FANDOM


BackArrowGreen Back to Civilization VI

Zone of control (abbreviated ZOC or ZoC) is a game mechanic in Civilization VI and its expansions that affects unit movement. It prevents a unit that is adjacent to an enemy unit from moving directly into any tile that is also adjacent to an enemy unit, unless a friendly unit is in the destination tile; attacks against units in said tiles can be made normally, however.

Much of the information here comes from a CivFanatics info page by Victoria.[1]

ExertionEdit

City under siege (Civ6)

Zone of control rules in action. The five Warriors on land and the embarked one exert zone of control on all the passable tiles around Râ-Kedet, so the city is under siege.

Many units and certain districts exert zone of control against all hostile units - specifically, those of Barbarians, Free Cities, and any civilization or city-state with which their owner is at war. They are:

Under normal circumstances, a zone of control affects all adjacent tiles in the unit's native element - in other words, land units (whether on land or embarked) do not exert zone of control on water tiles and naval units do not exert zone of control on land tiles. City Centers, Encampments, and Oppidums, however, exert zone of control on all adjacent land and water tiles, and embarked land units exert zone of control on the tile they occupy, which can be helpful when trying to put a coastal city under siege (a city is considered to be under siege when all 6 tiles next to the City Center are either impassable terrains or subjected to a zone of control).

Units cannot exert zone of control on tiles across a River. They can, however, exert it against districts, including City Centers, Encampments, and Oppidums.

Movement mechanicsEdit

Zone of control (Civ6)

More zone of control rules in action. The Battering Ram is in formation with a Horseman (a light cavalry unit), so it can ignore the Warriors' zones of control.

A unit entering a zone of control cannot move another tile until after it attacks an adjacent unit or city. The unit can also perform other actions like Plundering TradeRoute6 Trade Routes, Pillaging, or promoting if it has enough Civ6Movement Movement left. However, civilian units like Settlers and Builders cannot settle new cities or expend a Build charges (Civ6) Build Charge when they are within a zone of control. Additionally, GreatPerson6 Great People cannot activate their unique abilities on the same turn that they enter a zone of control, as all Civ6Movement Movement is lost upon entering.

Units that enter a zone of control can still attack like normal, if they have enough Civ6Movement Movement left to perform the attack. Units with innate abilities or promotions that allow them to move after attacking can leave the zone of control within the same turn that they enter, if Civ6Movement Movement allows. Therefore, this ability is actually stronger than it sounds, especially for units with a ranged attack (such as upgraded recon units).

A unit that starts its turn within a zone of control can always leave the zone, as long as it has not moved or attacked that turn. If it moves into another zone of control, it will be subjected to the normal zone of control rules.

There are units that ignore zone of control completely. They are:

All civilian units, support units, and GreatPerson6 Great People are affected by zone of control. However, when in formation with a unit that ignores zone of control, the non-military unit also ignores zone of control.

ReferencesEdit

  1. https://forums.civfanatics.com/resources/civ-vi-zone-of-control-zoc.27611/
Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

Lists
AgendasBeliefsBuildings (Unique Buildings) • City-statesCivicsCivilizationsCompetitions GS-OnlyDistrictsImprovementsLeadersPantheonsPolicy cardsProjectsPromotionsResourcesTechnologiesTerrainsUnits (Unique Units) • Wonders (Natural Wonders)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFuture GS-Only

Concepts
AgendaAge R&F-Only (Historic Moment R&F-OnlyTimeline R&F-Only) • BarbariansBoostsBuildingCity (AmenitiesCapitalGovernor R&F-OnlyHousingLoyalty R&F-OnlyPopulation) • City-state (EnvoySuzerain) • CivicClimate GS-Only (Disaster) • CombatCompetition GS-OnlyDifficulty levelDiplomacy (Emergency R&F-OnlyEspionageGossipGrievances GS-Only WarmongeringWorld Congress GS-Only) • DistrictGovernmentGreat PeopleGreat WorkImprovementMap (AppealBordersContinentTile) • Policy cardProjectPromotionReligion (Pantheon) • ResourceTechnologyTerrainTrade RouteUnit (MovementRangeSightStrength) • VictoryWonder (Natural Wonder) • Zone of control

Statistics
Civ6Culture CultureDiplomatic Favor (Civ6) Diplomatic Favor GS-OnlyCiv6Faith FaithCiv6Food FoodCiv6Gold GoldPower (Civ6) Power GS-OnlyCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCGame ModeModdingPersona PacksScenariosSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

Community content is available under CC-BY-SA unless otherwise noted.