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Combat (Civ7)
War is a central gameplay feature in Civilization VII and its expansions, representing direct military conflict between civilizations. When diplomacy reaches its limits and negotiations break down,
War becomes the ultimate means of resolving disputes, expanding territory, or asserting dominance.
Mechanics[]
Players can declare
War at any time — even against their
Allies. The only exception is when
Peace was negotiated within the last 10 turns. There are three distinct types of War declarations:
Formal War – Can be declared against any leader with whom you have a
Hostile relationship.
Surprise War – Can be declared against any leader, regardless of
Relationship. However, this results in additional diplomatic penalties and a loss of
War Support, which scales with the prior relationship.
Joint War – Whenever an
Ally is at War, you have the option to join them. Declaring War this way carries no
War Support penalties, regardless of the
Relationship you had with the opposing side beforehand.
When
War is declared, the following occur immediately:
- All existing
Endeavors between both parties are cancelled. - All
Trade between the two civilizations ceases. - All
Military and most
Civilian Units can now be attacked by enemy forces. - All
Units can enter each other's borders freely. - All
City-States will join the War alongside their involved suzerain. - All
Allies of both civilizations must immediately decide whether to join the War and back their Ally or break their Alliance.
Relationship status with the target leader will decrease significantly, depending on the type of War and the circumstances leading up to it.
Once
War begins,
Peace cannot be proposed until no less than 10 turns have passed, making it a high-risk decision that requires careful planning. Poorly prepared Wars can lead to devastating losses in resources,
Settlements and, of course, military power. To ensure stability and success, players should secure the following before going to War:
- Combat Readiness: Having a strong army is essential. Analyze which
Settlements and borders are exposed and vulnerable, and reinforce them with garrisoned
Units and
Fortifications to prevent enemy invasions. - Intel & Strategy: Knowledge is power. Gather intelligence on your opponent's
Unit numbers and quality,
Alliances, and potential invasion routes to anticipate their movements and avoid surprises.
Gold Reserves: War is very costly. Most
Units have a maintenance cost, and having a strong economy allows for emergency Unit recruitment or
Fortifications in case of unexpected developments.
Influence & Stability: War impacts your people.
Unrest and
Unhappiness can lead to revolts, reduced yields, and economic stagnation. Maintaining a high public support is critical for all your war efforts.
After 10 turns of
War, players can negotiate
Peace. A Peace deal may involve demanding enemy
Settlements as leverage or ceding Settlements to appease opponents. The likelihood of a successful Peace agreement increases if one side has inflicted significant damage or has a strong military presence within enemy borders.
War Support[]
One of the most influential aspects of
War is
War Support — a measure of how much your people believe in the War and whether they consider it justified. High War Support boosts army morale and combat effectiveness, while low War Support results in penalties, including -1
Combat Strength per negative War Support point for
Military Units and increased war weariness among
Citizens.
The following elements can alter the
War Support value you have during an ongoing
War:
- Declaring a
Surprise War: Surprise wars are seen as dishonorable and cause a massive
War Support penalty:
Helpful: -5 
Friendly: -4 
Neutral: -3 
Unfriendly: -2 
- Spending
Influence: Players can spend
Influence to rally their people behind the War effort, though the cost increases with each War Support point gained. Additionally, once per War, each leader may choose to either support or oppose an ongoing conflict, even if they are not directly involved.
Militaristic Attribute: Early on, players can spend 1
Militaristic Attribute Point to permanently gain +1
War Support on all Wars.
Militaristic
City-State bonus: In each Age, players may select a bonus that grants +1
War Support on all Wars. This option is also available for all civilizations.- Wonders:
- Gate of All Nations: +1
on all Wars. - Brandenburg Gate: +1
on all Wars.
- Gate of All Nations: +1
- Leaders:
- Simon Bolivar: +1
on all Wars. - Harriet Tubman: +5
on all Wars declared against her.
- Simon Bolivar: +1
Most
War Support penalties and bonuses expire at the end of the
War, unless explicitly stated otherwise.
War weariness[]
As mentioned earlier, a negative
War Support value leads to war weariness, which represents the public's growing disapproval of a prolonged
War. It is measured as a raw point value derived from the difference in
War Support between the warring sides. The player with the lower Support receives penalties that scale with the size of that difference.
Each point of war weariness applies the following penalties:
- -3
Happiness in
Settlements you founded. - -5
Happiness in
Settlements founded by a power with which you are not currently at War. - -7
Happiness in
Settlements founded by a power with which you are currently at War. - -1
Combat Strength for all
Military Units (to a maximum of -20).
War weariness effects stack when engaged in multiple
Wars, though the capped limits remain unchanged. All accumulated War weariness is removed once a war ends.
Wars that continue without sufficient
Support — and without achieving either
Peace or victory — can eventually drive an empire into complete societal stagnation.
Legacy Path & Victory[]
TBA
Strategy[]
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See also[]
- War in other games
