Combat System#
Combat Basics#
Civilization 7’s combat keeps the core hex-and-turn battles while introducing two brand-new mechanics — the Commander system and War Support — making combat more about the strategic layer than simply stacking units.
Core Mechanics#
| Mechanic | Notes |
|---|---|
| Unit classes | Melee / Ranged / Cavalry / Siege / Recon / Air — 6 unit classes |
| Commander | A levelable general — provides aura bonuses and tactical abilities |
| War Support | Decides the global combat modifier during a war — affected by diplomacy and Ages |
| Flanking bonus | Attacking from multiple directions grants combat bonuses |
| Terrain bonus | Woods / hills / rivers provide different defensive bonuses |
| Experience system | Units earn experience from combat — they can be promoted / upgraded |
Unit Classes#
Melee Units#
| Unit | Age | Strength | Traits | Best use |
|---|---|---|---|---|
| Warrior | Antiquity | 15 | Basic unit | Early exploration + light combat |
| Swordsman | Classical | 25 | +5 vs Ranged | Mainline melee — pairs with siege |
| Knight | Exploration | 40 | High mobility | Quickly breaking defensive lines |
Melee tips:
- Melee units are the core of siege warfare — without melee you cannot capture cities
- A Swordsman + support-unit combo counters cavalry effectively
- Do not overbuild Warriors in the Ancient era — they become obsolete fast
Ranged Units#
| Unit | Age | Ranged Strength | Range | Traits |
|---|---|---|---|---|
| Archer | Antiquity | 15 | 1 | Basic ranged |
| Crossbowman | Medieval | 30 | 1 | High damage — +10 vs melee |
| Musketman | Exploration | 40 | 1 | Highest ranged strength among land units |
Ranged tips:
- Never stand in the front row — once melee closes in, a ranged unit’s combat power is halved
- Use terrain — the defense bonus of woods / hills makes ranged units much harder to kill
- 2 ranged + 1 melee is the standard combat group
Cavalry Units#
| Unit | Age | Strength | Mobility | Traits |
|---|---|---|---|---|
| Horseman | Classical | 25 | 3 | Can withdraw after attacking — strike and pull back |
| Mounted Archer | Classical | 20 ranged | 4 | Kiting tactics |
| Tank | Modern | 65 | 3 | Runs over infantry |
Cavalry tips:
- Cavalry’s withdrawal attack is its biggest advantage — hit once, then retreat to a safe position
- Best for ambushing the enemy’s ranged units and siege weapons
- Never charge garrisoned units head-on with cavalry — the losses are severe
Siege Units#
| Unit | Age | Siege Strength | Range | Traits |
|---|---|---|---|---|
| Catapult | Classical | 20 | 2 | +10 vs city walls |
| Trebuchet | Medieval | 35 | 2 | +15 vs city walls |
| Cannon | Exploration | 45 | 2 | The siege mainstay |
| Artillery | Modern | 60 | 3 | Long-range suppression |
Siege tips:
- Siege units must set up (costs 1 movement) before attacking — deploy in advance
- Protect your siege units — they are extremely fragile in melee
- Use the Commander aura to raise your siege units’ attack power
Recon Units#
| Unit | Age | Sight | Traits |
|---|---|---|---|
| Scout | Antiquity | 3 | Ignores terrain movement costs |
| Pathfinder | Classical | 3 | Larger sight range |
Recon tips:
- First thing at the opening: build a Scout to explore — find city-states and natural wonders
- Promoted Scouts gain hidden vision — they can see stealth units
- Later they can be upgraded into a Drone — but do not keep a Scout alive into the Modern Age just for that
Commander System#
Commander Basics#
| Attribute | Notes |
|---|---|
| Aura range | Adjacent tiles — covers friendly units |
| Aura bonus | +3~+8 combat strength and movement |
| Command skills | Unlocked with experience — such as Fortify, healing, Forced March |
| Revival mechanic | A defeated Commander can be revived in the capital — but it costs gold |
| Earning experience | The Commander gains experience when nearby units fight |
Commander Skill Tree#
| Skill | Level required | Effect |
|---|---|---|
| Fortify I | 1 | Units in the aura gain +3 defense |
| Forced March | 2 | Units in the aura gain +1 movement |
| Fire Support | 3 | Ranged units in the aura gain +5 ranged strength |
| Siege Master | 4 | Siege units in the aura gain +10 siege strength |
| Fortify II | 5 | Units in the aura gain +6 defense (stacks) |
| Double Attack | 6 | Melee units in the aura can attack twice |
| Total War | 7 | All units in the aura gain +10 combat strength |
Commander upgrade strategy:
- First Commander: Fortify I > Forced March > Fire Support
- Second Commander: Siege Master > Double Attack > Total War
War Support#
War Support is a new system in Civilization 7 — it shapes the global combat modifier you get during a war
Factors That Affect War Support#
| Factor | Effect |
|---|---|
| Casus belli | A justified reason gives +2~+4 |
| War duration | -1 per 10 turns |
| Cities captured | -2 per city lost |
| Allies joining the war | +1 per ally |
| Age / policy effects | Certain policies and Age traits modify it |
Strategies for Keeping War Support High#
- Never fight a war without a reason — always find a justification
- Fight fast and decisive — support collapses the longer a war drags on
- Do not let your cities get captured — this hurts more than losing armies
- Pull allies into the war — even if they never fight, the per-ally bonus still counts
Siege Warfare#
Siege Preparation#
- Surround the city: use 3-4 units to seal every exit — cut off its supply
- Deploy siege weapons: set up 2 tiles outside the city — do not step into range
- Chip the walls with ranged units: Archers / Crossbowmen weaken the city defense first
- Commander aura: make sure the siege units stay inside the Commander’s range
Siege Phases#
| Phase | Action | Goal |
|---|---|---|
| Phase one | Troops surround the city — ranged chip away | Drop the city defense below 50% |
| Phase two | Siege weapons break the walls | Breach walls (0% hp) |
| Phase three | Melee units capture the city | Storm the city — wipe out the garrison |
Defensive Siege Strategy#
- Units garrisoned inside a city gain a defense bonus
- Garrison ranged attacks deal double damage
- A city without walls is very vulnerable — prioritize building walls in the Ancient era
- Use the city’s own attacks to grind down the besieging units’ health
Tactical Advice#
Combat Strategy by Age#
Ancient era:
- The main combat goals are clearing barbarian camps and conquering city-states
- 2-3 Warriors + 1 Archer is enough to handle early threats
- Do not fight full wars — your economy and military cannot support it
Classical-Medieval era:
- This is the key expansion window — build 3-5 Swordsmen + Crossbowmen + Catapults
- Assemble your first army with a Commander
- Pick your war reasons — attack civilizations developing slower than you
Exploration era:
- Navies start to matter — control the seas to protect colonization
- The Musketman + Cannon combo is the standard land-war setup
- By now you should have 2-3 senior Commanders
Modern-Future era:
- Air power changes the rules — air superiority is critical
- Tank + mechanized infantry blitzes are extremely deadly
- Nuclear weapons are the ultimate weapon — but using them brings heavy diplomatic penalties
Using Terrain#
| Terrain | Defense bonus | Movement cost | Advice |
|---|---|---|---|
| Plains | 0 | 1 | No bonus — pass through quickly |
| Woods | +3 | 2 | Defensive advantage — hide ranged units in woods |
| Hills | +3 | 2 | The best position for ranged units — high ground + defense |
| River | +5 (vs attacker crossing) | +1 (crossing) | Defend behind rivers — never attack across one |
| Mountains | Impassable | - | A natural barrier — use mountains to protect your borders |
Unit Preservation / Upgrade Strategy#
- Never disband veteran units — upgrading is cheaper than retraining
- Unit levels persist: a promoted unit keeps all its upgrades and skills
- Upgrade costs rise with the Age — so try to keep your ancient-era units alive into the late game
- Commanders keep all their experience — even if your army gets wiped out