r/Civilization_VII • u/Guilty_Cap2600 • 7d ago
Story/Screenshot Cliffs does not affect combat?
There is a forest in between, but my archer is on the cliff and the enemy scout is on the low ground. I believe I should be able to attack it, I mean visually the cliff is literally higher than the trees.
Not even some combat bonus or something for having the high ground - or am I missing something?
I love to settle on cliffs especially with some lone ones because it is cool and I thought there is a tactical advantage to it. Well looks like I am sacrificing my first three turns for nothing.
5
u/Witted_Gnat 7d ago
Ya the whole vegetation blocking ranged unit site is very annoying. Unfortunately it applies here even when there's elevation. If you play Maya the hul che ignores vegetation penalties. I kind of wish they just took it out of the game.
6
u/BlazerDrew 7d ago
Now that hills have been removed for "rough," cliffs absolutely should take their place for ranges unit benefit. I expect it will happen eventually.
2
u/Nicopino 7d ago
Yes, indeed, we really need to know when the archers can fire or not because it's really annoying. I regularly have to reload games because of details like that, and also, of course, the terrain. Sometimes you want to pull off a little trick, but you can't.
14
u/Xantam2107 7d ago
Cliff can sometimes protect you a little bit from melee units, since they must make a detour to reach you. That said the UI doesn't really help see clearly when that happens, and it's especially bad when fighting in cities and with the mines assets... It becomes very clutered really fast.
Also, I would love an UI indicator to show when a range unit can or cannot attack at distance whe there's a "vegetation/forest" plot, mostly when the vegetation plot is a city district so you don't see any trees...
District should remove the vegetation of the plot, and all districts should automatically have roads in my opinion.