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Historic Moments

Introduction

Improvements

Airstrip

Alcázar

Barricade

Batey

Camp

Château

Chemamull

City Park

Colossal Head

Corporation

Farm

Feitoria

Fishery

Fishing Boats

Fort

Golf Course

Great Wall

Hacienda

Industry

Kampung

Kurgan

Lumber Mill

Mahavihara

Mekewap

Mine

Missile Silo

Mission

Modernized Trap

Monastery

Nubian Pyramid

Offshore Oil Rig

Oil Well

Outback Station

Pairidaeza

Pasture

Plantation

Polder

Quarry

Reinforced Barricade

Rock-Hewn Church

Roman Fort

Seaside Resort

Sphinx

Stepwell

Trading Dome

Trap

Vampire Castle

Ziggurat

Routes

Camp
Description
Unlocks the Builder ability to construct Camps.

+1 Gold. Can only be built on valid resources.

If built on Luxury resources, the city will gain use of that resource.
Historical Context
Once upon a time, a camp was vital to survival … whether it was a temporary shelter thrown up by wandering barbarians or a semi-permanent hunting camp supplying game, fish or fowl to the growing population. Until mankind learned to domesticate and pen livestock for a more dependable source of meat, hunting camps kept civilization going. In time, camps took on new roles, such as supplying furs, firewood, or trading opportunities with the nearby natives. Today, more often than not, a “camp” – temporary or permanent – is simply a recreational site where the city slickers can “get back to nature.” And now civilized folk hunt game, fish, and fowl for sport rather than survival.
PortraitSquare
icon_improvement_camp

Traits

+1 Gold
+0.5 Housing
+1 Production (requires Mercantilism)
+1 Gold (requires Synthetic Materials)
+1 Food (requires Mercantilism)

Requirements

Technology
icon_tech_animal_husbandry
Animal Husbandry
icon_resource_deer
Deer
icon_resource_furs
Furs
icon_resource_ivory
Ivory
icon_resource_truffles
Truffles
icon_civilization_unknown
Honey

Usage

Built By
icon_unit_builder
Builder
PortraitSquare
icon_improvement_camp
Description
Unlocks the Builder ability to construct Camps.

+1 Gold. Can only be built on valid resources.

If built on Luxury resources, the city will gain use of that resource.
Historical Context
Once upon a time, a camp was vital to survival … whether it was a temporary shelter thrown up by wandering barbarians or a semi-permanent hunting camp supplying game, fish or fowl to the growing population. Until mankind learned to domesticate and pen livestock for a more dependable source of meat, hunting camps kept civilization going. In time, camps took on new roles, such as supplying furs, firewood, or trading opportunities with the nearby natives. Today, more often than not, a “camp” – temporary or permanent – is simply a recreational site where the city slickers can “get back to nature.” And now civilized folk hunt game, fish, and fowl for sport rather than survival.

Traits

+1 Gold
+0.5 Housing
+1 Production (requires Mercantilism)
+1 Gold (requires Synthetic Materials)
+1 Food (requires Mercantilism)

Requirements

Technology
icon_tech_animal_husbandry
Animal Husbandry
icon_resource_deer
Deer
icon_resource_furs
Furs
icon_resource_ivory
Ivory
icon_resource_truffles
Truffles
icon_civilization_unknown
Honey

Usage

Built By
icon_unit_builder
Builder
Language
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