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I disagree. Military units are spawned at the encampment. The rules would be inconsistent if before an encampment is built, you can't build these units, after the encampment is built, you can build them but if your encampment is destroyed, you can suddenly build them in your city center.

My guess is that if an encampment is destroyed then that city can no longer build military units. You have to rebuild the encampment or "fix it" with a builder to build military units again from that city.

This would make encampments big targets since you could attack the encampments first to cripple the enemy's military production. I think this makes sense.

So, basically, what you are proposing is the new strategy to cripple your neighbour forever is:

-Let him build his first encampment.
-Pillague it before he builds an army. He is no longer able to build any military units.
-No more wars between you as long as you place a unit in the encampment (he cannot fix it)

That makes no sense. He must be able to build military units to fight back (maybe not all of them, and certainly not with the experience the encampment provided).
 
So, basically, what you are proposing is the new strategy to cripple your neighbour forever is:

-Let him build his first encampment.
-Pillague it before he builds an army. He is no longer able to build any military units.
-No more wars between you as long as you place a unit in the encampment (he cannot fix it)

No. This strategy would only work in the early game when the player only has 1 encampment in their entire empire. And even in that scenario, the enemy would still be able to build the basic warrior and slinger since those spawn at the city center. And it would be early enough that warriors and slingers could probably take back the encampment. Later when the player has say 2-3 cities and more than 1 encampment, this strategy would not work because the player could build units from another encampment. So basically, your strategy would only work as a super early military rush where the enemy neglected their military completely by not even building any warriors or slingers when they built their first encampment. And in that scenario, they made a crucial mistake that would cost them the game in any civ version. It would be no different than not building any military units with Monty on your border in civ5.

Your strategy only works under 2 conditions:
- Either the enemy has completely neglected their military in the early game by only building one encampment in their entire empire and virtually no military units even when you have say sworsdmen and catapults lined up on the border. In this scenario, they probably deserve to lose.
OR
- You have already fought a long war and crushed their military and occupied their land and pillaged all their encampments. In this scenario, you have already defeated the enemy so being able to occupy their encampments is simply the aftermath that you have won the war! The enemy might still have cities but they are under your occupation.

That makes no sense. He must be able to build military units to fight back (maybe not all of them, and certainly not with the experience the encampment provided).

Well, yes the player can still build some military units. They can always build the warrior and the slinger at the city center.
 
I suspect the city center can build all the same units, just without the benefits of the buildings in the Encampment.
 
I suspect the city center can build all the same units, just without the benefits of the buildings in the Encampment.

then why would new units spawn at the encampment at all? If the city center can spawn all units and encampments only provide bonuses and promotions, why not just have all units always spawn at the city center in the first place?
 
then why would new units spawn at the encampment at all? If the city center can spawn all units and encampments only provide promotions, why not just have all units always spawn at the city center in the first place?

It places the unit outside the Siege Line. If someone is attacking your city without having destroyed the Encampment, you can use a unit produced there to break the siege.
 
It places the unit outside the Siege Line. If someone is attacking your city without having destroyed the Encampment, you can use a unit produced there to break the siege.

Exactly
 
It places the unit outside the Siege Line. If someone is attacking your city without having destroyed the Encampment, you can use a unit produced there to break the siege.

Yes that explains why spawning units at an encampment will be useful in breaking sieges. But my understanding from reviews and videos is that new units always spawn at encampments. It is not a special rule that only happens during a siege.

Also, keep in mind that encampments also have HP like cities. So the enemy has to knock down the HP to 0 before destroying the encampment. In that time when the enemy is knocking down the HP of your encampment, you have time to get units there to break the siege. So it is not like the enemy can just plop a unit down on your first encampment and deny you a military for the rest of the game. That is not how it works.
 
I wonder how useful the encampment is in this case. In previous civ game the military line of buildings was usually not so useful and now the thing what they require a district could be too much to be balanced with Great General points the district provides.
 
I wonder how useful the encampment is in this case. In previous civ game the military line of buildings was usually not so useful and now the thing what they require a district could be too much to be balanced with Great General points the district provides.

I feel like I will be building the Encampment in most of my cities regardless of if I am warmongering or not. The double dose of ranged defense and garrisoning is too good to pass up, especially if I have strong neighbors.

Whether the Great General points are icing on the cake or not depends on what Great Generals can do for peacemongers. I've always appreciated the Citadels in Civ V for picking up those resources that are just out of reach. I have my doubts about Great Person improvements returning, what with districts being a thing and all.
 
As in all things, I've deferred to the source. :)

https://twitter.com/FXSPeteMurray/status/743816021249646594

I asked if cities can produce military land units if the encampment isn't built or is destroyed. Pete says yes, they are just spawned in the city center.

Damn check out the dev whisperer over here.

One of these days you're gonna have to confirm if Qin's Extra build Charges/Teddy's home continent combat bonus last the whole game or just specific eras.
 
Damn check out the dev whisperer over here.

One of these days you're gonna have to confirm if Qin's Extra build Charges/Teddy's home continent combat bonus last the whole game or just specific eras.

I'm probably going to have to send flowers to get that kind of info.

I've actually found Pete and Kevin to be very approachable as long as you are respectful.
 
One of these days you're gonna have to confirm if Qin's Extra build Charges/Teddy's home continent combat bonus last the whole game or just specific eras.

Considering that Ed B himself made a big point of differenting civ bonuses and leader bonuses as civ bonuses lasting the whole game and leader bonuses being era specific, I'd say that those bonuses are mostly era specific. Otherwise, it would fundamentally conflict with the design goal that Ed B explained which is that only civ bonuses work for the whole game and leader bonuses have to be era specific. How that will work remains to be seen. Maybe once you leave the classical era, new builders built only have 3 chargers like everyone else? And maybe once you leave the industrial era, you are no longer allowed to build rough riders and you lose the combat bonus?

EDIT
From the facebook Q&A:
Ed B: "For China, their builders get an extra charge and they can apply to building wonders. That is something that only applies to ancient and classical wonders. That is the only time they can use that charge. And since it is not an ability that spreads through time, it is not a civ ability. So China has another ability..."

I think that answer is strongly implying that China loses the extra charge after the classical era.
 
Doesn't sound like China loses that ability just because it techs to an era beyond Classical. Rather, it sounds like its ability only applies to ancient and classical era wonders -- similar to the limitation that applies to the marble wonder-building bonus in Civ V. If every civ has overlooked some classical era wonder, you can build it, and get the marble bonus, even if you are in the Information Era.
 
I wonder how useful the encampment is in this case. In previous civ game the military line of buildings was usually not so useful and now the thing what they require a district could be too much to be balanced with Great General points the district provides.

Pretty useful. Among the other things people have mentioned, Encampments can also act as forward offensives. Since the tile range for cities is the exact same as in civ5, you can produce your units up to 3 tiles away in any given direction you choose. So if your enemies are to the west, and you build your encampment 3 tiles out from your border city to the west, not only is the encampment something they need to go around while invading your empire, it makes reinforcing your front line an entire 1 turn quicker for each unit.

In regards to buildings; the barracks, which is the lowest level building for the encampment district, offers 1 production, 1 housing, and 25% unit XP. That is a pretty good building. One that you may very well want in your production centers, at least in the early game.

Spoiler :
13473770_10208755174932734_903630957_n.png

We don't really know when the industrial districts come online (despite the obvious guess) or if there is any early alternative. With Encampments having the ability to improve production, they might make up the bulk of the early production centers.
 
I also like how they seem to be getting away from the "building only provides one resource" model of Civ V. As cities becomes more specialized, buildings can be less specialized and provide more than one kind of resource. I really like that the Barracks provides +Production and Housing in addition to XP, and that you have to choose Barracks or Stable.
 
I also like how they seem to be getting away from the "building only provides one resource" model of Civ V. As cities becomes more specialized, buildings can be less specialized and provide more than one kind of resource. I really like that the Barracks provides +Production and Housing in addition to XP, and that you have to choose Barracks or Stable.

It makes me wonder what the Stable will provide.
 
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