Sid Meier's Civilization VI

Sid Meier's Civilization VI

Mikecro's Military Camp Improvement
52 kommentarer
adi 4k 14. nov. kl. 6:38 
This mod doesn't affect game saves, so it needs to be enabled to work, correct?
Mikecro  [ophavsmand] 14. maj kl. 14:27 
You will need way way more to protect yourself from the relief army coming in
ΛNVIL 25. apr. kl. 3:05 
I'm gonna go build 4 of these around Gaul.
Mikecro  [ophavsmand] 29. juni 2024 kl. 12:14 
Most likely because of the DoNotDisplayCharges bracket in the R.E.D. units artdef
Bricicles 28. juni 2024 kl. 12:37 
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  [ophavsmand] 10. apr. 2024 kl. 13:55 
Thank you, but honestly, dont wait
Dr.Abominate 10. apr. 2024 kl. 0:04 
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  [ophavsmand] 6. apr. 2024 kl. 15:50 
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 kl. 13:58 
@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  [ophavsmand] 12. feb. 2024 kl. 15:14 
Impossible
Bobby Hill 12. feb. 2024 kl. 11:52 
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 kl. 10:35 
i would add -1 in gold for each turn
أبو مقرن 20. dec. 2023 kl. 11:25 
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. juni 2023 kl. 8:26 
@Mikecro ohh that would be nice if possible, yeah!
Mikecro  [ophavsmand] 4. juni 2023 kl. 3:42 
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. juni 2023 kl. 14:53 
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  [ophavsmand] 11. feb. 2023 kl. 8:40 
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 kl. 5:01 
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  [ophavsmand] 7. feb. 2023 kl. 6:58 
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 kl. 12:48 
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  [ophavsmand] 14. jan. 2023 kl. 5:30 
Thanks! Passive healing will be added as an optional mod but it will take some time
RJ Dork Bard 13. jan. 2023 kl. 20:19 
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  [ophavsmand] 25. dec. 2022 kl. 7:52 
Thank you! I love history myself and seeing others enjoy means a lot
Amandila 23. dec. 2022 kl. 16:14 
I love how you narrate the history behind each new improvement. I'm learning AND making decisions based in facts, it's perfect
Mikecro  [ophavsmand] 21. dec. 2022 kl. 14:23 
Thanks for your feedback, i will reconsider on demand heal
Doc_Furtado 18. dec. 2022 kl. 5:42 
I think @duke is right, ecxatly what i had told you before
Duke 15. dec. 2022 kl. 15:07 
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  [ophavsmand] 14. dec. 2022 kl. 12:04 
Would 15 hp heal be good in your opinion?
Duke 14. dec. 2022 kl. 5:25 
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 kl. 15:23 
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 kl. 15:27 
I thank you, great mod, just lets make more special the camp
Mikecro  [ophavsmand] 6. nov. 2022 kl. 14:08 
I will see about heroes, thanks a lot
Doc_Furtado 1. nov. 2022 kl. 11:15 
Thank you, but, think about being a lot any unit can make a camp...
Mikecro  [ophavsmand] 1. nov. 2022 kl. 10:02 
Of course, after they research it.
Doc_Furtado 1. nov. 2022 kl. 6:13 
Even heroes can build camps, i think is a lot. AI can also build those camps anytime?
Mikecro  [ophavsmand] 1. nov. 2022 kl. 6:02 
Sure, thanks a lot
H.Humpel 31. okt. 2022 kl. 15:29 
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  [ophavsmand] 28. okt. 2022 kl. 13:30 
Maybe once other projects are finished
Doc_Furtado 27. okt. 2022 kl. 13:19 
My point, why dont set only exactly units to build, like swordman, legion, knights?
Mikecro  [ophavsmand] 27. okt. 2022 kl. 8:24 
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. okt. 2022 kl. 20:49 
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. okt. 2022 kl. 14:15 
Excelente, dont give up!
Mikecro  [ophavsmand] 26. okt. 2022 kl. 13:56 
Thank you very much. I am planning to make some late unit changes and making tanks capturable
Doc_Furtado 25. okt. 2022 kl. 17:56 
I will check and keep following your job, tks
Mikecro  [ophavsmand] 25. okt. 2022 kl. 8:38 
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. okt. 2022 kl. 12:16 
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  [ophavsmand] 24. okt. 2022 kl. 11:33 
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. okt. 2022 kl. 11:00 
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  [ophavsmand] 24. okt. 2022 kl. 10:55 
Thank you very much!
Haako 23. okt. 2022 kl. 14:32 
Love the look!