What is requirement to build the encampment?

Larsenex

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Just curious. I know there are a couple threads on the topic of resource allocation and the need to get an encampment to lower the cost.

There are other good reasons to build it early, one of which is to put it between two mountains to block barbarians or enemies into your city area.

What is the requirement to build one if you wanted to rush for it...(like quill18, I am a warmongering whore....)

Cheers.
 
The encampment district is under the tech "bronze working". And the only terrain requirement is that it cannot be adjacent to the city center.
 
The tech path is Mining > Bronze Working. Bronze Working has a Eureka of kill 3 barbarians that would speed it up.

The Encampment may not be placed on a tile adjacent to the city center.
 
Have anybody seen if great generals stack or not. If they do stack there could be a good idea to rush out some encapment projects to grab a few great generals and get a uber army.
 
Have anybody seen if great generals stack or not. If they do stack there could be a good idea to rush out some encapment projects to grab a few great generals and get a uber army.

Great Generals can stack with regular units. You can link a GG with a unit. But I don't think you can stack 2 Great Generals on the same tile.
 
Great generals are much more specific, they give bonuses only to certain eras. So a great general would give it's bonus only to units in the Classical and Medieval era.

On the other hand, Great Generals are game-changers now. They not only give +5 combat strength but more importantly +1movement. So imagine 3 movement archers, spearmen and swordsmen. With the new movement mechanics, they can move-and-attack onto rough terrain. Imagine combining a great general with some amphibious promoted units, not even rivers will stop them early game.

However, unlike other districts, the encampment does not give any yields. This means it tends to be ignored by most players so far. But once players realize how powerful the new Generals are, they will start to rush them.
Another factor in not going for generals may be that you can win your entire continent with 3 archers (and likely less).

Also note that not everyone will be getting a great general. Great people are now globally competed for; once the classical general is gone, its gone for everyone who hasn't gotten it. So it's important to be the first to get enough points for that great person.

In summary, you have some districts that are powerful but with weaker great people (think engineers or scientists) and some districts with weaker sites but game-changing great people.

p.s. Once a great general has outlived it's era, it can be used for a one-time boost: e.g. create a great work of writing or create an army.
 
However, unlike other districts, the encampment does not give any yields.

Note that this is only true for an unimproved encampment. As a side effect most encampment buildings increase production of the city; and this district arrives much earlier than the Industrial Zone.
In addition, the encampment counts as a district for neighboring districts adjacency bonuses like the aqueduct.

Also from Quill's videos where he got a lot of Great Scientists, there's multiple great scientists in several eras; so there may very well be 2+ Classical Great Generals.
 
Note that this is only true for an unimproved encampment. As a side effect most encampment buildings increase production of the city; and this district arrives much earlier than the Industrial Zone.
In addition, the encampment counts as a district for neighboring districts adjacency bonuses like the aqueduct.

Don't forget Housing. It's really great.
 
The housing is provided by other district buildings such as university, and the yields of those specific buildings are far less (-50%) of equivalent yielding buildings. One does not make an encanpment and then a barracks all for +1 production.
 
The housing is provided by other district buildings such as university, and the yields of those specific buildings are far less (-50%) of equivalent yielding buildings. One does not make an encanpment and then a barracks all for +1 production.
Sure, the encampment goal is building units and provide second point of defense. Still it has some significant yields.
 
Sure, the encampment goal is building units and provide second point of defense. Still it has some significant yields.
Also, a citizen working an Encampment (possible with Barracks, i.e. soon after Bronze Working) yields 1 hammer and 1 culture, and culture can be quite hard to come by in the early game.
 
The biggest bonus of the Encampment may actually be that it lowers the number of copies of a strategic resource required to build a unit. Swordsmen normally require 2 iron, but in cities with an encampment it drops to 1. (Civ 6 follows Civ 4's rules on strategic resources, so if you have any iron at all you can build as many Swordsmen as you want... but if you have just 1 copy, you can only build in a city with an Encampment.)
 
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