From the Devs: Improved Naval Combat
[p][/p][p]Hello, Civ fans! I’m Edward Zhang, Economic & Military Systems Designer, joined by Chris Burke, Military Gameplay Engineer. With
Update 1.3.0, we’re sailing into Naval Combat 2.0 - an overhaul to make naval engagements feel more impactful, and better define the strength of your sea-faring units. Our aim dev-side was simple: more strategy, less ambiguity, and fleets that feel like fleets.[/p][p][/p][h2]Classifying Your Naval Units[/h2][p]So far in
Civ VII, all Naval Units have technically counted as melee units, with no specific
ranged class of ship. While Naval Units could visually attack from a distance they always advanced toward the target, creating some awesome cinematic moments, but not providing the same level of strategy that a true ranged unit could bring to the table. Because every ship fought like a melee unit and took reciprocal damage, it was almost always optimal to build
Heavy Naval Units over
Light Units thanks to their higher melee strength. It also created confusion for players familiar with past versions of
Civilization, where Naval Units
could perform ranged attacks on other ships. And even more confusing - Naval Units in
Civ VII could still attack Land Units and Districts from range.[/p][p][/p][p]Clearly, some updates here were in order! With Update 1.3.0, we’ve brought true ranged combat back to the seas. To differentiate between melee and ranged Naval Units, we’ve given the two types of units more distinct identities: [/p]
- [p]Light Units: Faster melee units with increased Vision. They excel at scouting ahead for Heavy Units, performing flanking attacks, and revealing more of the battlefield. The updated roster includes Galley and Quadrireme in the Antiquity Age, the Privateer (details to follow) in the Exploration Age, and the Ironclad, Cruiser, and Destroyer in the Modern Age.[/p]
- [p]Heavy Units: Slower ranged units with limited Vision, but capable of devastating attacks that can quickly cripple enemy fleets or coastal Districts if left unchecked. The updated roster includes the Cog, Carrack, and Galleon in the Exploration Age, and the Frigate, Dreadnought, and Battleship in the Modern Age.[/p]
[p]With these changes, several existing Naval Units have gained the ability to perform ranged attacks, and their melee and ranged strengths have been adjusted to match their new roles. [/p][p][/p][p]
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[/p][p][/p][h2]Naval Combat Through the Ages[/h2][p]With those new foundations in place, let’s walk through how these new roles for naval combat will feel throughout a multi-Age
Civ VII game.[/p][p][/p][p]In Antiquity, the early coasts will actually stay pretty familiar from previous updates. Ship-to-ship clashes are usually still all melee fights, which keeps coastal skirmishes tight and personal, while Naval Units can continue to bombard Land Units and Districts from range.[/p][p][/p][p]The Exploration Age is where you’ll really feel these changes kick in. The moment the Deep Oceans open up, your default units will shift to heavy, ranged ships, like the Cog, Carrack, and Galleon. As for Light Units, we’ve added a brand new ship type to fill that space in your fleet.[/p][p][/p][h3]
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[/h3][p]The
Privateer is a brand new, Exploration-Age Light Unit available to every civilization via the Tech Tree (unlocking with the Heraldry Civic). You may remember it from past versions of
Civilization, and we’re excited for its return in
Civilization VII![/p][p][/p][p]The Privateer is the ultimate naval raider: with the ability to ignore borders, pillage trade routes for quick cash, and even attack the military units of any other civilization regardless of your diplomatic status! It’s perfect for scouting your enemies while also disrupting their Trade Routes and stealing Treasure Fleets – all without a formal declaration of war. [/p][p][/p][p]Be warned, though - you’re not totally immune from diplomacy. Killing another player’s unit or plundering their Trade Routes will still reduce your relationship with the target player. [/p][p][/p][p]We’re excited to see how the Privateer shakes up your games, so let us know how this new addition feels! [/p][h3] [/h3][p]
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[/p][p][/p][p]Last, but not least, let’s talk about naval combat in the Modern Age. Here, the Frigate, Dreadnought, and Battleship are your heavy batteries, while the Ironclad, Cruiser, and Destroyer are your mobile Light Units. We also can’t forget the formidable submarine, which is now a ranged glass cannon with the strongest naval strike in the game. This can turn the tide of war in just a few turns, but watch out - its low defense means you’ll want to keep this unit hidden and out of enemy range. The Modern ocean will be all about careful planning and outwitting your opponent: keeping Light Units in front, your navy under cover, and a finger primed to press the attack button if your enemy gets within range. [/p][p][/p][h3]
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[/h3][p]We’re excited to see how this update affects your approach to naval combat in
Civilization VII! Based on our own internal testing, we’re seeing a big impact on the way the Exploration and Modern Ages play out, especially after investing in a strong navy. Try the new
Tides of Power Collection, free to claim for all
Civilization VII players for a limited time.* To make the most use out of this update, including special Naval gameplay unique to Tonga, Republic of Pirates, and Edward Teach - AKA: Blackbeard! As always, please keep sharing your feedback and experiences with us, and look forward to more combat updates in the future. [/p][p][/p][p]*Offer available for owners of Civilization VII. Offer ends January 5, 2026 at 6:59am PT. Owners must claim offer between November 4, 2025 and January 5, 2026 at 6:59am PT. For details on how to claim offer go to
www.civilization.com. Terms apply.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]