However, if the forests are found on top of another hill, they will obstruct vision even if the unit is itself on a hill. Mountains always obstruct vision, being even taller than hills. When in the sea, vision is usually unobstructed, unless the unit is close to an island with any obstructing features on it. They will block its sight in the tiles beyond. Mountains are interesting in terms of sighting, because, despite acting as a big obstruction to sight, they themselves may be seen from an exceptional distance.
Any unit, regardless of its position and level, will "see" any Mountain within, and up to one tile further than its usual sight range. This includes all natural wonders which are classified as mountains, such as Uluru or Mount Sinai.
This is especially useful in the early reconnaissance stage, when Natural Wonders are first found, and subsequent bonuses gained. Use mountain sightings to modify your early reconnaissance movement pattern, so that you could avoid getting stuck and losing time to pass around such big obstacles as mountain ranges.
Sight and vision are very important for early game ranged units. For more info, see this article. Also, certain Promotions and special abilities enhance sight, which is important strategic advantage in many circumstances. This term is used to denote the revealing of the map throughout the game.
When you start, the entire map is hidden with clouds, and all diplomatic entities including other nations and city-states are unknown. All players need to "reveal" the terrain, as well as "find" all these entities, using their units. A unit specifically sent out with this mission is usually known as an "Explorer. While moving, these Explorers or any normal unit for that matter reveal the map tile by tile, within their sight range. This removes the cloud cover, and as mentioned above , shows all terrain, features and units on the tile.
Note that once the unit moves away, the fog of war will cover the revealed tiles again, hiding all units, but not terrain and its features, cities and national territory. Those will appear immediately upon foundation, even though none of your units is currently there to "see" them. New Strategic resources, revealed after you have discovered the relevant technology, will also become visible in the fog of war.
All other "strategic" changes to territory, including removal of forests and jungles, and new improvements, will only become visible once a unit "updates" your info of the relevant tile.
Reconnaissance is an integral part of the game. First, you need to explore the map, so as to find suitable locations for cities, and to "meet" the other diplomatic actors in the game. In order to meet any of these actors, you have to come within sight either of one of their units, or of one of their cities. Note that simply seeing part of their territory is not sufficient!
Also, it is not possible to conduct any diplomatic activity with an actor you have not met. Later in the game, you should try to regularly update your info on the map, so as to know what your adversaries are up to. For example, having a unit in the right place in the right time may give you an advance warning of an impending attack, when you see an army advancing towards your borders! Air fighter units, such as the Triplane and its upgrades have a special Reconnaissance feature which enables them to give your nation permanent vision of all tiles within their operational range.
This is extremely useful. There is a late-game technology, Satellites , which instantly reveals but does NOT give vision of! You are allowed to stack several units on the same tile, so far as they belong to different classes. They are organised as follows:.
So, you can stack a maximum of three units from different classes in a tile. But there have been times when the game's developers — originally MicroProse and now Firaxis — have taken eye-catching and controversially bold steps to change the way the games are played.
This happened with Civilization 5 , which introduced an entirely new way of fighting wars in For the first time, you were required to use only one military unit on any individual hex of land, rather than "stacking" multiple units together.
Battles became more tactical and measured. You could not merely turn up at the enemy's gates with a stack of warriors and expect to win. You had to process. In many ways, Civilization 6 takes its predecessors and iterates on the systems that have come before. There are changes being made to trade, research, religion and more. Based on the limited amount of information so far released, these changes seem to be incremental.
But there is also a big change coming. In previous Civ games, city improvements were mere statistical boosts or manufacturing gateways, rendered prettily with a slightly different artistic representation.
You built a wall and your defenses improved and your city, quite clearly, became encircled by a wall. They lived within the city, outside your control. Civilization 6 is not the same. It demands that you place your city improvements in geographic locations in hexes around the city, which best take advantage of that building's boosts and functions. This means that your city upgrade path is no longer a rote event. It is a matter of geographic practicality. In Civ 5 , combat changed significantly.
But combat is merely a system, albeit an important one. In Civ 6 , it's the city itself — the throbbing organ of all Civ games — that is being altered. Why has Firaxis decided to make this change to how cities are structured, to merge the building elements of the city with its surrounding geography? He says that the "number one" problem the team has identified about Civ 5 is that players often settle on certain strategic paths, and they play the same way every time.
I rarely change this formula, nor others theirs. This is why Civ 6 's cities are different. A city's surrounding countryside will still be a maximum of 36 hexes, but they will now host buildings and improvements, beyond farms, mines, camps, etc.
Beach calls these "districts. But the rule is, that encampment always has to be on the outskirts of your city. It cannot be next to the city center. Sometimes, games can help us when we are trying to escape from other problems. If you recognize that feeling, you might enjoy this story of how an obsession with Civilization was actually a good thing.
From the story: "Playing Civ 5 crowds out everything else. It's a safe way to chase away the hours. A wholesome or positive pastime, like maybe sailing or working at a charity shop, was never going to do it for me.
The reason why Civ 5 works is because it's lonesome and yet demanding. This brings an element of SimCity planning to Civilization. Now that buildings require some sort of geographic condition in order to exist, each city becomes unique and an individual challenge.
This also adds more complexity to combat. That might be enough damage to make it worth going in and making that attack. Although this is a significant change, it has its roots in previous Civ games. In Civ 5 , certain structures can only be built in cities near specific geographic phenomena. Also, they don't stick around to receive successive counter-strikes! A cavalry unit may swoop in and utterly destroy an enemy archer or siege unit, then escape before they know what hit them!
On the downside, both mounted and armored units can't use defensive terrain bonuses, which makes them relatively weaker when defending. Also, mounted units are quite bad at attacking cities. This isn't true for armored units, which may be used in sieges the same as infantry. These qualities make cavalry almost exclusively an offensive weapon, so be sure to use it accordingly. Both mounted and armored units' promotions are related to terrain and attacking efficiency.
But they also have an easy access to Scouting promotions, which makes them excellent recon units, especially in the early - middle game. This class of units is the most diverse, because they start as another type of infantry, then change several times until reaching their most-advanced modern unit, the Helicopter Gunship.
Note that the Bonus vs Mounted won't work against Armored units, and vice versa! The other qualities of this class are diverse - check the individual units' descriptions for more info.
They share one purpose, however: to defend your army from the above-mentioned classes of enemies, and you should always have some of them readily available. This class of units have one purpose: to reduce cities' defenses to rubble. They are basically ranged units with Range 2 which are strong against cities having a special CS bonus and weak against pretty much everything else.
They move slowly 2 MPs and can't even fire without setting up first which costs 1 MP ; that means they can't get in range of a city and fire in the same turn! Furthermore, they can't use defensive terrain, have much lower CS when defending and finally have a limited sight radius 1 tile , which effectively makes them unusable if they're on their own. This means that you should always move them with your main army, not on their own, if you don't want to lose them to, say, a lone Horseman.
In the Industrial Era, these units increase their Range to 3. This is a real game changer, because they are now able to safely shoot at cities from outside of their defensive perimeter! Additionally, the most modern unit of the chain, the Rocket Artillery , doesn't need to set up in order to fire but it still suffers from the other drawbacks.
Using siege weapons is quite tricky - they're not only slow and vulnerable, but they're also quite expensive to build. On the other hand, cities are really tough targets to take down, so you do need siege weapons to attack them, even in the Modern Era. Check the siege section for some tactics on taking cities. These ships are armed for naval melee combat and can only attack other ships in melee, or coastal cities.
However, they are also the only ships capable of taking cities. They generally move fast 4 or more MP and serve as a sort of "first line of defense" to your navy.
The last ship in that chain, the Destroyer , is vital for protecting contemporary navies from submarine and aerial dangers - always have some of these! Melee ships have special promotions specializing them in attacking other ships, or cities - choose one to unlock more powerful abilities such as a double attack.
They can also increase their sight range with a relatively early promotion. These ships only appear starting at the Medieval Era, but they're very important tactically, because their Ranged attack with a range of 2 can reach not only other ships, but also targets on land!
During the Renaissance Era and especially in Modern and later Eras, when ships' attack range increases to 3, they could become major auxiliaries of your land campaigns, bombarding enemy units on land and coastal cities outside of their defensive perimeter. Regardless of the Era, they are always very effective against other ships.
Ranged ships are also very mobile, although their speed compared to melee ships varies throughout the Eras - sometimes they're slower, sometimes faster. Similar to Land units, naval ranged units have lower CS compared to their RS, so they're more vulnerable in defense - try to always escort them with melee ships for additional defense.
Their promotions concentrate on either attacking Land or Naval units; they can also increase their Range by 1. This special class of modern naval units has a unique ability: to remain invisible to other units until it attacks, or unless it happens to finish its turn right next to the enemy ship. If that weren't enough, submarines are capable of entering ice tiles, which allows them to lurk where no other ship can, or escape pursuit. They are able to sneak up on a lone ship and sink it, then vanish again without a trace!
Submarines are weak in defense, however, and whenever discovered might die quickly, especially if attacked by specialized anti-submarine ships like the Destroyer and the Missile Cruiser.
These two, along with other submarines, are capable of revealing them on the map so that all other ships can see and shoot at them. Finally, submarines can't attack cities. To make the most of this terrifying unit, search for vulnerable unsupported ships with it, sink them, then retreat. Keep away from armadas, and never use your full move to a point on the map in the fog of war - this is a good way to end up right next to a ship you didn't see before, with no possibility of retreat! Also, thanks to their invisibility, submarines make excellent scouts in the late game.
All land units that move on water tiles via the Embarkation ability belong to this class; that is to say, your entire land army, while moving through the sea. Embarked units cannot attack unless they're attacking a land tile, and even in this case they suffer a combat penalty , and they also suffer a defensive penalty which makes them vulnerable to both naval melee attacks and ranged attacks from sea and land. The only exception to this are the Marines , who are specially trained for sea combat - they don't suffer a penalty when defending on the water or when attacking from it; even so, they can only attack cities and land units.
Also, the Songhai civilization is a specialist in Embarkation, and all their Embarked units even as far back as the Classical Era! Embarked units move very slowly, compared to ships - only 2 MP. Later, technological research increases their speed to 3 and finally 4 MP, but they're still quite a bit slower than the ships of their era, so be very careful! Also note that embarked units have reduced sight radius - they can't easily spot approaching enemy ships!
Many an invasion has failed because the invader had chosen to move his or her army through the sea at the wrong moment, or hadn't accounted for the naval strength of their enemy. Air units are a late game feature which completely changes the modern combat tactics. At the same time, they always suffer a retaliation attack, which equals them to a melee unit.
So, we can say that they're a combination of melee and ranged unit, capable of striking from great distance, but suffering damage in the process. For detailed description of the rules of air combat check here. These airplanes are meant to defend against other aircraft, and to eliminate enemy interception abilities both land- or naval-based and airborne. They can be specialized in either task via promotions, and become quite good at it.
Fighter airplanes are very dangerous against other air units, but if you want to use their interception ability, remember not to do any action in this turn! If you do something, this unit will lose its interception attack for the turn. So, think carefully about which units you'll use as defense by setting them on Interception mode and not doing anything else with them , and which ones you'll use offensively, doing air sweeps to clean up the way for bombing runs. When you base fighters on Carriers , they will effectively defend your fleet from air power.
Also note that all fighter airplanes have the passive Air Recon ability, which reveals the fog of war in a great range around their base on the next turn. Use this to plan your actions! These airplanes are specialized in dealing damage, either to land, to naval units, or to cities. They are quite vulnerable to anti-air capabilities, so only use them after you've made sure you've countered enemy interceptors, or that there aren't any in the area. The promotions for Bomber units allow specialization on the types of targets, as well as uber-abilities such as Air Repair unit Heals while acting on the same turn or double attack.
The last unit in the class, the Stealth Bomber , enjoys an additional defensive bonus vs interceptors, but it can't base on Carriers. Usually its huge Rebase range more than makes up for that, however. This class is represented by only one unit, the Helicopter Gunship. This unit is quite unique, because it is a hybrid land-air unit: it can stay out in the open and move around the map as a normal land unit and it isn't affected by Interception, but at the same time it's vulnerable to anti-air attacks, so a Mobile SAM , for example, could attack it and eliminate it easily.
The anti-air unit class is a broad one that includes land, naval and air units. All of them share a common ability: Interception, which is specifically designed to counter air raids. Some of them are better at it than others fighter airplanes being the champions , but all of them also share a Combat bonus vs Aircraft, which makes them terrifyingly effective.
There isn't much strategy involved here - just move these units along with your main army, positioning them on the route of possible enemy air raids and keeping them idle so that they can use their Interception ability.
Healing is the process when a damaged unit one that is bellow its maximum health recovers health points. For the rough details on that, check here. But know that healing is of the utmost importance for a commander! You simply cannot afford to just throw away your units by letting them battle to the death all the time - units have to be produced in cities which also takes time and bars the city from producing buildings , and new units may not have the promotions older, more experienced units had.
So, you must learn how and when to let your army recover their health. The basic thing you need to know is that under normal circumstances a unit may start healing whenever it's not doing anything else in that turn. Land units may heal everywhere, while Naval units may only heal while inside friendly territory. You can even heal in the midst of a battle by using the Fortify command.
There's a special promotion - Medic - which speeds up healing; acquire it with at least one or two units of your army, and use them as battlefield healers. In a battle, try not to lose units by pulling them out of danger once their hit points fall too low, or by Fortifying them.
Don't keep attacking with a unit until it drops dead! In big battles, try to have a part of your army constantly healing while the rest engages the enemy. Keep an eye on enemy ranged units - they may focus fire on one unit, destroying it pretty quickly. After every major battle, don't move your units away immediately!
Instead, spend some turns healing your army, so that they're ready to enter combat again with fresh strength. Remember that units always heal the fastest in cities. These are additional factors which increase or decrease the CS of the unit, affecting its final performance on the battlefield. You can always see the applicable bonuses in the combat preview popup which appears right before you confirm an attack order - positive bonuses appear in green, negative in red; each on the appropriate side of the table.
There are several classes of bonuses:. You will need to learn all major bonuses that apply and aim at taking advantage of them during combat - this is an essential point of the successful commander! When entering combat you need to be aware of where that combat is going to take place, because in Civilization V this will also affect all battles. There are two main domains as far as combat is concerned: land and sea.
Air power acts in both domains equally - that is, its performance isn't affected by where the action is taking place. This is where the majority of combat takes place, not because there's more land than water - in fact, the opposite is true - but simply because cities and most of the important resources are found on land. The main feature which affects land battles from a tactical view is terrain and how various of its features act as obstacles for movement and provide cover for many land units during battle.
The latter, known as "defensive terrain bonuses," always works for the unit which occupies the relevant tile; the former works for all units on the field unless they fly. Look for such terrain when placing your army to provide additional defense for your units. At the same time, these same terrains act as obstacles for ranged units, barring their view - an Archer , for example, won't be able to "see" the tile immediately beyond a forest, and as a consequence, it won't be able to attack it!
This limitation doesn't apply to units with the Indirect fire ability, as long as another unit provides vision of the relevant tile. Note that a city ignores sight barriers - it's able to shoot at all tiles in its range of 2, regardless of their features; a city itself also doesn't constitute an obstacle for ranged units.
Bearing this in mind, you can use terrain features to limit enemy archers' effectiveness, but try to move your own archers in such ways as to circumvent terrain obstacles. This means that units occupying them and forced into battle there will not fight at full strength! Always be wary when entering a vast marshland or when fighting in deserts near rivers - the enemy occupying this territory could make your life a living hell.
Because these terrain types are open they don't obstruct line-of-sight for archers , archers positioned nearby will be able to shoot freely, while your units will be bogged down trying to traverse the difficult terrain, and this is a sure recipe for disaster.
So, try to maneuver in such way as to avoid placing your army in the difficult terrain Another important point is that you or your enemy may construct defensive fortifications on land tiles - Forts or even Citadels. Units occupying these fortifications receive a large defensive bonus, which also stacks with terrain bonuses. Look to construct such defenses in important choke points on the battlefield, then place ranged units there. However, note that an enemy may also use your Forts but not your Citadels.
Finally, land units may specialize in fighting in certain terrain types via promotions. This will give them a combat bonus in the appropriate terrain, but this time the bonus applies not only when they defend, but also when they attack.
Again, this bonus stacks with any other natural or fortification bonuses. Also, we have Formation bonuses to consider, but they will be discussed later. The second major consequence of terrain is movement impairment. All the above-mentioned terrains, excluding flood plains , require double movement to traverse. Since there are large expanses of forests and jungles on the map, land units will have a very difficult time moving there. Rivers consume all remaining MP for a traversing unit, which requires quite some planning on the side of a general positioning his army!
Mountains can't be traversed at all except by air units and Carthaginian units owned by players who have generated a Great General , and act as natural barriers to invasions.
All of this is very important in the early game and greatly restricts the pace of combat - it is simply impossible to reach your target fast, or before they notice your forces! All this changes with technological advancement and the construction of Roads and later Railroads.
These allow a land unit to move across the map much faster, and negate the river crossing penalty; however, note that roads only work for a country which allows their use, not for an invading army! So, for example, when you're defending against an invasion, you will be able to make full use of your road network to move units between cities very fast, while the invading army will have to use the natural terrain, as if no roads existed!
This gives great tactical advantage to the defending party, although if the attacker is strong enough, or positioned well enough, this won't matter. Compared to land combat, sea combat is relatively straightforward. There are no terrain bonuses here, and all tiles cost 1 MP to move through. However, in the whole first half of the game, before the Renaissance Era, naval units may only move on coastal tiles which greatly restricts their movement, and consequently their maneuvering during battles.
It is often possible to simply block enemy movement to a certain region by placing two or three ships next to each other - the enemy will then have to fight his way through them. This restriction is eliminated in the later game, when ships become able to move across all Water tiles.
At that point the ocean becomes one huge battlefield, in fact - too huge. It is so large that it's practically impossible to keep it under control at all times.
So, consider dividing your navy in several small groups to patrol the seas which interest you - that way you'll never get nasty surprises like a sudden overseas invasion. Formation bonuses also apply in sea combat, although there are far fewer occasions for that, since a good part of sea combat is ranged, not melee. The most interesting part of sea combat is when it actually crosses with land combat - when ranged units from both domains bombard each other.
Never forget that your navy is susceptible to that, as well as your land units, and plan accordingly! Also, don't forget that a coastal city can harbor a naval unit in its tile - that unit comes as a "bonus" defense for the city in addition to any land unit garrisoned there , also being invulnerable and able to shoot freely.
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