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:

  1. First Commander: Fortify I > Forced March > Fire Support
  2. 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#

  1. Never fight a war without a reason — always find a justification
  2. Fight fast and decisive — support collapses the longer a war drags on
  3. Do not let your cities get captured — this hurts more than losing armies
  4. Pull allies into the war — even if they never fight, the per-ally bonus still counts

Siege Warfare#

Siege Preparation#

  1. Surround the city: use 3-4 units to seal every exit — cut off its supply
  2. Deploy siege weapons: set up 2 tiles outside the city — do not step into range
  3. Chip the walls with ranged units: Archers / Crossbowmen weaken the city defense first
  4. 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

内容最后验证于 2026-07