Encampments ?

Tactical Combat isn't something I need additional help with. It means a more costly and later built campus/commercial/industrial district etc... I like building Tall productive high yield cities over wide city spam, and I just prefer to have more culture/science/gold/production/faith over what the encampment provides. Don't think i'll build to many harbors either but will take a harbor over the encampment.
 
Encampments also allow a city to train corps and armies directly at a discount compared to individual units. You'll probably want to build them in your high-production cities around mid-game since (as mentioned above) the buildings in them give production and housing. Additionally, it's the only district that gets a policy card to speed them up (edit: 30%).
 
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Encampments are also one of the few ways to earn Great Generals. That is a much bigger deal this time around.

Encampment from multiple cities can also be clustered together where borders touch. Since they are impassable until capture they're a great place to stow an Archer. You could also use this in theory to seal off an entryway.
 
I forgot the policy this +30% production policy before that might actually get me to build them more often.
Japan gets encampment in half the time so with +30% production that's up in notime.
 
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Tactical Combat isn't something I need additional help with. It means a more costly and later built campus/commercial/industrial district etc... I like building Tall productive high yield cities over wide city spam, and I just prefer to have more culture/science/gold/production/faith over what the encampment provides. Don't think i'll build to many harbors either but will take a harbor over the encampment.


On a side note, both encampment and harbor buildings provide housing, while the harbor itself gives an extra trade route.
 
Encampments are also one of the few ways to earn Great Generals. That is a much bigger deal this time around.

Encampment from multiple cities can also be clustered together where borders touch. Since they are impassable until capture they're a great place to stow an Archer. You could also use this in theory to seal off an entryway.

Good points...great generals look fantastic.

Even on a worst-case wide open front, if you can place [Encampment] [open space or fort] [Encampment] on 3 tiles in a row, it should go a long ways towards establishing area denial and ZOC.

The hard part is what you're not building in order to build them - just like Walls. I'll probably wait until the policies at Defensive Tactics (+100% to defensive buildings) and Military Training (+30% to encampment district and buildings in them) in the classical era are available to build any...unless I find the likes of Rome or India next to me and need help sooner.
 
Another factor that might get you to build at least one encampment and one wall in your most frontline city is cause you get an Eureka for both of them.
 
Great generals is a pretty good reason to build encampent even if you do not need them for anything else. GG are such a huge boost to your army and all of them come with something extra.

Now I do not know how project works, if their yield is based on the number of encampment + buildings you obviously get more from your projects the more encampment and buildings you get.

I do not know if GG do stack or not, I would assume no because if they do stack you can get extreamly strong units very early in the game.
 
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Even on a worst-case wide open front, if you can place [Encampment] [open space or fort] [Encampment] on 3 tiles in a row, it should go a long ways towards establishing area denial and ZOC.

You can only have one of each district per city, so you'd need two close cities to get two encampments, but for Japan that'd be ok.
 
Urban sprawl (ICS) should be assumed to be the late game plan for everyone. Japan are just better at it but everyone benefit from it.
 
Also, from a realism point of view, encampments and military bases are generally not in the city center, either...
 
You can only have one of each district per city, so you'd need two close cities to get two encampments, but for Japan that'd be ok.

Yeah, that's what I meant. If you were on a river running parallel to an open plain (e.g. no mountains, further rivers to provide natural barriers), and you had 2 cities as much as 5 tiles apart (5 spaces in between), you could have one encampment 3 tiles from each city to make that config work. You might have to buy an expensive tile to get out to that range, but it should enable a cost-effective defense of a soft area, and ability to project beyond it. I wouldn't normally like encampments 3 tiles away from the city on a front, but if you have 2 in proximity, they can reinforce/support each other.
 
BTW I can tell you exactly why you're often going to want Harbor Districts. It goes by the name of a Great Admiral named "Lief Erikson."

Medieval Admiral. Allows all units to cross ocean tiles without pre-reqs.


Also, what's not known to me about Civ 6 yet is whether Great Admirals can natively sail Ocean tiles without any tech prereqs. They could in Civ 5. Which is actually why sometimes, as the Maya, it was good to select a Great Admiral as your first free Great Person, because you could use them to sail the globe and find the other civs.
 
You can also place citizens in the buildings and they will bring you production and culture (but only +1 of each). Also Encs decrease Appeal around them, as do IZs, Airports and Starports. Less Appeal means less housing from neigbourhoods, less gold from Public Transportation card and could lead to less natural parks and sea resorts. So if you're going for culture victory with the help of those, don't build many of these districts.
 
If they have to be taken down like cities and can bombard this makes them very useful imo.

You can use them to block off strategic choke points without having to awkwardly place a city to the same effect. Kind of like you don't have to awkwardly place your city next to the coast to one day build boats.
 
Yeah, that is probably why The Encampment cannot be built next to a city Center ;)

All Civs will be able build a E-X-E setup if they so desire, Japan doesn't have a monopoly on building cities close together. Also Japan doesnt necessarily need to build dense cities to get a good benefit from Meiji restoration, you can always build max tile Cities with District Clusters. (Triangle or diamonds should work well). There is one(non mandatory) district that must be built next to the city centre. It is not like the Electronics factory is the only district that gets an area of effect Boni :rolleyes:
I plan on actually building certain districts in clusters as it is, if one city has a good location for a district, chances are a the neighbouring city also has a good spot close by too :), Harbour/Commerce/Hansa Chains spring to mind :)
 
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