 15 hp heal be good in your opinion?
Duke 14 Dec, 2022 @ 5:25am 
As much as I like the concept of this mod, it has too much of an impact on warfare. Moving units in and out of camps, especially as the game progresses and you can move through 2-3 camps in a single turn, is so strong that it's difficult to resist the urge to do so. Sieges that would otherwise be suicidal become trivial because the AI builds camps within its own borders. And because of military units being the ones to build them, there's no opportunity cost involved.
It does have a lot of potential, though. Clinching an emergency to defend a city by 1 turn because of strategic use of camps felt very fun, and I do like using them to heal in neutral territory in the early game.
Doc_Furtado 1 Dec, 2022 @ 3:23pm 
Please, try to fix the 20hp heal, i came and go several times and refresh completely my units making in and out the camp
Doc_Furtado 6 Nov, 2022 @ 3:27pm 
I thank you, great mod, just lets make more special the camp
Mikecro  [author] 6 Nov, 2022 @ 2:08pm 
I will see about heroes, thanks a lot
Doc_Furtado 1 Nov, 2022 @ 11:15am 
Thank you, but, think about being a lot any unit can make a camp...
Mikecro  [author] 1 Nov, 2022 @ 10:02am 
Of course, after they research it.
Doc_Furtado 1 Nov, 2022 @ 6:13am 
Even heroes can build camps, i think is a lot. AI can also build those camps anytime?
Mikecro  [author] 1 Nov, 2022 @ 6:02am 
Sure, thanks a lot
H.Humpel 31 Oct, 2022 @ 3:29pm 
Hi Mikecro,
your mod has been translated 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.
Mikecro  [author] 28 Oct, 2022 @ 1:30pm 
Maybe once other projects are finished
Doc_Furtado 27 Oct, 2022 @ 1:19pm 
My point, why dont set only exactly units to build, like swordman, legion, knights?
Mikecro  [author] 27 Oct, 2022 @ 8:24am 
Do the units get the build charge, or is that just in civilopedia?
Tricky thing with highLoadOrder is that there are thousands of mods that add additional units that get the charge with the mod and their load order is smaller than 1000. They would miss graphics and game would take a lot to process their combat...and many dont know how to edit DoNotDisplayCharges. Otherwise, there would be no set LoadOrder
Madisonian 26 Oct, 2022 @ 8:49pm 
One minor thing when using with Wildlife & Wildlife+ mods is that the Civilopedia lists all the animals as units that can build it since you used PROMOTION_CLASS_MELEE, but if this mod is set to LoadOrder of 1001 (loading after Wildlife+ which changes the animals to different promotion classes) then it's easier to see which units can build it.
Doc_Furtado 26 Oct, 2022 @ 2:15pm 
Excelente, dont give up!
Mikecro  [author] 26 Oct, 2022 @ 1:56pm 
Thank you very much. I am planning to make some late unit changes and making tanks capturable
Doc_Furtado 25 Oct, 2022 @ 5:56pm 
I will check and keep following your job, tks
Mikecro  [author] 25 Oct, 2022 @ 8:38am 
I was one of the Walled Quarter's testers and blk really did a good job. Thing is, anyone who would go to conquest would have to encamp, such as Alexander the Great, or americans during their arrival in Europe in WW1 and WW2. Mod will get changed and updated. You might also like JNR's Castrum, check it out. And about defence, separate mod will be made to increase defense to at least 10 or 15
Doc_Furtado 24 Oct, 2022 @ 12:16pm 
First, congrat, i like mods that amplify the context of the game, specialy visual and funcionality. My only complaint is that almost all of units can build the camp, so, became not special or strategic. I use fort mod, and amplify to 20 the defense, why? Because is a walled fortification, make sense. One friend made the walled quarter, i recommend the mod, hug
Mikecro  [author] 24 Oct, 2022 @ 11:33am 
Its 2 defense because it's supposed to be half of fort's defence (4), but i will maybe up it to 3 defense. About building restrictions, i wanted to make it buildable only by classical era+ melee and anti-cav units (as it was historically) but i am not sure if that's even possible. Thanks for feedback
Doc_Furtado 24 Oct, 2022 @ 11:00am 
I like it, but could get more deffense than only 2, and be build only by engineers or special warrior like legion, not all the warrior and recon units
Mikecro  [author] 24 Oct, 2022 @ 10:55am 
Thank you very much!
Haako 23 Oct, 2022 @ 2:32pm 
Love the look!
Mikecro  [author] 23 Oct, 2022 @ 9:38am 
Thanks a lot, enjoy