Encampment
Information
Adjacency Bonuses:
- None -- Other districts benefit from adjacency bonuses for being near encampments but encampments receive no benefits
Yields (Per Citizen):
- +2 Gold
- +1 Science
Trade Yields:
- Domestic:
- +1 Production
- Foreign:
- +1 Production
Encampments are not only your first line of defense but they are also necessary for offense as well: getting an Encampment online is basically an extension of your city center providing Zone of Control against applicable units as well as giving you type bonuses (+2-4 production in your cities when producing units when you have 1/3/6 Envoys in a Militaristic City State) as well as providing Great General points which are absolutely necessary when fighting wars -- Great Generals can easily turn the tide of any battle.
If compared to an Industrial Zone and the Workshop it may seem that the Encampment and Barracks are less effective however it's extremely important to point out that not only do you get comparative production to Industrial zones unless you have very high adjacencies -- 4+ -- but the Encampment and their corresponding buildings are also the only districts in the game which have a % modifier production card to produce efficiently for your entire empire -- Veterancy, unlocked with Military Training. This is something that the Industrial Zone cannot match until you get Industrialization in Multiplayer because if you go on the top side of the tech tree you're inviting an invasion from a player who properly teched and paid attention to your empire
Another extremely important factor of Encampments is they’re required if you want to produce Military Engineers which can further be used to maximize the potential defenses of your empire, as well as build Missile Silos later in the game as well as enhancing the production of mid/late game units since the District Building Military Academy applies a % reduction modifier to the production of units being produced as Corps and Armies and is one of the only things in the game to do so.
Strengths
- Unlocked Early: You will unlock the ability to produce Encampments extremely early in the game at Bronze Working
- Aligns with early game goals: Defence and Offense -- Technology required to build barracks aligns with your goals of the early game
- Great Generals: These are easily the strongest great people type you can unlock within the first 40 turns of the game. Usually the first people to unlock Great Generals have such a massive advantage over their neighbors via troop movement and the extra combat strength that it can net you a couple free cities if not an entire empire
- Veterancy: This is the only civic card in the game which directly impacts your ability to product a district -- +30% when building the encampment itself as well as any district buildings you choose to build afterwards
- Housing: Not only does the Encampment building line give you production and enhance your units but they also grant housing so that you will have the capacity to grow your cities taller to unlock more district slots
- Defence: Using your Encampments to control territory is likely their biggest strength when properly placed they can be as hard or harder than a city to break through -- You can use The Castellan to turn a City Center Encampment combo into a deathtrap of hell with Double Embrasure getting off 6 total ranged attacks between the Encampment, City Center, and Garrisoned Units.
- Comparable to Industrial Zones: While obviously an Encampment will not be AS powerful as a 4+ adjacency Industrial Zone they will easily compare to any Industrial Zone which is under that threshold -- especially when you get to Armories and Military Academies. The reason for this is that you can use Encampments and City-State type bonuses in conjunction with overflow strategies -- Using Civic Cards to enhance the production output of the district. Here's an example -- you have a 3 adjacency Industrial Zone with a Workshop -- So you've got 5 Production from that city (8 with the Civic Card Craftsmen) However you'll be unable to build the next Industrial Zone Building until around turn 90-100 in Multiplayer because if you try to research Industrialization in Multiplayer frankly you're going to die. Comparatively the Encampment itself will give you nothing, but the Barracks will give you +1 production. With one Militaristic City-State and 3 Envoys you will be making 3 Production per turn. However when you get an Armory -- which you tend to get quite early in Multiplayer because most players rush for Musketmen you're sitting at 5 Production per turn -- 7 with 6 envoys in a Militaristic City State. Obviously this only applies when producing units, but if you use overflow strategies (produce a unit then on the last turn before completion chop/harvest a production tile) you can use that production to "overflow" into a district or wonder of your choice.
- Overflow Strategies: Any time you're using overflow strategies -- especially late game -- because of the production you get while producing units using City-State Type bonuses you can get some amazing overflow potential from Encampments
Issues:
- Takes a district slot: Frankly this is the only weakness of an encampment -- You've you to balance getting encampments and other districts in each situation for each individual City but that alone is not big enough an issue to stop me from prioritizing them because as you enhance your Encampment by producing the buildings corresponding to it you're also getting more housing.
Encampment Buildings
Tier 1
Tier 2
Tier 3
End
Credits:
Pictures taken and edited by Justifier