Under normal circumstances, a zone of control affects all adjacent tiles in the unit's native element - in other words, land units (whether on land or embarked) do not exert zone of control on water tiles and naval units do not exert zone of control on land tiles. City Centers and Encampments, however, exert zone of control on all adjacent land and water tiles, and embarked land units exert zone of control on the tile they occupy, which can be helpful when trying to put a coastal city under siege. Units cannot exert zone of control on tiles across a River. ![]() They can, however, exert it against districts, including City Centers and Encampments. Religious units of different civilizations and different religions always exert a zone of control against each other, while religious units of the same religion never exert a zone of control against one another, regardless of which civilization they belong to or their owners' relationship status.ĭistricts can exert a zone of control against religious units of other civilizations, but only when at war. The Battering Ram is in formation with a Horseman (a light cavalry unit), so it can ignore the Warriors' zones of control.Ī unit entering a zone of control cannot move to another tile until after it attacks an adjacent unit or city. ![]() The unit can also perform other actions like Plundering Trade Routes, Pillaging, or promoting if it has enough Movement left. Civilian units like Settlers, Builders, and Great People will lose all remaining Movement upon entering a zone of control and cannot perform any other actions, even if the tile they enter is occupied by a friendly military unit. Units that enter a zone of control can still attack like normal, if they have enough Movement left to perform the attack. ![]() Units with innate abilities or promotions that allow them to move after attacking can leave the zone of control within the same turn that they enter, if Movement allows.
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