Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sailor Cat's Watchtower Improvement
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21.912 MB
23 Oct, 2019 @ 9:48pm
30 Oct, 2022 @ 6:49am
9 Change Notes ( view )

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Sailor Cat's Watchtower Improvement

In 4 collections by Sailor Cat
Civ♂Master♂Deep♂Dark♂Mods
72 items
Sailor Cat Collection
69 items
Jolly PBC
38 items
Play by Clow Card
29 items
Description
Introducing the watchtower improvement, which can be built by recon units, such as the scout, to help your civilization better explore and monitor.

Occupying units have +2 Sight and can see through woods and jungles. +1 Sight for units occupying adjacent Encampments and defensive improvements. Built by recon units, and may be built outside friendly territory.



Eco-Friendly
The watchtower can be built on woods, rainforest, marsh, floodplains, and oasis without removing the feature visually or mechanically. It can be built on those features and all non-mountain land terrains.

Wardrobe Included
The appearance of the watchtower will change according to its placement. There are 7 distinct variations, all of which are updated upon reaching the medieval and modern eras, for a total of 21 variations.

Purpose
Perform a sight bomb with your recon unit to get a better idea of its surroundings. Keep an eye on unclaimed territory across the map, other civilizations' territory, or what lies just beyond your own domain. Prevent barbarian camps from spawning.

Recommended Pairing
With its toasty aroma and supple tannins, the watchtower improvement pairs well with the Starting Scout mod.

Notes
  • Recon units have one (1) build charge, and building a watchtower doesn't consume the unit.
  • Unique units (such as the Incan Warak'aq), unique defensive improvements (such as Alcazar), and unique Encampments (such as Ikanda) are all supported.
  • Several unit commands have been moved to command overflow[imgur.com] in order for this mod to work.
  • Language support for all native Civilization VI languages.

Mod Support
Mechanically, most if not all unit-related mods should be supported out of the box. Visually, however, modders who add or modify recon units will need to check the DoNotDisplayCharges box in their Units.artdef entries. Should support modders' Encampment replacements and defensive improvements without issue.

Direct Download and Bug Reports
Version 2.0. DDL: GitHub Repository[github.com]. Please use the pinned discussion below for bug reports. If you do, I'll like you more.

Special Thanks
Deliverator, Digihuman, Flirkyn, JNR, Junky, Mikecro, Pixie, SeelingCat, and Tony.

If you'd like to support my drinking problem, you can...
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Popular Discussions View All (2)
40
18 Sep, 2021 @ 3:11pm
Bug Reports
Sailor Cat
6
15 Jun, 2021 @ 1:16am
Translations
Junky
304 Comments
Sailor Cat  [author] 5 Sep @ 10:54am 
If they're in your territory. Otherwise, you can pillage them. I think that's how it works anyway. It's been awhile, but it's easy enough to figure out. Either way, they don't build all that many.
Amroth 5 Sep @ 12:38am 
Hm, can you remove watchtowers built by the AI?
I love the idea of the mod, but I'm not keen on AI placing towers everywhere that I can't destroy/remove.
Sailor Cat  [author] 25 Aug @ 8:03pm 
Humankind is pretty similar, yeah.
cowardlykings 25 Aug @ 7:18pm 
Looks like something pretty similar is in VII
Sailor Cat  [author] 26 Jun @ 8:11am 
Weird
Suiseggs 26 Jun @ 7:57am 
it's greyed out :/
Sailor Cat  [author] 26 Jun @ 7:43am 
If it belongs to you, it can be removed.
Suiseggs 25 Jun @ 9:22pm 
iron spawned under one of the watchtower and i can't do anything about it
Sailor Cat  [author] 25 Jun @ 5:55pm 
huh
Suiseggs 25 Jun @ 12:01pm 
can i remove the watchtowers?