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The following is a list of unit actions in Civilization VII and its expansions.

Actions[]

Actions with 0 Movement Movement cost can be executed at virtually any time, regardless of how much Movement Movement the unit has left.

At the other hand, actions with a fixed Movement Movement cost greater than 1 always require the unit to have full Movement Movement points remaining to be executed. However, units with a maximum Movement Movement lower than the action's cost are still allowed to perform the action. This means that even if an action costs 3 Movement Movement points, it can still be performed with less than 3 — as long as the unit has not performed any prior action this turn.

Lastly, actions that cost "all" Movement Movement can be performed as long as the unit has at least 1 Movement Movement point remaining, regardless of whether it has already taken other actions that turn.

Standard actions[]

Action Unit Effect Cost

Alert
Every unit (except air units) that can be damaged. Puts the unit to Sleep but automatically awakens them if enemy units enter their vicinity. 0 Moves

Cancel
All Cancels the current action. 0 Moves

Delete
All Removes the unit from the game. 0 Moves

Heal
All Puts the unit to Sleep, automatically awakening it once healed to full HP HP. 0 Moves

Move
All (except air units) Moves the unit toward the selected destination until it is reached or the destination becomes unreachable. 1 Moves per step

Move By Rail
Land
Civilian
Enters the railroad network, instantly traveling to a connected Rail Station in range or an eligible tile adjacent to it. All Moves

Skip Turn
All Cycles to the next unit, regardless if they have Movement Movement points remaining. 0 Moves

Sleep
All Puts the unit on standby, preventing it from being cycled through each turn until manually awakened. 0 Moves

Wake
All Cancels the units current action or stance. 0 Moves

Military actions[]

Action Unit Effect Cost

Add To Army
Land
Naval
Civilian
Joins an adjacent Army, Fleet or Squadron Commander with the Airborne Forces Promotion if there are open slots available. 1 Moves

Air Strike
Air Damages a unit or a fortified District on any tile within Range Range. All Moves

Coastal Raid
Naval
Fleet Commander Fleet Commander
Damages a land Tile Improvement Tile Improvement or urban district adjacent to the unit, granting yields or 30 HP HP depending on the tile type. Can also collect adjacent Discoveries and disperse Independent Power Independent Power. All Moves

Disperse Independent
Land
Army Commander Army Commander
Removes the Independent Power Independent Power from the map and triggers a Narrative Event Narrative Event. 0 Moves

Fortify
Land
Army Commander Army Commander
Constructs a temporary fortification over two turns, providing additional Combat Strength Combat Strength when defending on the fortified tile. Puts the unit to sleep. All Moves

Leave Army
Land
Naval
Civilian
Disbands the unit from the Army or Fleet, placing it on an eligible adjacent tile. All Moves

Naval Attack
Naval Performs a ranged attack and damages a unit or fortified District on land within Range Range. All Moves

Pillage
Land
Naval
Army Commander Army Commander
Fleet Commander Fleet Commander
Damages a Tile Improvement Tile Improvement or urban district underneath the unit, granting yields or 30 HP HP depending on the tile type. 3 Moves

Plunder Trade Route
Land
Naval
Army Commander Army Commander
Fleet Commander Fleet Commander
Destroys an enemy Trade Route Trade Route and grants Gold Gold. 3 Moves

Promote
Commander Unlocks and activates an available Promotion. 0 Moves

Range Attack
Ranged
Siege
Performs a ranged attack and damages a unit or fortified District within Range Range. All Moves

Rebase Aircraft
Air Relocates the air unit to an Aerodrome, Squadron, or Aircraft Carrier with empty unit slots within Range Range. All Moves

Reinforce Army
Land
Naval
Selects and moves the unit invisibly and untargetably to an Army or Fleet Commander with available slots, joining them when reached. All Moves

Upgrade Unit
Military Consumes a certain amount of Gold Gold to upgrade the unit in friendly territory to a higher-tier version of the same type. All Moves

Unique actions[]

Action Unit Effect Cost

Activate Great Person
Great People Activates the Great Person's bonus and deletes the unit. All Moves

Aerial Reconnaissance
Aircraft Commanders Completely reveals a tile within 8 Range Range and all surrounding tiles for one turn, granting Sight Sight and revealing all stealth units, including hidden units reinforcing an army or fleet. 0 Moves

Build Road to Settlement
Merchant Merchant Constructs a road from the friendly Settlement Settlement where the unit is positioned to another eligble Settlement Settlement within range, then deletes the unit. All Moves

Claim Mountain
Sherpa Sherpa Constructs a Highland Power Station on an unclaimed Mountain, claiming it and all tiles in between up to the nearest Settlement Settlement within 5 hexes, then deletes the unit. All Moves

Claim Resource
Prospector Prospector Constructs a Tile Improvement Tile Improvement on an unclaimed Resource Resource tile, claiming it and all tiles in between up to the nearest Settlement Settlement within 5 hexes, then deletes the unit. All Moves

Establish Air Base
Squadron Commander Squadron Commander Relocates the Commander to another neutral or friendly land tile within Movement Movement range and constructs a temporary Airbase from which it can operate. All Moves

Excavate Artifact
Explorer Explorer Digs up an artifact from a ruin over the course of 5 turns, granting the player the artifact upon completion and removing the ruin from the map. All Moves

Found Settlement
Settler Settler
Founder Founder
Founds a new Town Town (or Capital Capital in the case of a Founder) on the unit's tile and deletes the unit. All Moves

Heal
Kahuna Kahuna Heals +40 HP HP to all adjacent units. All Moves

Jaguar Trap
Jaguar Slayer Jaguar Slayer Places a hidden trap on a Flat or Vegetated tile that does not contain a Resource Resource or River. The trap is invisible to enemy units and triggers when entered, dealing 25 damage and depleting all Movement Movement. Sets this action on a 5-turn cooldown. All Moves

Lookout
Scout Scout Grants +1 Sight Sight, removes view obstruction from Vegetation, and puts the unit to Sleep. All Moves

Make Trade Route
Merchant Merchant
Dhow Dhow
Imports Resource Resources harvested by the Settlement Settlement where the unit is positioned and constructs a road to the nearest friendly Settlement Settlement. All Moves

Overrun
Army Commander Army Commander The packed Commander instantly moves onto an enemy tile and eliminates the unit without taking retaliation damage, provided there is an overwhelming difference in Combat Strength Combat Strength. All Moves

Pet the Dog
Scout Scout Pets the dog. 0 Moves

Research Artifacts
Explorer Explorer Reveals the locations of 4 ruins containing 1 artifact on each continent from a Museum, making them visible to all civilizations. All Moves

Resettle
Migrant Migrant Triggers a growth event in a friendly Settlement Settlement, adding 1 rural population and constructing a Tile Improvement Tile Improvement, then deletes the unit. All Moves

Search
Scout Scout Grants +1 Sight Sight for 1 turn, removes view obstruction from Vegetation, and reveals Discoveries within twice the Sight Sight range. All Moves

Spread Religion
Missionary Missionary Consumes one "Religious Spread" charge to convert the urban or rural Population of the targeted Settlement Settlement to your Religion, depending on the District type. Deletes the unit once its final charge is used. All Moves

Travel to City
Great Banker Great Banker Teleports the unit to a tile within the Capital Capital of any civilization. Can be used only once per Capital Capital. All Moves

Treat the Sick
Physician Physician Removes Unrest Unrest from a Settlement Settlement whose Urban District is affected by the plague.

Unload Cargo
Treasure Convoy Treasure Convoy Grants 100 Gold Gold and one Victory Point toward the Treasure Fleet Legacy Path milestones for each Treasure Resource Resource assigned to the Convoy and deletes the unit. All Moves

WMD Strike
Aircraft Commanders Launches a Nuclear Weapon to a tile within Range Range, causing mass destruction. All Moves

Commands[]

Commands deplete the Movement Movement of the Commander and all participating units, unless stated otherwise.

Action Commander Effect

Airdrop
Squadron Commander Squad Deploys all packed land units to any eligible tile within Range Range.

Assemble Army
Army Commander Army Commander
Fleet Commander Fleet Commander
Pulls adjacent units with remaining Movement Movement points into the Army or Fleet, as long as there are open slots available. Does not cost any Movement Movement points.

Barrage Land Target
Fleet Commander Fleet Orders all naval units within the command radius to perform a ranged attack on an enemy land unit or fortified District within Range Range, granting +2 Ranged Strength Ranged Strength and +2 Bombard Strength Bombard Strength to each participating unit.

Cargo Drop
Squadron Commander Squad Drops a healing package on a friendly unit within Range Range, restoring +25 HP HP to it and all adjacent friendly units.

Carpet Bomb
Aerodrome Commander Aero
Squadron Commander Squad
Aircraft Carrier Aircraft
Orders all packed bombers to perform an Air Strike on an enemy land unit or fortified District within Range Range.

Coordinated Attack
Army Commander Army Orders all infantry and cavalry units within the command radius and with sufficient Movement Movement to move toward an enemy land unit or fortified District and perform a melee attack, granting +2 Combat Strength Combat Strength to each participating unit.

Coordinated Naval Attack
Fleet Commander Fleet Orders all naval units within the command radius and with sufficient Movement Movement points to move toward an enemy ship or eligible fortified District and perform a melee attack, granting +2 Combat Strength Combat Strength to each participating unit.

Defensive Perimeters
Army Commander Army Orders all eligible land units within the command radius to perform the Fortify action simultaneously.

Deploy Army
Army Commander Army Commander
Fleet Commander Fleet Commander
Deploys all (if possible) packed units onto eligible tiles on and adjacent to the Commander.

Fighter Sweep
Aerodrome Commander Aero
Squadron Commander Squad
Aircraft Carrier Aircraft
Orders all packed fighters to perform an Air Strike on any tile within Range Range.

Focus Fire
Army Commander Army Orders all ranged and siege units within the command radius to perform a Range Attack on an enemy unit or fortified District within Range Range, granting +2 Ranged Strength Ranged Strength and +2 Bombard Strength Bombard Strength to each participating unit.

Grant Second Wind
Army Commander Army
Fleet Commander Fleet
Restores 2 Movement Movement points to a friendly unit within the command radius that attacked earlier this turn.

Ground Attack
Aerodrome Commander Aero
Squadron Commander Squad
Aircraft Carrier Aircraft
Orders all packed ground attackers to perform an Air Strike on an enemy land unit or fortified District within Range Range.

Heroic Assault
Army Commander Army
Fleet Commander Fleet
Performs a ranged attack on an adjacent enemy unit, using the commander's Defense Strength Defense Strength as Ranged Strength Ranged Strength.

Scorched Earth
Army Commander Army
Fleet Commander Fleet
Orders all eligible land units or naval units within the command radius to perform the Pillage action simultaneously.

Upgrade All Units
Army Commander Army
Fleet Commander Fleet
Aerodrome Commander Aero
Squadron Commander Squad
Aircraft Carrier Aircraft
Orders all eligible packed units to perform the Upgrade Unit action simultaneously, provided sufficient Gold Gold is available. Does not cost any Movement Movement points.

See also[]

Civilization VII [edit]
Lists
Concepts
Miscellaneous