Just like with every singleSid Meier’s Civilizationtitle before it,Sid Meier’s Civilization 7has introduced a plethora of exciting changes to the formula. Civilizations and leaders have been separated, the game has been broken down into three distinct ages, and much of the gameplay has been overhauled to suit this new title. But, while all of that makes for a strong strategic experience, the bestSid Meier’s Civilization 7addition may actually come with its brand-new commanders feature.
BecauseCivilization’s focus is on making a mark in history, warfare has always played a major role throughout the series. Players need to constantly assemble dozens of units to fight back against encroaching nations, push into enemy territory, and fend off a variety of dangers. WithCivilization 7, that is still very much the case, but this time Firaxis has added a new twist in the form of commanders. Now, the entire warfare system has been built around these units, making for a wildly fun new take on the system.
Civilization 7’s Commanders Give War a Whole New Feel
Commanders Help Focus Players' Efforts
In pastCivilizationgames, players' armies were never really centralized. They would create a variety of units that they would then have to move individually to the battlefield. InCivilization 6, they could stack up to three of the same unit together to make an army of sorts. But, outside of that, they would often spend their time trying to maneuver countless units into position before kicking off their war. With the introduction ofCivilization 7’s commanders, that is no longer the case.
When first produced,Civilization 7’s commanderscan hold up to four different units. With upgrades, they can hold up to six. It does not matter what type of unit they are, they can all be housed within this singular unit. Then, players can move said commander to wherever they need the soldiers, disembark them all, and the war will begin. Once the battle ends, the survivors can re-embark and be taken to a completely different area. This not only makes for far faster turn times, but it also means that players will be able to focus their efforts on bulking up these armies. And as this commander continues to win battles, they will only get stronger.
Commanders Serve a Variety of Purposes
Each commander has an area of influence that units can stand in for special bonuses. Players can command these units to focus fire on certain enemies or build fortifications. As the units take out enemies, the commander will gain experience. Once they earn a certain amount of experience, they will level up, and players will be able to plunge a talent point into all sorts of powerful new abilities. From increasing their unit cap and allowing units extra movements, to expanding the area of influence and giving units inside it even more powerful attacks, commanders are a core part ofCiv 7’s combat.
This upgrade system isa massive change fromCivilization 6as that game gave each unit its own individual upgrade trees. Giving that to these commanders instead makes for a more centralized system that benefits every unit rather than just a few. Because of that, players will also want to try their best to protect these commanders, as they may be the most important unit on the field. If they are not careful, they could lose all of these powerful bonuses. But if they succeed, then there is no telling what they may accomplish during their conquest.
The addition of these commanders reallyhelps overhaulCivilization 7’s war mechanicand may even make it more engaging for some. Firaxis has also not limited it just to land units, as there are also naval and air commanders that can be unlocked later. While using said commanders is not mandatory, doing so could be all that stands between players and victory. Plus, the faster turn times make their addition an easy win for the franchise.