With the year coming to a close, developers for have released an explanation of the new combat system and its many features in a recent dev diary. The updates to combat are in alignment with the overall gameplay changes coming to 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 games is the goal with .
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 franchise.
In Dev Diary #5, a somewhat comprehensive breakdown of the changes coming to combat are laid out for players as a preview of what's to come next year. Developers explain how combat has evolved in the franchise from the infamous in the first game all the way up to what players are more familiar with in , 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
The addition of Discoveries during the Antiquity Age will make choices matter in Sid Meier's Civilization 7, more so than the goody huts from Civ 6.
The system in will be more balanced to avoid clustering, traffic jams, and overcrowding that makes areas of the map impassable by The overall goal for is to consolidate and streamline as many of its systems as possible from, so the evolution and updates to combat aim to serve that purpose where it matters most: the
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