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HP Hit Points (sometimes called Health Points and often abbreviated HP) are a numerical measurement of a unit's (or Fortification's) physical condition in Civilization VII and its expansions. Military units become less effective in combat as they lose HP hit points, and a unit reduced to 0 HP HP dies.

Mechanics[]

HP Hit Points are among the most critical stats to monitor for any unit or other entity. Most units and fortified Districts have a default maximum of 100 HP HP, representing their optimal state.

Units lose HP HP primarily through combat damage from other military units, but they can also be harmed by other effects such as natural disasters or plagues. This includes civilian units, which, although generally not valid targets for attacks, can still take damage and die under certain circumstances.

Building Buildings and Tile Improvement Tile Improvements, on the other hand, do not use the HP HP system. Their state is binary — either intact or damaged. Damaged Building Buildings can be repaired, but they do not gradually heal over time. However, Wonder Wonders are completely exempt from the health system. They are considered indestructible and can only be removed by razing the Settlement Settlement in which they reside.

Healing[]

Any unit or District with a HP health bar can regain HP HP by remaining inactive for a full turn. Districts and Walls have special regeneration rules described in the Fortification article. Standard units at the other hand, can use the Heal Heal action to stay inactive until fully recovered, but this is not required; passive healing occurs automatically as long as specific conditions are met:

  1. The unit must not move.
  2. The unit must not perform any action.
  3. The unit must not take damage during the turn.

If all three criteria are fulfilled, the unit will regenerate HP HP at the start of the following turn. Units packed inside a Commander can also heal passively, but their healing eligibility depends on whether the Commander itself meets the above criteria.

The amount of HP HP a unit passively heals each turn depends on the territory it is currently located in:

  • Enemy territory: +5 HP HP per turn
  • Neutral territory: +10 HP HP per turn
  • Friendly territory: +15 HP HP per turn
  • City Center: +20 HP HP per turn

Embarked and naval units cannot heal outside of friendly territory until the Modern Age.

Instant healing[]

In addition to passive healing, certain game effects can restore HP HP instantly:

  • Kahuna — Can Instantly heal 40 HP HP to all adjacent units.
  • Squadron Commander — Can deploy a healing package that restores 25 HP HP to all units on and adjacent to the target tile.
  • (More examples can be added here)

Combat modifiers[]

As mentioned earlier, a unit reaching 0 HP HP is instantly removed from the game. This is often the single most important reason to monitor HP HP closely, as units wandering or fighting without protection can suffer heavy attrition from numerous damage sources, even when not at War.

Beyond the risk of death, missing HP HP also has direct combat consequences. For every 10 HP HP a unit is missing, it loses -1 Combat Strength Combat Strength. This adds an extra tactical layer to combat — optimal engagements involve dealing maximum damage while sustaining minimal losses. Additionally, several elements like promotions, abilities, and other bonuses in the game only apply to units on full HP HP , making it even more beneficial to keep units at maximum HP HP whenever possible.

Health bonuses[]

While most units and districts have a default cap of 100 HP HP, some entities gain bonus health:

  • City Center — Adds +50 HP HP to the District.
  • Walls — Add +100 HP HP to the District.
  • (More examples can be added here)

See also[]

Civilization VII [edit]
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