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The Zone of Control in Civilization VII (Civ 7) is the adjacent tiles around a unit that prevent units from other civilizations from moving past them. Learn which units have Zone of Control and how to use this mechanic by reading our guide below!
Zone of Control is a returning mechanic in CIv 7 that prevents units from moving after entering a hostile unit's adjacent tiles.
If a unit still has movement points after entering a unit's Zone of Control, it can still attack them.
Once your units enter a unit's Zone of Control, they cannot move to another tile. If a unit with low health goes into a tile next to a hostile unit, they will most likely die next turn.
When planning to fight hostile units or another civilization, you have to plan which units will go first because they will have to stay in the frontlines.
Non-unique military units—specfically, Infantry and Naval units— have Zone of Control. Meanwhile, all non-unique calvary units ignore Zone of Control.
Fighter Air Units have a unique ability called Intercept. This will let them attack hostile air units if they do an action within their Zone of Control.
Ranged Units do not have Zone of Control. They are vulnerable to units who can quickly go to their adjacent tiles and attack them.
As of writing, there is one unique unit that has Zone of Control, despite its unit type.
Unique Units with Zone of Control | ||
---|---|---|
Unit | Civ | Age |
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Antiquity |
There are also civ-specific units that ignores Zone of Control. This means that they can freely move after landing on a hostile unit's adjacent tiles.
Unique Units that Ignore Zone of Control | ||
---|---|---|
Unit | Civ | Age |
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Antiquity |
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Antiquity |
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Exploration |
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Exploration |
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Exploration |
Civ 7 Zone of Control
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