With the year coming to a close, developers for gameplay changes coming to Civ 7 that aim to reduce micromanagement and streamline various processes that used to be tedious or boring, creating a better atmosphere for casual players. While certain decisions such as the removal of the Builder unit may be controversial, a simplified, more approachable version of previous Civ games is the goal with Civ 7.

The changes to the combat system include the addition of a crucial strategic unit, the Commander, as well as siege warfare systems that require defensive strategizing. The Commander units will feature a dynamic Discipline Tree which will allow them to focus on distinct areas of combat, adding strategic elements through Commendation Points and the ability to call in reinforcements. Overall, the changes are sure to give players a completely unique, original experience, with familiar yet improved elements from the Civ franchise.

Why Civ 7 Is Updating The Combat System

Civ Combat Has Evolved Greatly From Its Original Form

Civilization 7 city with Charlemagne in front
Custom image by Carrie Lambertsen

In Civ 7's what players are more familiar with in Civ 6, with hexagonal combat confined to one unit per tile that essentially spreads the combat units across the map instead of stacking them in one place, or "carpets of doom."

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The system in Civ 7 will be more balanced to avoid clustering, traffic jams, and overcrowding that makes areas of the map imable by "improving on our previous designs and providing some new and interesting gameplay opportunities." The overall goal for Civ 7 is to consolidate and streamline as many of its systems as possible from Civ 6, so the evolution and updates to combat aim to serve that purpose where it matters most: the battlefield. To do so, Civ 7 combines the unit-stacking features of the original while still maintaining a one-unit-per-tile core structure from Civ 5 & 6.

Commanders In Civ 7 Explained

The Commander Can Stack Nearby Units And Choose A Discipline

Introducing the Commander unit in Civ 7 will allow players to stack nearby units into a pack, moving them greater distances based on the Commander's specific movement bonuses. Players can pack an army made of any number of troops together and deploy them around a particular hexagon, laying siege to a given city, district, or settlement. Commanders are now the only units that will gain promotions, and they gain experience by winning wars or battles with their designated troops. There will be a Command Radius, and all the Commander's buffs and bonuses will affect those troops inside the radius.

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"Having an experienced Commander lead your forces is essential for military-focused players," and advancing Commanders will be an integral part of Civ 7 strategy-building. Commanders last across all three Ages and retain their promotions and experience from each Age. Commanders advance through a Discipline Tree, and there are unique types for ground, 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 the going gets tough. Commanders are meant to "greatly reduce the amount of micromanagement needed from the player."

Siege Warfare In Civ 7 Explained

A Good Defense Is The Best Offense In Civ 7

Napoleon from Civilization 7 with Hawaii
Custom Image by Katarina Cimbaljevic

Civ 7's combat will feature new opportunities for strategizing based around siege warfare because of the shift to Urban Districts as opposed to consolidated City Centers. Players will be able to fortify these individual districts with walls and barriers, as well as with unique structures, buildings, or Wonders. The City Center cannot be captured in Civ 7 unless all the 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 the yields from that district.

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Siege warfare was a major component of previous Civ games, but for Civ 7 it will take on a more functional and streamlined approach thanks to the Commander units and their unique movement bonuses. It also adds a major need for defense in the game that didn't exist before, because each individual district will be prone to siege without defensive structures or improvements. Players will even be required to focus on defensive naval positions, as "naval forces can sail inland and capture Settlements." Siege warfare is sure to add complexity and will be balanced by the Commander units in Civ 7.

Civ 7 Updated Combat Animations & Flanking Bonuses

Proper Flanking Bonuses & Better Animations Are Coming To Civ 7

Xerxes pointing a finger while wearing armor in Civilization 7.

Along with all these updates to combat, Civ 7 has improved the combat animations for all the units in the game and made them continuous, so troops will constantly fight as long as the battle wages on. In previous games, the direction a unit faced was irrelevant, "meaning it didn't particularly matter what direction you attacked or were attacked from." Now, flanking bonuses have been properly implemented, where engaging an enemy "locks the two units toward a front" and allowing players to "attack from the sides and behind." This is a small yet impactful change to combat mechanics that will change strategy drastically in Civ 7.

Each of these updates to combat coming to Civ 7 promises to improve and revolutionize how strategy is established for each campaign. Players can choose an offensive military strategy with powerful Commanders, opt to build up their defenses in the event their own Settlements are seized upon, or find a balance between the two. The addition of Commander units and the inclusion of flanking bonuses will be a game changer when it comes to developing military strategy. Players will have no shortage of cool new features to experiment with in order to find their favorite approach thanks to the new combat systems coming to Civilization 7.

Source: Civ 7 Dev Diary

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Sid Meier's Civilization VII
Grand Strategy
Turn-Based Strategy
4X
Released
February 11, 2025
ESRB
Everyone 10+ // Alcohol and Tobacco Reference, Mild Language, Mild Violence, Suggestive Themes
Developer(s)
Firaxis Games
Publisher(s)
2K
Engine
Gamebryo Engine
Multiplayer
Online Multiplayer
Cross-Platform Play
Yes - all platforms, restrictions apply

Franchise
Sid Meier's Civilization
Platform(s)
PC