Sid Meier's Civilization VI

Sid Meier's Civilization VI

Better Camps
Mostrando 1-3 de 3 aportaciones
Actualización: 16 MAY 2021 a las 18:26

Reduced production from camps from 3 -> 2 (Accidentally went with previous patch)

Actualización: 16 MAY 2021 a las 16:40

Fixed DB error

Actualización: 13 MAY 2021 a las 13:42

Improves camps so they can compete with lumber mills/mines.
(Let's be honest, you're probably going to chop these deer anyways.)

+1 Food/Production upon unlocking Feudalism
Standard Adjacency bonus for Commercial Hubs/Harbors.

New Camp:
+2 Food / +2 Production / +4 Gold
Old Camp:
+1 Food / +1 Production / +4 Gold

Lumber Mill for comparison
+2 Base. +3 after Steel, +4 After Cybernetics.

Mine for comparison
+1 Base. +2 After Apprenticeship. +3 After Industrialization. +4 After Smart Materials.

Assume ~4Gold = 1 Production, the new camp should feel better to use, especially with the adjacency bonus to economic districts.