It does seem to come back to how quickly culture should expand the borders, maybe the culture cost of the first tile should be low ...and you should be able to select which tile. Sometimes I have to buy a tile because it would take forever for that tile to be selected for expansionPoint made well.
AI is very easy to distract from taking a walled city currently... You get my drift though.... Paying money to but an encampment as well early game is just silly IMO.
It would make sense defensively but I can keep the AI at bay a lot more cheaply by building more units. If the AI was enough of a threat (and the Encampment was enough of a boon) then yeah, I'd build it. The +1 cog for trade routes is not really an argument because the Commercial District gives the same benefit, and thus, you get the same benefit for your district "slot". It is a non-issue as far as this conversation goes.
I tend to have a plan with strategic resources that goes something like: 1) Research the tech, 2) scout out the resources, 3) take it for myself either through settling or early archer rush. I've rarely been forced to use an Encampment (although it has happened).
Don't get me wrong, I think it is good to question the orthodoxy of Commercial District spam. Just making sure if we come up with an idea, it can hold water! I just usually sit in my game, looking at my screen with "Encampment" on it, and keep asking myself "why bother?" And I haven't come up with a good answer yet (besides Space Race). I usually make my Corps/Armies out of pre-existing units. I'm still in the habit of building Industrial Zones everywhere even after the nerf, which I should probably get out of, but those freebie adjacency bonuses still beat out what I can get from an Encampment, and I feel absolutely no military pressure from the AI.
It does seem to come back to how quickly culture should expand the borders, maybe the culture cost of the first tile should be low ...and you should be able to select which tile. Sometimes I have to buy a tile because it would take forever for that tile to be selected for expansion
Districts early on are a big investment and I think one of the counter points is that encampments don't offer much early game. Its awfully expensive for a single housing and 1 production from the barracks, so in order to be worth it it'd have to be for its other bonuses. If you wanna knight rush but only have one iron, the encampment is gonna be a the key.Great take @teks one question though... as many things are scalable including the hammer cost of building them then surely building a little earlier is of benefit?
The housing benefit can come earlier too?
If you want an uber production city then an encampment district would be a good addition to an IZ?
So now we have +1 hammer, +1 housing, GG points, a resource bonus, free defense, and a xp bonus to units built. Next we have the Armory for 175 hammers, or 123 hammers with veterency. Its only providing +2 production, but it will pay for itself in 61 turns with that. The real winner is the military academy though, in the industrial era. +3 production, +1 housing, and a significant bonus to corps and army production. It costs 248 hammers. It pays for itself in 82 turns, not counting the housing bonus.
Encampments at worst are the poor-mans IZ, faster to build and faster to recoup their costs. But, you never know when you'll need that extra unit production or defense too. When the AI gets its head out of its posterior and attacks you, it could save your life, and I think as the AI improves encampments will become a staple just as they are in multiplayer.
Going into this all I knew was that veterancy reduced the cost of encampments, and that lower costs would alter the arguments a good bit. I did not know how much cheaper encampment buildings were compared to IZ buildings however. With a cheaper base cost and a policy that further reduces the cost, encampments become practical in many more mid to late game situations. If you capture a new city building an encampment with the veterancy policy is the fastest way to get it up in terms of production and housing. That 30℅ discount is really emphasized in cities that can't produce much, and the discount provided becomes greater and greater as time rolls on.
Ask yourself, how can I get production, defense, and housing in my new city as fast as possible. Encampments are the answer. Even a trade hub is going to have a hard time winning this battle. An encampment can come out a dozen turns earlier easily and its cheap buildings can be purchased or produced easily. Getting 6 production and 3 housing in a new city. Thats a big win.
Commercial hubs are nice in a few cities, but I can't see how they can possibly compete with an encampment beyond that. You gotta take the full package. You can't discount it all judt because you think 1 or 2 bonuses are lackluster. I never even mentioned this trade cog for example, but I did mention 6 production and 2 housing at less then half the cost of IZs.You get the +1 cog from the CH as well. The GG isn't needed, the resource bonus often isn't needed, nor is the defense or XP. I could be running a better policy (see: cheaper unit policies) instead of veterancy. The CH's trade route matches up with the Academy (3+ production and food, which you can't get from the Academy). More on housing later.
Never really need much defense after the early game. I'm pretty much the aggressor 99% of the time past turn 100. You don't need to build as many factories anymore, but the factories you do build are worth a lot - as much as 9-12 production. Also, the IZ can get +2 or +3 cogs from adjacency, which can be doubled with the Craftsmen card. So an IZ is worth 4-6 production on top of the +2 you get from the workshop (6-8 total without the factory considered), compared to +4 production from the Encampment. Basically IZ adjacency bonuses beat out the defense provided by the Encampment the majority of the time.
Ok on housing. After capping at granaries, I could invest in an encampment for housing - or I could build a settler. It achieves the same thing: allowing all my food to do maximum growing. I think of a new settler as my pre-Urbanization Neigborhood. It also expands my territory and provides me another city to spam more CHs (Joy!)
Also, now that Science by population isn't as big of a deal, there's not much incentive to grow your city population - except to gain additional district slots (and thus, building an Encampment for housing defeats the purpose of housing). I'm generally content to maybe run a housing policy or just leave things be ( and grow wide) until Urbanization.
+1 cog is a wash, units can be built for defense, and settlers give more benefit that more housing and provides additional district "slots".
Also, let me explain what I mean when the +1 cog benefit is a wash: Lets say I'm at pop 7 in my Capital, and I can build either a CH or an Encampment. Both of these districts are +1 cog for Trade Routes, so it is irrelevant to the choice. I am going to get +1 Trade Route cogs whether I build a CH or if I build an Encampment.
I wonder if as I go more into Emperor and Immortal difficulty if I will need the XP and defense more, but from what I hear on this site from Diety folks, it sounds like that is a no. Seems like the better move is to time your pushes with unit upgrades (which means a gold surplus is very useful for offense).
I've tried a few games where I build an early monument in my capital, and I find that does wonders for expanding the culture (especially if you can also get an early envoy to a cultural city-state). The monument will roughly double your city's culture, and that can definitely save you from having to buy a tile, since obviously the basic culture expansion focuses on tiles you don't tend to want encampments on.
Districts early on are a big investment and I think one of the counter points is that encampments don't offer much early game. Its awfully expensive for a single housing and 1 production from the barracks, so in order to be worth it it'd have to be for its other bonuses. If you wanna knight rush but only have one iron, the encampment is gonna be a the key.
Going into this all I knew was that veterancy reduced the cost of encampments, and that lower costs would alter the arguments a good bit. I did not know how much cheaper encampment buildings were compared to IZ buildings however. With a cheaper base cost and a policy that further reduces the cost, encampments become practical in many more mid to late game situations. If you capture a new city building an encampment with the veterancy policy is the fastest way to get it up in terms of production and housing. That 30℅ discount is really emphasized in cities that can't produce much, and the discount provided becomes greater and greater as time rolls on.
Ask yourself, how can I get production, defense, and housing in my new city as fast as possible. Encampments are the answer. Even a trade hub is going to have a hard time winning this battle. An encampment can come out a dozen turns earlier easily and its cheap buildings can be purchased or produced easily. Getting 6 production and 3 housing in a new city. Thats a big win.
(1) Eventually you've built the other districts that give +1 cog for trade so why not build an encampment at that point?
(2) The CS that grants an extra trade route per encampment makes them much more desirable--not as a replacement for CH and H, but in addition for 3 routes per city;
(3) Some CS quests require encampment buildings to complete, and quests are about the only way to outpace others with CS's since everyone pretty much gets the same base envoy points;
Commercial hubs are nice in a few cities, but I can't see how they can possibly compete with an encampment beyond that. You gotta take the full package. You can't discount it all judt because you think 1 or 2 bonuses are lackluster. I never even mentioned this trade cog for example, but I did mention 6 production and 2 housing at less then half the cost of IZs.
I'm focusing on how cheap encampments are to build. Their buildings are very cheap and its the only district with a 30℅ discount policy. They pay for themselves very quickly compared to industrial zones. Even the adjacency bonuses cost builders and builders have scaling costs too.. Someone else can do the math on that, but I feel IZ may not be worth it outside of a few for the overlapping production.
Note on policies. Military policies are weak, so its easy to make room. You don't run policies unless your using them. They are very easy to change. If you like cheaper unit production, by all means, we should all always use these when building units, bht when we arent, we should switch to something else.
You know that's precisely my problem with the encampment production policy.Note on policies. Military policies are weak, so its easy to make room. You don't run policies unless your using them. They are very easy to change. If you like cheaper unit production, by all means, we should all always use these when building units, bht when we arent, we should switch to something else.
And onto settlers. If your building settlers later in the game, what are those cities building? Are they waiting 50 turns on a trade center? They could be building encampments for housing, and production. That encampment can come out well before any other district is done, and those hammers in a new city have a more dramatic effect.
You do raise a very valid point with how much cheaper the buildings are compared to the IZ. I think a lot of us are still used to spamming IZs so we build too many, and switching out a few with redundant Factory coverage for encampments would be a good idea. But I'm just not at all convinced that building them as #1 or 2 priority is worth it.
They're building stuff a lot quicker than 50 turns because they have a couple trade routes to my core cities (which, depending on timing, can be instantaneous). When they're just starting, a Granary is a much cheaper investment than a Military Academy for the housing I need. Sometimes, they're just built to get a resource or keep the AI from settling some misbegotten city in the middle of my Empire for no good reason and I don't really care what they do. In that case a Trade Route will be the best way to help the cities that I *do* care about. Note the Trader can be built in a core city very quickly once the CD in the outpost is done but Encampment buildings depend on running an entire policy card and on the lackluster production of a starting city (admittedly production of Encampment buildings can be boosted with Trade Routes just as easily).
This. I'm very willing to admit I probably still build too many IZs, but I'm not conviced there's a very good reason to ever slot an Encampment in the first two slots of any city.
This is something I learned only recently, and it came in handy in my latest game.There is value in building one encampment, if only to be able to rush items with only a single copy of a resource if needed.
I think this last point deserves underlining. My beef with Encampments isn't really with Encampments, per se. And, even now, an Encampment would be much more valuable for anyone who just isn't good at stomping the AI on the battlefield. My answer to someone who's struggling to defeat the AI in warfare is not "build Encampments", but I can understand the impulse to want to put up a shield.I think as the AI improves encampments will become a staple just as they are in multiplayer.
Also worth a "+1." I discount the value of Neighborhoods for the same reason. Their Housing value easily outstrips the Encampment's, but they arrive so late they rarely matter.Side note: this game suffers from the same problem of earlier Civ games - namely what you do towards the middle-to-late stages of the game don't matter NEARLY as much as what you do in the early turns because you've already built up such a significant advantage. The defense/resource aspect is also pretty much null at that point as well.
Again, a "+1." As well, the XP bonus for units built in that city has to exceed the XP that unit would have earned by getting into the fight sooner and it has to improve the outcome of the war. It won't provide any benefit to your first wave of conquest (because the unit won't have earned any XP yet, bonus or not), and it will delay your first wave of conquest. So to overcome that delay, it needs to provide a practical benefit in your 2nd or subsequent waves of conquest.Civ is about growth and growth ASAP. In early game you want 2 things: build cities and conquer cities. And you want to do both ASAP. Building an encampment takes way too much valuable time and delays you conquest significantly. What it does for your army production is just too little for the amount it costs to build. You spend 100 production to get 1 per turn at a time where 4 archers + your starting warrior should be conquering your first neightbour.