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Sid Meier's Civilization VI Game Guide by gamepressure.com

Sid Meier's Civilization VI Game Guide

Table of Contents

Civilization 6: Encampment - bonuses, buildings Civilization VI Game Guide

Last update: 16 March 2022

This chapter of Civilization 6 game guide is dedicated to encampment. Here, you will find important information about said district in Civ 6 and tips that will allow you to use its full potential.

Domestic Trade - Civilization 6: Encampment - bonuses, buildings - Infrastructure - Sid Meiers Civilization VI Game Guide

Bonuses

Domestic Trade

+1 to production

International Trade

+1 to production

Citizen yields

+1 to culture per citizen

+1 to production per citizen

Other

+1 Great Merchant point per turn

Encampment has two primary roles. It can boost your city's defence and become a sort of fort that, if needed, can defend your city from invasion. The other function is to create units that, after correct development of your infrastructure, can generate experience points in fights at a faster rate. When it comes to trade this district generates the same profits both from domestic and international trade. This profit will be helpful in creating more units. In the table above you can see that this district, depending on your population, generates additional profits in the form of production and culture points. You should remember this if you want to reduce the shortfalls of said resources. It is not surprising that this district also generates Great Merchant points.

Buildings

Name

Costs

Bonuses

Barracks

80 production points

Maintenance

1 Gold

+1 to production and Great Admiral points

+1 to housing for citizens and citizen slot

+25% experience for all ranged and melee units trained in this city

Stable

105 production points

Maintenance

1 Gold

+1 to production and Great Admiral points

+1 to housing for citizens and citizen slot

+25% experience for all cavalry units trained in this city

Buildings from that table exclude each other. For a given district you can build only one so your choice should be based on a few factors. The number of Horses, the strategic resource, is important for a city in which you want to build a Stable. If you don't have them at all or you have them in a different city you shouldn't means that building it here is pointless because you won't be able to recruit cavalry in that city.

Assuming that you have both resources (which allows you for recruitment in all of your cities) to must decide which city will serve as a training camp for cavalry. It is important because, even though you have 2 types of resources, the experience bonus is given only when in encampment there is the right type of building. You should have at least two of this type of district so they can complement each other and produce units in regards to your infrastructure.

Name

Cost

Bonuses

Armory

175 production points

Maintenance

2 Gold

+2 to production

+1 to housing for citizens and Great Admiral point

+25% experience for all land based units trained in this city

Military Academy

355 production points

Maintenance

2 Gold

+3 to production

+1 to housing for citizens and citizen slot

+1 to Great Admiral points

+25% experience for all land based units trained in this city. Quicker training for corpses and armies.

The buildings in the table above are the more advanced buildings that can be constructed in this district. Thanks to additional bonuses to housing for citizens and citizen slots they can be a good alternative for faster growth of population. What is more, they generate additional production points income. Depending on your choice regarding a victory that you want to achieve those buildings may not be very useful, however, it all depends on how much units you produce and send to fights. Remember, that the costs of those buildings will add up if you develop your constructions to their limits. But the bonuses are also adding up so if you decided to achieve dominate one of your enemies or one of the players did that the choices regarding your infrastructure are obvious.

Project - Encampment training

This project provides gold and Great Admiral points.

Like the other projects, the income is generated as long as the city is processing it. But in this case there is a smaller gold income when compared to, say, commercial hub so the main factor that will influence the choice is the race for Great Admiral. Remember, that the Great People pool is limited so you must be quicker that other players, if you want to have any chances in getting Great People from the disciplines that you care the most.

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