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Sid Meier's Civilization VIIV4mp Wiki
PC and console; base game

Move Armies as One With Commanders

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Among the systems the publisher highlights for Civilization VII are Commanders, who order armies to move as one, revamped combat mechanics, and Mementos - swappable leader bonuses that travel with you across campaigns.

The unit of command changed

Four Civilization VII military notes: order Commanders to move armies as one, expect revamped combat, attach leader Mementos, and rebuild the army for each Age.
Armies move as formations, not as a queue of units. Open the full image.

Ordering Commanders to move armies as one is a different mental model from pushing individual units across a map. Your planning unit becomes a formation with a leader, so positioning, support and the order you commit are decided once per army rather than once per unit.

Relearn the combat layer

The store describes combat as revamped rather than inherited. Assumptions from earlier Civilization titles about terrain, stacking or engagement are exactly what is worth re-testing in a low-stakes war before you commit to a campaign you care about.

Use Mementos as your campaign dial

Mementos are swappable leader bonuses equipped across campaigns. Because they can be swapped, they are the part of your setup you can tune per run without changing who your leader is, which makes them the natural answer to a map that keeps beating your usual plan.

Match the army to the Age

As each Age expands the game’s scope, the army that won the Antiquity map is not automatically right for Exploration or Modern. Rebuild deliberately at each transition instead of carrying a formation past the point where its advantage expired.

Military choices sit on top of the identity you carry between Ages: evolve, endure or hybridise. Plan the round you are in with each Age as its own game.

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