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Commanders are a new combat mechanic in Civilization VII (Civ 7) and essential to winning wars against enemy Civs. Check out this guide to learn more about what Commanders are, how they work, and what promotions and commendations they can get!
Commanders are centerpieces of a Civilization's military force, they lead and bolster military units into battle. Commanders control a specific domain, which can be either the Army Commander for Land Units, and the Naval Commander for Naval Units.
Commanders are able to gather adjacent units of the same domain to form up on the commander, allowing them to move as one unit. While grouped up, the commander's movement points will be used to move around.
Commanders work much like the Great Generals from previous games, granting combat strength bonuses to units close to them.
Commanders have five Promotion Trees to pick from when they obtain enough experience. They can choose from either Bastion, Assault, Logistics, Maneuver, and Leadership. Each tree has bonuses that focus on a specific aspect of combat and even non-combat scenarios.
Jump to a Promotion Tree! | |||||
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Bastion | |
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![]() Steadfast +2 Combat Strength for Land Units within the Command Radius when defending. |
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![]() Bulwark Land Units within the Command Radius complete Fortifications 1 turn faster. |
![]() Hold the Line +2 Combat Strength for Land Units stationed on a District within the Command Radius. |
![]() Defilade +3 Combat Strength from Fortifications for Land Units within the Command Radius. |
![]() Garrison +10 HP to Fortified Districts in this City when stationed on the City Center. |
![]() Resolute Land Units within the Command Radius heal 5 HP after attacking. |
Assault | |
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![]() Initiative Units can move after unpacking from this Commander. |
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![]() Rout +2 Combat Strength for Infantry Units within the Command Radius when attacking. |
![]() Storm +2 Combat Strength for Ranged Units within the Command Radius when attacking. |
![]() Shock Tactics +2 Combat Strength for Cavalry Units within the Command Radius when attacking. |
![]() Enfilade +2 Combat Strength for Siege Units within the Command Radius when attacking. |
![]() Advancement Infantry and Cavalry Units within the Command Radius have the First Strike ability, +5 Combat Strength when at full health. |
Logistics | |
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![]() Quartermaster +1 Gold for each Unit packed in this Commander. |
![]() Recruitment +15% Production towards training Land Units when stationed on a District. |
![]() Regiments +2 Unit Slots and faster reinforcement for this Commander. |
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![]() Field Medic Land Units within the Command Radius gain +5 Healing in enemy and neutral territory. |
![]() Looting +50% Yield and HP from pillaging within the Command Radius. |
![]() Survival Training Land Units within the Command Radius gain the Commando ability. Terrain combat bonuses are doubled and Infantry Units can move and attack through cliffs. |
Maneuver | |
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![]() Mobility The Commander has +1 Movement while on land and ignores Terrain movement restrictions when packed. |
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![]() Harassment Land Units within the Command Radius have a +2 Flanking bonus when attacking. |
![]() Redeploy Opponents have -2 to Flanking bonuses when attacking Land Units within the Command Radius. |
![]() Amphibious Land Units within the Command Radius suffer no Combat penalties when attacking while embarked. It costs 1 Movement to Embark and Disembark. |
![]() Pathfinder Land Units within the Command Radius ignore Terrain movement restrictions. |
![]() Area Denial The Command Radius applies Zone of Control to enemy Land Units. |
Leadership | |
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![]() Zeal +5% to all Yields in a Settlement when stationed on a District. |
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![]() Field Commission Land Units within the Command Radius can be upgraded as if in friendly territory, and heal 10 HP when upgraded. |
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![]() Old Guard +10 Combat Strength for this Commander when defending. |
![]() Resilience +50% reduction in this Commander's Recovery Time. |
![]() Barrage +5 Combat Strength for all Units attacking when using the Focus Fire Commander Ability. |
![]() Onslaught +5 Combat Strength for all Units attacking when using the Coordinated Attack Commander Ability. |
Jump to a Promotion Tree! | |||||
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Bombardment | |
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![]() Shelling +3 Combat Strength for Naval Units within the Command Radius when attacking Land Units. |
![]() Naval Artillery +5 Combat Strength for Naval Units within the Command Radius when attacking Fortified Districts. |
![]() Spotter +1 Ranged Attack Distance for Naval Units within the Command Radius. |
![]() Secondary Armament Naval Units within the Command Radius deal reciprocal damage when defending against ranged attacks. |
![]() Gunfire Support Naval Units within the Command Radius have the Splash ability. Enemy Units in tiles adjacent to the target take 50% of the total damage done to the target. |
Engagement | |
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![]() Reinforced Hull Naval Units within the Command Radius take half reciprocal damage when flanking. |
![]() Weather Gage Naval Units within the Command Radius can move after unpacking. |
![]() Raking Fire +3 Combat Strength for Naval Units within the Command Radius when defending. |
![]() Salvo +3 Combat Strength for Naval Units within the Command Radius when attacking other Naval Units. |
![]() Fusillade Naval Units within the Command Radius have the First Strike ability. +5 Combat Strength when at full health. |
Logistics | |
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![]() Quartermaster +1 Gold for each Unit packed in this Commander. |
![]() Warships +15% Production towards training Naval Units when stationed on a water District. |
![]() Flotilla +2 Unit Slots and Land Units can pack into this Commander. |
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![]() Ship's Tender Naval Units within the Command Radius gain +5 healing in enemy and neutral territory. |
![]() Looting +50% Yield and HP from pillaging and coastal raiding within the Command Radius. |
Maneuver | |
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![]() Charts +1 Movement for this Commander when packed. |
![]() Lookout +1 sight range for this Commander. |
![]() Crossing the T Naval Units within the Command Radius have a +3 Flanking bonus when attacking. |
![]() Brace Opponents have -3 to Flanking bonuses when attacking Naval Units within the Command Radius. |
![]() Dead Reckoning The Command Radius applies Zone of Control to Naval Units. |
Leadership | |
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![]() Zeal +5% Yields in a Settlement when stationed on a water District. |
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![]() Field Commission Naval Units within the Command Radius can be upgraded as if in friendly territory, and heal 10 HP when upgraded. |
![]() Flagship +10 Combat Strength for this Commander when defending. |
![]() Convoys Land Units within the Command Radius have a +10 Embarked Strength. Traders within the Command Radius cannot be pillaged. |
![]() Barrage +5 Combat Strength with Focus Fire. |
Commanders can obtain Commendation Points by obtaining the last node on a Promotion Tree. They can get up to 5 commendation points by maxing out all the promotion trees available.
Commendations | Effect |
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Valor | Gain the Grant Second Wind Commander Ability. Grants a Land/Naval Unit within the Command Radius 1 extra attack and restores 2 movement points. |
Duty | Gain the Heroic Assault Ability. Deal direct damage to a unit in the command radius that has the same domain as the commander. |
Service | +1 Movement for Land/Naval Units within the Command Radius |
Merit | +1 Command Radius range |
Order | +5 Combat Strength for Land/Naval Units within the Command Radius |
Civ 7 Army Commanders Explained
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