Civilization 6 Rise and Fall - Advanced Tutorials | Episode 2 | Combat

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Sid Meier's Civilization VI
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In case you missed it, here is our first advanced tutorial on walls: https://www.youtube.com/watch?v=--8bXGTqxaw


Today we are continuing with our Advanced Tutorial series on Civilization 6. The goal of this series is to look at some of the lesser known mechanics of the game and clarify on they work. Although you may know some of this, my hope is that there is some stuff here to help you make better decisions in your Civilization games!


In this episode we are looking at combat and how the game determines how much damage units take. Unfortunately, it uses a lot of math, I know. But even if you don't want to math, there is still hopefully a few good tips for you!

The original civfanatics post can be found here: https://forums.civfanatics.com/threads/hans-lemurson-figures-out-the-combat-formula.606147/

You can find the list of combat modifiers here under the "Combat Bonuses" section: http://civilization.wikia.com/wiki/Combat_(Civ6)


Quick Summary:
Two equal strength units will always do around 30hp damage to each other. There is a 25% or 35% (there's some debate) randomness added in at the end. So you may always do more or less damage. Combat damage is based on the differences in combat strength, not on total strength. That's why a +4 modifier has such an effect, late game.

My advice - never attack (unless its against a range unit or a hurt or really low tier unit). Fortifying your unit and/or putting it in ideal terrain will go so far for you. Especially on higher difficulties where the ai already gets free modifiers.

Lastly, +4 combat strength will allow you to 3-hit units, most of the time (remember randomness). +15 will usually let you 2-hit. +26 will let you one hit (if you're lucky) and +36 is a guarantee 1-hit. Use promotions and modifiers to put you as close to the 2-hit and 1-hit range as possible!

Anyways, hope you enjoyed this and hope it's helpful!


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