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==Combat Info== |
==Combat Info== |
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− | * Support [[Units]] ([[ |
+ | * 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. |
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* Bombers can destroy [[Improvements]] and [[Districts]] with raiding. |
* Bombers can destroy [[Improvements]] and [[Districts]] with raiding. |
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* Combat experience goes into [[Military]] techs instead of promotions for [[Units]]. |
* Combat experience goes into [[Military]] techs instead of promotions for [[Units]]. |
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− | * Barbarians can generate [[ |
+ | * 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]] |
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[[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 Strength that determines the distribution of possible outcomes, rather than the ratio. A flat Strength therefore retains its value throughout the game.
See also: War