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==Combat Info==
 
==Combat Info==
* Support [[Units]] ([[Settlers]], [[Scouts]], etc..) can now be embedded with other units, like anti-tank support with infantry, or a warrior with [[Settlers]]. Note: These are units that are more sensibly depicted as special equipment embedded with a larger unit rather than standalone figures on the map. Also, similar units can also be combined to form powerful "[[Corps]]" [[Units]].
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* Support [[Units]] ([[Settler]], [[Scout]], etc..) can now be embedded with other units, like anti-tank support with infantry, or a warrior with [[Settler]]. Note: These are units that are more sensibly depicted as special equipment embedded with a larger unit rather than standalone figures on the map. Also, similar units can also be combined to form powerful "[[Corps]]" [[Units]].
 
* Corps are available mid-game and later on, three units can be combined together to make an "[[Army]]" and these [[Units]] can now be organised into a formation, which means they’ll always move together rather than having to be shuffled across the map one at a time. Formations can be applied to large collections of military units or civilian units and their escorts.
 
* Corps are available mid-game and later on, three units can be combined together to make an "[[Army]]" and these [[Units]] can now be organised into a formation, which means they’ll always move together rather than having to be shuffled across the map one at a time. Formations can be applied to large collections of military units or civilian units and their escorts.
 
* Bombers can destroy [[Improvements]] and [[Districts]] with raiding.
 
* Bombers can destroy [[Improvements]] and [[Districts]] with raiding.
 
* Combat experience goes into [[Military]] techs instead of promotions for [[Units]].
 
* Combat experience goes into [[Military]] techs instead of promotions for [[Units]].
* Barbarians can generate [[Scouts]], which in turn look for targets to harass, and apparently once they discover something of interest they'll often return with a larger force, since the Barbarians AI are much more intelligent and launch invasions based on scouting.
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* Barbarians can generate [[Scout]], which in turn look for targets to harass, and apparently once they discover something of interest they'll often return with a larger force, since the Barbarians AI are much more intelligent and launch invasions based on scouting.
 
* Air Combat mechanics have been completely redone, but there are no specifics on which way so far.
 
* Air Combat mechanics have been completely redone, but there are no specifics on which way so far.
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== Resolution ==
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Unlike previous iterations of Civilization, it is the ''difference'' in {{Combat Strength}} Strength that determines the distribution of possible outcomes, rather than the ratio. A flat {{Combat Strength}} Strength therefore retains its value throughout the game.
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See also: [[War]]
   
 
[[Category:Combat]]
 
[[Category:Combat]]

Latest revision as of 05:48, 17 November 2016

The Basics on Combat in Civilization VI.

Combat Info[ | ]

  • Support Units (Settler, Scout, etc..) can now be embedded with other units, like anti-tank support with infantry, or a warrior with Settler. Note: These are units that are more sensibly depicted as special equipment embedded with a larger unit rather than standalone figures on the map. Also, similar units can also be combined to form powerful "Corps" Units.
  • Corps are available mid-game and later on, three units can be combined together to make an "Army" and these Units can now be organised into a formation, which means they’ll always move together rather than having to be shuffled across the map one at a time. Formations can be applied to large collections of military units or civilian units and their escorts.
  • Bombers can destroy Improvements and Districts with raiding.
  • Combat experience goes into Military techs instead of promotions for Units.
  • Barbarians can generate Scout, which in turn look for targets to harass, and apparently once they discover something of interest they'll often return with a larger force, since the Barbarians AI are much more intelligent and launch invasions based on scouting.
  • Air Combat mechanics have been completely redone, but there are no specifics on which way so far.

Resolution[ | ]

Unlike previous iterations of Civilization, it is the difference in Icon map pin strength Strength that determines the distribution of possible outcomes, rather than the ratio. A flat Icon map pin strength Strength therefore retains its value throughout the game.

See also: War