I think another argument for the encampment is to build it across a river. This is because when units are trained in a city with an encampment, they spawn on the encampment tile instead of the city center, so if you are rushing out units to attack a nearby city but you have an encampment across the river, the new units trained won't have to spend extra movement points for crossing a river. I once used this when I had a Teddy on the other side of the river and I was playing Scythia, I rushed down to build an encampment on Teddy's side of the river and proceeded to spam out light cavs like no tomorrow.
Placing an encampment next to a river like in the video is a good way to enhance it's defensive strenght, enemy units (without the marine promotion) attacking it get the negative bonus for crossing the river aswell as the negative defensive bonus for the encampment walls. Another thing is to create funnels using difficult or impassable terrain next to or one tile away from your encampment, it will make surrounding your cities much harder for you enemy because of the movement penalties and only getting one unit through at a time giving you the chance to bombard your enemies more before they reach your city. A well placed encampment with an archer can hold of a lot of enemy troops with relative ease early on in the game.
I don't build a lot of encampments, but I do build some and most of the reasons I do were overlooked in this video. Not that the reasons here aren't valid, they are, but there's more to it. 1.) Early Game Housing - encampments aren't a great source of housing, but particularly in the early game housing is very limited and there's not many ways to boost it. That extra +1 from an inexpensive building often means the difference between stagnating at pop9 because your housing is in the yellow, or quickly getting to pop 10 for an extra district (which is built cheaper if you lock in the cost since you've discovered less techs/civics.) And even if the extra housing doesn't get you to the next district-unlocking pop, it still gets you to the next pop for an extra tile to be worked for more yields. If I have a city with an encampment, the turn that its housing goes into the yellow is when I build a cheap barracks. 2.) Great General Stacking - this almost seems like an exploit, but the devs were made aware of it years ago and still haven't changed it, so maybe it's intentional.. When making a video about encampments, you have to talk about the effects of great generals. Unlike some of the flashier great people, GG add +1 movement and +5 combat strength to units that start within two tiles of the GG. The exploit is that they stack, meaning if you have units start within two tiles of 2 GG's, they get +2 movement and +10 strength. WIthin two tiles of 3 GG's = +3 movment and +15 strength. FilthyRobot played a game against someone who used a trick where they bought the first GG with gold and ran encampment projects to get the other two cheap GG's and then went and ONE-SHOTTED A WALLED CITY with a Legion. GG-stacking allows you to absolutely ROFLstomp a nearby target. Just be aware that once your units upgrade out of the two eras that a GG covers, it's time to retire him and get that bonus. 3.) 3/6 envoy-level bonus from militaristic city-states - you mentioned it with the campus video, don't know why it was left out here. each militaristic city-state gives barracks or stables +2 production (towards units), so if you start near 3 militaristic city-states and can get 3 envoys in each of them, the barracks gives +7 production with or without the suzerein bonus. It is important to note that the base production from the district (1 from barracks, 2 from armory, 3 from M-academy) is applied towards all city production whereas the envoy-bonus production only applies towards units, however non-military units (settlers, builders) still get that bonus. To summarize, for me there are four utilities of encampments. First, defense which you covered pretty well. Second, an early game steamroll of an opponent using stacked great general bonuses on units that gain promotions quicker and level-heal more often. Third, added production and housing to a city designated as a settler/builder/trader farm. Fourth, a backdoor domination victory when I don't have the map luck for an intended science or culture victory. When you're thinking science or culture but find that you don't really have the production and the city states that are close to you (on deity, you need to be able to defend/liberate them or just realize you'll lose the bonus when the AI conquers them), are not the science and culture CSs, you don't get the Geneva bonus and the Nan Midol bonus and so on, you just get three military CSs whose suzerein bonuses don't really help at all, you can use encampments and the CS bonuses to field a big army quickly, that get promoted more quickly, and have stacked combat and movement bonuses. Good alternative to just restarting a game that the map doesn't go your way.
When playing naval maps, encampments positioned to defend the coastal areas can and will single-handedly sink entire armies, as all armies cannot really defend themselves as well on water. They also sink the actual navy quite well, too. Defensively the encampments are extremely strong and it should be noted that they zone enemies. If you imagine a canal with a city fortification and an encampent on the other side, they can cover a 2 wide gap on the sea. That means another person's entire navy has to get stopped for several turns or is forced to fight in that area. Zoning is a very strong aspect of encampments. Without it, they would be useless.
This^ Currently playing a game as the Magnificent Japanese Empire and expanding at phenomenal speeds. Until I ran into a brick wall named Shaka and his deadly positioning of Ikandas grinding my armies to a standstill. Currently working out the magic of sailing so I can open up space for my armies
Also notable that there is a policy (I forget which) that makes military academies add to science. So not wholly useless even in a non-domination focus. I usually go for science and I always use that combo when available.
This might be due to the new gathering storm add on, but encampment buildings also allow you to build up and hold higher amounts of strategic resources needed to grow large militaries, like +10 per building per encampment and I believe this is a cumulative bonus as well..
The other thing to consider about placing the encampment is that it's not going to get in the way of any of the other districts, tile improvements or wonders that you might want to place. e.g. the best strategic place for it might just happen to be next to a mountain, surrounded by rainforest - but you'd probably want to put your campus there, instead.
True true, the one other that that I forgot is that the encampment still can provide adjacency bonuses to other districts, so it is still worthwhile in a district triangle.
Might I suggest you maybe could zoom in a tad more, I don't know what resolution this is, but I can't quite read all the tiny detailed notes that pop up. Thank you!
You forgot to mention perhaps the best reason to build encampments. When you start off, there is a cap to the number of resources you can have, I think it’s 33. So, you can’t have more than 33 horses, or iron , or niter or anything else. But, with an encampment and the buildings in it, that number increases with each encampment so it’s possible to get that number over 100 and even higher depending on the number of cities you have, which becomes crucial when you are building nukes and death robots, which take a lot of uranium.
Valuable comment, yet not exactly "forgotten" by the creator. The video is from 2018, while accumulation of strategic resources came with the Gathering Storm extension in 2019.
One trick with the production of a Corps... If you use 2 different units (of the same type of course) with each having gained their level 1 promotion v Barbarians [choose a different promotion] you get a Corps with BOTH promotions.
Can you please do a video on spies, please. Also, doesn't the 25% xp from the barracks and the armory stack? Another great thing is without the encampment you can only purchase one military unit at a time. With the encampment you can build one to spawn in the encampment and one in the city.
encampment training used to be really strong when great generals stacked. Only really useful if you are tight on strategic resources or you have very strong centralized production capital.
Nice vid as usual Saxy I don't make use of Encampments all that often only if I have a city thats lagging behind in production and housing or if there are tiles with poor yields. Keep these coming! :D
One thing that is not clear is if the buildings provide XP earning bonus to units that were trained before the buildings were built. For example: you train a swordsman, build a barracks, train another swordsman, build an Armory, then another swordsman, then a Military Academy and another swordsman. Will they have different XP earning rates? 0% > 25% > 50% > 75% ? I think they do, but could not find this mentioned anywhere. The in-game description is not clear and kind of suggests the XP bonus would apply to all units (even the ones made before the buildings).
By the way, for some reason this isn't shown in the game civelopedia but the barracks exp. bonus also applies to spearmen, pike, etc. and the stable's bonus to siege weapons like catapults and bombards. For these reasons I recommend that you have a 2:1 ratio of barracks to stables and try to remember which of your cities has which. Heavy cavalry and seige weapons are a must for domination.
When you say “plus 25 combat experience for units trained in this city”, is that to say units are unique to a specific city?? For example, if I produce a warrior in, say London, but have a military academy in another city, say Leeds, then that unit wouldn’t benefit from the military academy? I’m a complete newcomer and have watched all your videos in the playlist up to now and they’ve been excellent and really helpful, so thanks.
I’m loving your videos about Civ6. I was also hoping to connect on Discord to a community or just individuals. But every link I click that I see that should connect me to a community, including yours, seems to be showing as expired in the Discord iPhone app. I’m completely new to that too so may not be doing something right. Would still love to be able to connect with you and others interested in Civ6. Thanks for all you do! Merry Christmas!
Hi Phil, I'm not too sure why the link sometimes doesn't work, but I've heard other people have similar issues. I'd say give it one more try, and if it still doesn't work, try this one: discord.gg/skjtP4U Merry Christmas!
I prefer to build the stable in my Capital city Encampment - they are stronger than mere warriors, and faster than Scouts, so they pull double duty very well!
You didn’t answer the one question I had about the encampment. 😢 When doing early war, is it worth it to build an encampment instead of just building more units? Or would that just make it harder for me to snowball more quickly?
Hello there. I have just been getting into Civ 6, which is the first time i ever played a civ game. I played a good 40-50h now (on vanilla, no DLCs) and i like to play some early war and then try to get as technologically advanced as possible. With this i want to get to artillery, Bombers and nukes as fast as possible because i want a late game domination win. But always as soon as i have just build my first bombers some random faction wins by science out of nowhere which is extremly frustrating. I always try to have maximum production (i always choose germany) and maximum science because i want the new tech as fast as possible. But apparantly the others are ALWAYS faster than me and i dont know why. How can i get new tech the fastest? How can i stop the others from just winning by science out of no where? Would be very grateful for some tipps! Peace
4:14 "If you don't know what a citizen slot is, I'll show an infographic here in a bit" no infographic there, sadly couldn't find one online either is there more to know about them other than having to slot a citizen there to gain the yields?
It's a way to get a bit more production, much better with a city state though. The housing is nice. I build a couple of military cities, just basically need encampment and industrial, harbours nice. All that production though.
The combat experience bonus is shit. Why build a whole building, just so my units can die with a little more experience. The XP should be enough for one single promotion. (Like in Civ-V).
What about building them on hills for a +1 range giving stronger area of control. For me this is a big consideration for where to place especially facing the sea to kill barbs
Something that helps w overall encampment strength and defensibility of your city is to place your encampment on tiles that have a high defense modifier; ie hills, coastlines and choke points
nice video saxy! I thought that barbs could take your capital? I've never had it happen to myself, but I think I've seen videos of people losing that way
While you weren't all that thrilled with the production provided by these buildings individually, you neglected to mention that when you build all three that's 6 production per turn which is pretty nice.
Gary Stump Sr 6 production, as you mentioned.. on a FLAT tile. For cities stuck with few hills, that can be a huge improvement. Add in the wonders like alhambra (sp?) that add an additional policy card (as an example) and they can be a huge benefit, whether going conquest, or if you have a more economic focused gov’t and just want a bit better defence.
@@corwyncorey3703 6 additional production sounds nice but when you think about the actual cost of the buildings total, 610 hammers, it would take 100 turns to pay back. This cost also scales with the pace of the game ,quick standard epic etc. If your building this for the production benefits you might as well build units or other more important infrastructure
Yan Luo they dont. BUT if you build corps, and add them to existing units, they will keep the highest level of promotions available (adding a corps of musketmen to one with a promotion gives the whole army the promotion, adding one to a single that doesnt keeps the exp)
Admiral Ackbar I usually only build Encampments if I'm playing a pure domination civ like Zulu or Mongolia, or if I have a border next to a domination civ.
szmchs127 simply having one fully decked out can give a crap tile a 6 production... extra science (with the right policy) access to at least 2 useful wonders, and if building tall, armies instead of single units for defence.. which helps as a deterrence thus avoiding attack. Sci victories can definitely be aided by these
I think another argument for the encampment is to build it across a river. This is because when units are trained in a city with an encampment, they spawn on the encampment tile instead of the city center, so if you are rushing out units to attack a nearby city but you have an encampment across the river, the new units trained won't have to spend extra movement points for crossing a river.
I once used this when I had a Teddy on the other side of the river and I was playing Scythia, I rushed down to build an encampment on Teddy's side of the river and proceeded to spam out light cavs like no tomorrow.
Placing an encampment next to a river like in the video is a good way to enhance it's defensive strenght, enemy units (without the marine promotion) attacking it get the negative bonus for crossing the river aswell as the negative defensive bonus for the encampment walls. Another thing is to create funnels using difficult or impassable terrain next to or one tile away from your encampment, it will make surrounding your cities much harder for you enemy because of the movement penalties and only getting one unit through at a time giving you the chance to bombard your enemies more before they reach your city. A well placed encampment with an archer can hold of a lot of enemy troops with relative ease early on in the game.
I don't build a lot of encampments, but I do build some and most of the reasons I do were overlooked in this video. Not that the reasons here aren't valid, they are, but there's more to it. 1.) Early Game Housing - encampments aren't a great source of housing, but particularly in the early game housing is very limited and there's not many ways to boost it. That extra +1 from an inexpensive building often means the difference between stagnating at pop9 because your housing is in the yellow, or quickly getting to pop 10 for an extra district (which is built cheaper if you lock in the cost since you've discovered less techs/civics.) And even if the extra housing doesn't get you to the next district-unlocking pop, it still gets you to the next pop for an extra tile to be worked for more yields. If I have a city with an encampment, the turn that its housing goes into the yellow is when I build a cheap barracks. 2.) Great General Stacking - this almost seems like an exploit, but the devs were made aware of it years ago and still haven't changed it, so maybe it's intentional.. When making a video about encampments, you have to talk about the effects of great generals. Unlike some of the flashier great people, GG add +1 movement and +5 combat strength to units that start within two tiles of the GG. The exploit is that they stack, meaning if you have units start within two tiles of 2 GG's, they get +2 movement and +10 strength. WIthin two tiles of 3 GG's = +3 movment and +15 strength. FilthyRobot played a game against someone who used a trick where they bought the first GG with gold and ran encampment projects to get the other two cheap GG's and then went and ONE-SHOTTED A WALLED CITY with a Legion. GG-stacking allows you to absolutely ROFLstomp a nearby target. Just be aware that once your units upgrade out of the two eras that a GG covers, it's time to retire him and get that bonus. 3.) 3/6 envoy-level bonus from militaristic city-states - you mentioned it with the campus video, don't know why it was left out here. each militaristic city-state gives barracks or stables +2 production (towards units), so if you start near 3 militaristic city-states and can get 3 envoys in each of them, the barracks gives +7 production with or without the suzerein bonus. It is important to note that the base production from the district (1 from barracks, 2 from armory, 3 from M-academy) is applied towards all city production whereas the envoy-bonus production only applies towards units, however non-military units (settlers, builders) still get that bonus.
To summarize, for me there are four utilities of encampments. First, defense which you covered pretty well. Second, an early game steamroll of an opponent using stacked great general bonuses on units that gain promotions quicker and level-heal more often. Third, added production and housing to a city designated as a settler/builder/trader farm. Fourth, a backdoor domination victory when I don't have the map luck for an intended science or culture victory. When you're thinking science or culture but find that you don't really have the production and the city states that are close to you (on deity, you need to be able to defend/liberate them or just realize you'll lose the bonus when the AI conquers them), are not the science and culture CSs, you don't get the Geneva bonus and the Nan Midol bonus and so on, you just get three military CSs whose suzerein bonuses don't really help at all, you can use encampments and the CS bonuses to field a big army quickly, that get promoted more quickly, and have stacked combat and movement bonuses. Good alternative to just restarting a game that the map doesn't go your way.
The term you were looking for at around 6:50 was "mutually exclusive", which means you have to pick one of them.
Ah yes, that's the one!
You mean "have bilateral interactions which make the anhialation of one party mandatory"?
@@Spaghetter813
Schrodinger's encampment, until the wave function is collapsed it's in a superposition of both barracks and stables (and neither).
@@ryanalving3785 He is speaking the language of gods.
That's good to know.
When playing naval maps, encampments positioned to defend the coastal areas can and will single-handedly sink entire armies, as all armies cannot really defend themselves as well on water. They also sink the actual navy quite well, too. Defensively the encampments are extremely strong and it should be noted that they zone enemies. If you imagine a canal with a city fortification and an encampent on the other side, they can cover a 2 wide gap on the sea. That means another person's entire navy has to get stopped for several turns or is forced to fight in that area.
Zoning is a very strong aspect of encampments. Without it, they would be useless.
This^
Currently playing a game as the Magnificent Japanese Empire and expanding at phenomenal speeds.
Until I ran into a brick wall named Shaka and his deadly positioning of Ikandas grinding my armies to a standstill.
Currently working out the magic of sailing so I can open up space for my armies
Yeah I just had an entire amphibious invasion stopped by one
Also notable that there is a policy (I forget which) that makes military academies add to science. So not wholly useless even in a non-domination focus. I usually go for science and I always use that combo when available.
Also trade routes to cities with an encampment yield +1 production for the trade route. So it can be beneficial that way.
A thing you forgot to mention about the armory is that it allows you to build Military Engineers as well which can be useful too.
DeaminZaints ye
Military Engineers
Useful
Pick one
Filip Holm I shoved a bunch of middle silos down and rained death upon my neighbours
This is the most important reason to build an encampment.
@@fili0938 Just one word: forts
This might be due to the new gathering storm add on, but encampment buildings also allow you to build up and hold higher amounts of strategic resources needed to grow large militaries, like +10 per building per encampment and I believe this is a cumulative bonus as well..
The other thing to consider about placing the encampment is that it's not going to get in the way of any of the other districts, tile improvements or wonders that you might want to place. e.g. the best strategic place for it might just happen to be next to a mountain, surrounded by rainforest - but you'd probably want to put your campus there, instead.
True true, the one other that that I forgot is that the encampment still can provide adjacency bonuses to other districts, so it is still worthwhile in a district triangle.
Thanks for the tips. I like the way your videos are organized; it's been helpful and easier than watching long tutorials about everything.
The one consideration for encampment placement is to build it adjacent to a hill within the same city to build the alhambra.
This guy reminds me of horse-racing commentators. The cadence is spot on. I'm glad he's teaching Civ6 though.
Might I suggest you maybe could zoom in a tad more, I don't know what resolution this is, but I can't quite read all the tiny detailed notes that pop up. Thank you!
Even worse to watch on iphone
You forgot to mention perhaps the best reason to build encampments. When you start off, there is a cap to the number of resources you can have, I think it’s 33. So, you can’t have more than 33 horses, or iron , or niter or anything else. But, with an encampment and the buildings in it, that number increases with each encampment so it’s possible to get that number over 100 and even higher depending on the number of cities you have, which becomes crucial when you are building nukes and death robots, which take a lot of uranium.
Valuable comment, yet not exactly "forgotten" by the creator. The video is from 2018, while accumulation of strategic resources came with the Gathering Storm extension in 2019.
These videos changed the game for me
One trick with the production of a Corps...
If you use 2 different units (of the same type of course) with each having gained their level 1 promotion v Barbarians [choose a different promotion] you get a Corps with BOTH promotions.
Maybe you should have mentioned that it can be useful fot wonders like the terracotta army which is really powerful
Can you please do a video on spies, please. Also, doesn't the 25% xp from the barracks and the armory stack? Another great thing is without the encampment you can only purchase one military unit at a time. With the encampment you can build one to spawn in the encampment and one in the city.
encampment training used to be really strong when great generals stacked. Only really useful if you are tight on strategic resources or you have very strong centralized production capital.
Nice vid as usual Saxy I don't make use of Encampments all that often only if I have a city thats lagging behind in production and housing or if there are tiles with poor yields. Keep these coming! :D
One thing that is not clear is if the buildings provide XP earning bonus to units that were trained before the buildings were built. For example: you train a swordsman, build a barracks, train another swordsman, build an Armory, then another swordsman, then a Military Academy and another swordsman. Will they have different XP earning rates? 0% > 25% > 50% > 75% ? I think they do, but could not find this mentioned anywhere. The in-game description is not clear and kind of suggests the XP bonus would apply to all units (even the ones made before the buildings).
By the way, for some reason this isn't shown in the game civelopedia but the barracks exp. bonus also applies to spearmen, pike, etc. and the stable's bonus to siege weapons like catapults and bombards.
For these reasons I recommend that you have a 2:1 ratio of barracks to stables and try to remember which of your cities has which. Heavy cavalry and seige weapons are a must for domination.
When you say “plus 25 combat experience for units trained in this city”, is that to say units are unique to a specific city??
For example, if I produce a warrior in, say London, but have a military academy in another city, say Leeds, then that unit wouldn’t benefit from the military academy?
I’m a complete newcomer and have watched all your videos in the playlist up to now and they’ve been excellent and really helpful, so thanks.
If your doing a beginners guide remember to include the need for researched tech in order to clear terrain such as marsh and jungle
He mentioned it in the first 3 minutes
I’m loving your videos about Civ6. I was also hoping to connect on Discord to a community or just individuals. But every link I click that I see that should connect me to a community, including yours, seems to be showing as expired in the Discord iPhone app. I’m completely new to that too so may not be doing something right. Would still love to be able to connect with you and others interested in Civ6. Thanks for all you do! Merry Christmas!
Hi Phil, I'm not too sure why the link sometimes doesn't work, but I've heard other people have similar issues. I'd say give it one more try, and if it still doesn't work, try this one: discord.gg/skjtP4U Merry Christmas!
Armory also allow you recruit military engineer.
Can you do a video about spies and how to utilize them?
I tend to play Gorgo for Culture game, but wether culture or religion, spies are excellent way to protect your art and artifacts!
2:00 Why would Germany ever attack the Netherlands? 🤨
To get there before the British! who were planning the same thing.
Oops, I was thinking of Norway.
I was hoping you would explain this. If you build a barracks then an armory do you still get the melee experience from the barracks
Channel should be called "Saxy Civ Tips"
I prefer to build the stable in my Capital city Encampment - they are stronger than mere warriors, and faster than Scouts, so they pull double duty very well!
Super underrated Civ channel.
You didn’t answer the one question I had about the encampment. 😢
When doing early war, is it worth it to build an encampment instead of just building more units? Or would that just make it harder for me to snowball more quickly?
Hello there. I have just been getting into Civ 6, which is the first time i ever played a civ game. I played a good 40-50h now (on vanilla, no DLCs) and i like to play some early war and then try to get as technologically advanced as possible. With this i want to get to artillery, Bombers and nukes as fast as possible because i want a late game domination win. But always as soon as i have just build my first bombers some random faction wins by science out of nowhere which is extremly frustrating. I always try to have maximum production (i always choose germany) and maximum science because i want the new tech as fast as possible. But apparantly the others are ALWAYS faster than me and i dont know why. How can i get new tech the fastest? How can i stop the others from just winning by science out of no where?
Would be very grateful for some tipps!
Peace
4:14 "If you don't know what a citizen slot is, I'll show an infographic here in a bit"
no infographic there, sadly couldn't find one online either
is there more to know about them other than having to slot a citizen there to gain the yields?
It's a way to get a bit more production, much better with a city state though. The housing is nice. I build a couple of military cities, just basically need encampment and industrial, harbours nice. All that production though.
The combat experience bonus is shit. Why build a whole building, just so my units can die with a little more experience. The XP should be enough for one single promotion. (Like in Civ-V).
FYI, I seem to recall that the Great General's combat bonuses stack!!!
Subbed, love your videos
What about building them on hills for a +1 range giving stronger area of control. For me this is a big consideration for where to place especially facing the sea to kill barbs
Something that helps w overall encampment strength and defensibility of your city is to place your encampment on tiles that have a high defense modifier; ie hills, coastlines and choke points
Does the EXP boost apply to units that are trained in the city but is already there even before the barracks/stable is built?
Does the Armory XP bonus stack with the Barracks/Stable?
Placement does matter for certain wonders.
ok?
Has anything changed with the expansions?
nice video saxy! I thought that barbs could take your capital? I've never had it happen to myself, but I think I've seen videos of people losing that way
When I get the encampment and barracks and stable I can build both in the encampment
While you weren't all that thrilled with the production provided by these buildings individually, you neglected to mention that when you build all three that's 6 production per turn which is pretty nice.
Gary Stump Sr 6 production, as you mentioned.. on a FLAT tile. For cities stuck with few hills, that can be a huge improvement. Add in the wonders like alhambra (sp?) that add an additional policy card (as an example) and they can be a huge benefit, whether going conquest, or if you have a more economic focused gov’t and just want a bit better defence.
@@corwyncorey3703 6 additional production sounds nice but when you think about the actual cost of the buildings total, 610 hammers, it would take 100 turns to pay back. This cost also scales with the pace of the game ,quick standard epic etc. If your building this for the production benefits you might as well build units or other more important infrastructure
You literally skipped the bit where you placed the encampment!
Do you think encampments are better or worse now that they offer production and _gold_ instead of the former and _culture_
That's a good question especially for not-this-skilled players like me it would be nice to get some strategic info about this
only 1 thing to use this 4 block a 1 way pass in a player vs player u never need this in ai game to win at all
What about inherent defense modifiers attached to the tiles???
Saxy gammer are you also Windows Central ? Your voice is sounds identical
I am not, no haha
It was a compliment. I like his stuff, and yours too .
He actually sounds a lot like Fluxtrance, too.
Good video
Does 25% experience stack? Like if I'm using a lot of tank, I will prefer tank.
I will prefer stable.
Do the buildings provide the experience boost for previously trained units built by that same city?
No, there is a wonder that dose that though.
Yan Luo they dont. BUT if you build corps, and add them to existing units, they will keep the highest level of promotions available (adding a corps of musketmen to one with a promotion gives the whole army the promotion, adding one to a single that doesnt keeps the exp)
@@dominiqueill5292 yeah the tarcotta army
Sorry but as someone with Aztec heritage it bugs me how you say Monty when it's Mon-teh
Mein enKampfment
Are you a Hitler fanboy? °_°
I don’t think I’ve *ever* built an encampment.
Admiral Ackbar I usually only build Encampments if I'm playing a pure domination civ like Zulu or Mongolia, or if I have a border next to a domination civ.
Admiral Ackbar I know why you don't build them. Because you think........
..........It's a trap!
szmchs127 simply having one fully decked out can give a crap tile a 6 production... extra science (with the right policy) access to at least 2 useful wonders, and if building tall, armies instead of single units for defence.. which helps as a deterrence thus avoiding attack. Sci victories can definitely be aided by these