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Can I reasonably assume that one unit per tile feature is gone from Civ 7? It seems so from some of the videos I have seen that introduces the military mechanics. But I want to be sure that I understood correctly.
No, not at all. You've probably seen footage of commanders in action, who can bundle up a number of units for the sake of movement but nothing else. In a fight, you still need to unbundle units from commanders (and into their own tile) for them to attack.
Don't know where you go that idea from, certainly not my understanding. There is a commander unit that can move multiple units in a stack, but that's an exception to the 1UPT rule.
More like there is now an exception to this rule: commanders, who can pack all the units around them into a sigle tile and move together. This is a pretty vulnerable position because if such army is assaulted on the march multiple units get damage at the same time and your commander can get themselves killed, leaving the rest of the troops less capable and in disarray. so you wouldn't want to use this ability outside of movement.
Oh well. I was so hoping one unit per tile would be eliminated. But i'll take marching the units together. That's a big improvement over moving units one by one, which got insanely complicated and demoralizing back in Civ 5 and 6.
I never really liked stacks of doom anyway, especially the way the CPU used them in like 2 and 3. You'd sit there 5 minutes as they threw 27 swordmen at your 2 infantry guarding a city, wondering when the heck your turn would start again and if you'd actually survive. Its good to see exactly what's coming so you can maneuver appropriately. Also civ 6 must have had the worst movement mechanic. Send a guy 27 tiles away, and after 2 turns he's stop because some random city state unit started to walk through the target space. By All means block me from attaching that unit, but maybe, just maybe, wait until that attack would actually occur and after the unit left.
The hoovering commanders is really going to save a lot of time and anguish when mobilizing a large force, and the "reinforcement" is really extra cool, get a unit off the map &unblockable with a few movement point bonus to boot. Gone may be the days of sending a reinforcement unit to the "Front line" and forgetting 24 turns later why you chose that exact spot; Or guessing where you think it will need to be in 20 turns. In theory they will follow where the commander ends up and you'll select the best spot for them when they arrive.
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