Are encampment temporary districts?

It also sounds anachronistic in the early game.

To be fair I think this one is just a potential problem with districts in general - campus at one of the earliest techs in the game, commercial hub sounds a bit out of place with early markets, same with industrial zone with basic workshops. Personally these seem just as potentially awkward as an early army camp being called a military base.
 
My vote is that game district title follow function and not necessarily era-specific association, i.e. Romans did not have "military bases" in their language but functionally they constructed forts that were the equivalent of them. Call it Defense Quarter or whatever you like but it has to make sense & not be confused with something else on the map, especially the buildings that may be constructed upon it over time.
 
If you can get a bunch of great generals you may be able to defeat a civilization that is an era ahead and because great generals do eventually become obsolete it may be interesting to delay teching so you can produce cheaper earlier era units while you recruit later era generals.

If you can keep up in tech, get a bunch of a specific era great generals (you can save your points if you want to) and maybe a unique unit such as redcoat then you may just be able to win a domination victory without effort.

Overall to me it seems like civilization VI can be played in many different ways.

I do not think it increase your great general points.

Right, I was referring to the 1 GPP= 20 Gpt = 15 Fpt. It's off topic but if you have Divine Spark on 6 relevant districts, you could think of those +6 GPPs as worth 120 gold per turn.

I agree the thought of a timing push with a unique unit and saving points for a Great General or two is going to be strong, but a saving grace could be that it looks like many of the UUs will need to be hard-built, as opposed to upgrading previously built units, since they don't replace anything. Then if you consider the strength/impact of some of the promotions we've seen, and consider the way experience is earned...it looks like units can no longer be produced with experience/promotions, and instead earn experience at faster rates - so I think we will be able to effectively close the gap on most UUs using older units that are promoted and well-positioned.

I submit Swordsman with 1 promo (43 str) and Archers with 2 promos (37 str) vs the Military Tactics Berserker (33/47 str) and Samurai (45 str) as an example, or the Bombard with a couple of promotions (presumably going from 55 str to 69 str?) vs even a 75 strength Redcoat, at least until the Redcoat takes a couple of hits and gets the Tortoise promotion. With what info we have I'm glad to see the counters and answers that are available, and the way they have made promotions so impactful and interesting.
 
Moderator Action: Moved to Ideas & Suggestions
 
This raises one question only for me.can we destroy or write over an existing district ?

I could see an encampment being unneeded after expansion because you d rather have them on the outskirt of your empire and use that tile for a more modern district that is more usefull to a now secured city.
 
This raises one question only for me.can we destroy or write over an existing district ?

I could see an encampment being unneeded after expansion because you d rather have them on the outskirt of your empire and use that tile for a more modern district that is more usefull to a now secured city.

Probably not. Most screenshots don't look as though its an option.
 
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