Civ 7's new combat system explained

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Civ 7's new combat system explained

As the year comes to an end, software developers Civilization 7 released an explanation of the new combat system and its many features in a recent development diary. Combat updates are in line with the general gameplay changes coming Civilization 7 which aim to reduce micromanagement and streamline various processes that were previously tedious or boring, creating a better environment for casual players. While certain decisions, such as removing the Builder unit, may be controversial, a simplified and more accessible version of the previous Civilization games is the goal with Civilization 7.

Combat system changes include the addition of a crucial strategic unit, the Commander, as well as siege warfare systems that require defensive strategies. Commander units will have a dynamic Disciplinary Tree that will allow them to focus on different areas of combat, adding strategic elements through Command Points and the ability to call in reinforcements. Overall, the changes are sure to provide players with an original and completely unique experience with familiar yet improved game elements. Civilization franchise.

Why Civ 7 is updating the combat system

Civ Combat has evolved a lot since its original form


City of Civilization 7 with Charlemagne at the front
Custom image by Carrie Lambertsen

In Civ 7 Developer Diary #5a somewhat comprehensive breakdown of the changes coming to combat will be presented to players as a preview of what's to come next year. The developers explain how combat evolved in Civilization infamous franchise “piles of doom” in the first game to what players are most familiar with Civilization 6with hexagonal combat confined to one unit per piece which essentially spreads combat units across the map instead of stacking them in one place, or “carpets of misfortune”.

The system in Civilization 7 it will be more balanced to avoid crowds, traffic jams and overcrowding that make areas of the map impassable. “improving on our previous designs and providing some new and interesting gameplay opportunities.” The general objective for Civilization 7 is to consolidate and streamline as many of your systems as possible of Civilization 6therefore, evolution and updates in combat aim to serve that purpose where it matters most: the battlefield. To do this, Civilization 7 combines the unit stacking capabilities of the original while maintaining a core structure of one unit per block of Civilization 5 and 6.

Commanders in Civ 7 explained

The commander can stack nearby units and choose a discipline

Introducing the Commander unit in Civilization 7 will allow players to stack nearby units into a pack, moving them greater distances based on Commander-specific movement bonuses. Players can gather an army consisting of any number of troops and deploy them around a specific hexagon, laying siege to a particular city, district, or settlement. Commanders are now the only units that will earn promotions, and gain experience by winning wars or battles with assigned troops. There will be a Command Radius, and all Commander buffs and bonuses will affect troops within the radius.

“Having an experienced commander leading your forces is essential for military-focused players.” and forward commanders will be an integral part of the Civilization 7 strategy building. Commanders last through all three Eras and maintain their promotions and experience from each Era. Commanders advance through a Disciplinary Tree and there are unique types for land, naval, or air combat. Commanders also have “special actions” that affect all troops in the radius, and are able to call in reinforcements to help when things get tough. Commanders must “greatly reduce the amount of player micromanagement required.”

Siege Warfare in Civ 7 Explained

A good defense is the best offense in Civ 7


Civilization 7 Napoleon with Hawaii
Custom image of Katarina Cimbaljevic

Civ 7 combat will present new opportunities for strategizing based on siege warfare due to the shift to urban districts as opposed to consolidated urban centers. Players will be able to fortify these individual districts with walls and barriers, as well as unique structures, buildings, or wonders. The city center cannot be captured in Civilization 7 unless all Urban Districts have been conquered first, adding many new layers to siege strategies and tactics. “Destroying walled districts and occupying them will cede control of that district to you,” and will deprive the opponent of that district's income.

Siege warfare was an important component of previous Civilization games, but for Civilization 7 it will take on a more functional and streamlined approach thanks to Commander units and their unique movement bonuses. It also adds a great need for defense into the game that didn't exist before, because each individual district will be subject to siege no defensive structures or improvements. Players will still be required to focus on defensive naval positions such as “naval forces can sail inland and capture settlements.” Siege warfare will certainly add complexity and will be balanced by the Commander's units in Civilization 7.

Civ 7 Updated combat animations and flanking bonuses

Proper flanking bonuses and better animations are coming to Civ 7


Xerxes pointing the finger while wearing armor in Civilization 7.

Along with all these combat updates, Civilization 7 improved the combat animations for all units in the game and made them continuous, so that troops fight constantly as long as the battle continues. In previous games, the direction a unit faced was irrelevant.”meaning it didn't matter from which direction you attacked or were attacked.” Now, flanking bonuses have been implemented correctly, where to face an enemy “locks both units towards the front” and allowing players “attack from the sides and behind.” This is a small but impactful change to combat mechanics that will drastically change the strategy in Civilization 7.

Each of these combat updates coming Civilization 7 promises to improve and revolutionize the way the strategy is established for each campaign. Players can choose an offensive military strategy with powerful commanders, choose to build up your defenses in case your own settlements are taken, or find a balance between the two. The addition of Commander units and the inclusion of flank bonuses will be a game changer when it comes to developing military strategy. Players will have no shortage of exciting new features to try out and find their favorite approach thanks to the new combat systems that are coming. Civilization 7.

Source: Civ 7 Dev Diary

Civilization VII by Sid Meier

Grand Strategy

Turn-Based Strategy

4X

Franchise

Sid Meier's Civilization

Released

February 11, 2025

Developer(s)

Firaxis Games

Editor(s)

2K

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