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A promotion is an extra ability military units can get, which somehow improves their performance in the game. There are four main ways to acquire promotions for units:

Additionally, many civilizations' unique units come with special promotions, which most of the time transfer when they upgrade to more advanced units. Sometimes, these are just generic promotions earned as part of the "special" abilities of the unit in question. In this case, if the unit had already acquired the promotion earlier (through earning Experience before the upgrade), it will get nothing on upgrade, so you should plan its earlier development accordingly.

Note that many promotions apply only to certain classes of units - for example, melee, ranged, naval, etc. Also, several key promotions have multiple stages, marked as I, II or III - each subsequent stage of these can only be acquired after you earn the previous stage.

The highest-level promotions require all stages of another lower-level promotion. Note that they are usually available across classes (that is, both for melee and ranged units, for example), but they also require different promotions for the different classes. If a promotion has multiple required promotions listed, only one is required to adopt it.

Melee Promotions Edit

Promotions available to land Melee Units

Promotion
Type
Effect
Required Promotions
Ambition Ambition Melee +30% 20xStrength5 when attacking, +5% 20xStrength5 when defending Mystic Blade
Ambush I (Civ5) Ambush I Melee +25% 20xStrength5 vs Armor Units, +10% 20xStrength5 when attacking in rough terrain Shock II, Drill II
Ambush II (Civ5) Ambush II Melee +25% 20xStrength5 vs Armor Units, +10% 20xStrength5 when attacking in rough terrain Ambush I
Amphibious (Civ5) Amphibious Melee Eliminates combat penalties for attacking from the sea or over a river, and grants a 20xMovement5 bonus when moving across rivers Shock I, Drill II
Ancestral Protection Ancestral Protection Melee +5% 20xStrength5 when attacking, +30% 20xStrength5 when defending Mystic Blade
Benevolence Benevolence Melee Increased 20xStrength5 based on unit damage. Units in adjacent tiles receive +5 HP when healing. +10 HP when you destroy an enemy unit Eight Virtues of Bushido
Blitz (Civ5) Blitz Melee Unit may attack multiple times per turn Drill III
Buffalo Chest Buffalo Chest Melee +10% 20xStrength5. Flank attack bonus increased by 25%. +10% defense against all ranged attacks Buffalo Horns
Buffalo Horns Buffalo Horns Melee +1 20xMovement5. Flank attack bonus increased by 25%. +10% defense against all ranged attacks
Buffalo Loins Buffalo Loins Melee +15% 20xStrength5. Flank attack bonus increased by 50%. +15% defense against all ranged attacks Buffalo Chest
Charge I (Civ5) Charge I Melee +10% 20xStrength5 when attacking in open terrain, +25% 20xStrength5 vs Wounded Units Shock II
Charge II (Civ5) Charge II Melee +10% 20xStrength5 when attacking in open terrain, +25% 20xStrength5 vs Wounded Units Charge I
City Assault (Civ5) City Assault Melee +50% 20xStrength5 vs Cities Shock III, Drill II
Courage Courage Melee Increased 20xStrength5 based on unit damage. Attack Mod (15%). +10 HP if you kill an enemy unit Eight Virtues of Bushido
Drill I (Civ5) Drill I Melee +10% 20xStrength5, +25% 20xStrength5 vs Cities
Drill II (Civ5) Drill II Melee +10% 20xStrength5, +25% 20xStrength5 vs Cities Drill I
Drill III (Civ5) Drill III Melee +10% 20xStrength5, +25% 20xStrength5 vs Cities Drill II
Eight Virtues of Bushido Eight Virtues of Bushido Melee Promotion is replaced with a randomly chosen new promotion after the unit completes its first combat (Benevolence, Courage, Honor, Loyalty, Respect, Righteousness, Self Control, or Sincerity)
Enemy Defection Enemy Defection Melee 50% chance of healing 10 HP if turn ended in enemy territory Mystic Blade
Formation I (Civ5) Formation I Melee +25% 20xStrength5 vs Mounted or Armored Units, +10% 20xStrength5 when defending in open terrain Drill II
Formation II (Civ5) Formation II Melee +25% 20xStrength5 vs Mounted or Armored Units, +10% 20xStrength5 when defending in open terrain Formation I
Heroism Heroism Melee Unit awards combat bonus to nearby units as if it is a Great General Mystic Blade
Honor Honor Melee Increased 20xStrength5 based on unit damage. +15% 20xStrength5 outside of friendly lands. +10 HP when you destroy an enemy unit Eight Virtues of Bushido
Invulnerability Invulnerability Melee +30% 20xStrength5 when defending. +20 HP when healing Mystic Blade
Loyalty Loyalty Melee Increased 20xStrength5 based on unit damage. +15% 20xStrength5 inside friendly lands. +10 HP when you destroy an enemy unit Eight Virtues of Bushido
March (Civ5) March Melee Unit will heal every turn, even if it performs an action. -10% 20xStrength5 while defending Shock III
Mystic Blade Mystic Blade Melee Promotion is replaced with a randomly chosen new promotion after the unit completes its first combat (Ancestral Protection, Ambition, Enemy Defection, Heroism, Invulnerability, Recruitment, Restlessness, or Sneak Attack
Overrun Overrun Melee +100% Flank attack 20xStrength5 Shock III
Recruitment Recruitment Melee Heals all damage if kills non-barbarian unit Mystic Blade
Respect Respect Melee Increased 20xStrength5 based on unit damage. +15% 20xStrength5 vs Melee and Gun Units. +10 HP when you destroy an enemy unit Eight Virtues of Bushido
Restlessness Restlessness Melee +1 20xMovement5. May attack twice Mystic Blade
Righteousness Righteousness Melee Increased 20xStrength5 based on unit damage. Attack Wounded Mod (20%). +10 HP when you destroy an enemy unit Eight Virtues of Bushido
Self Control Self Control Melee Increased 20xStrength5 based on unit damage. +15% 20xStrength5 when defending. +10 HP when you destroy an enemy unit Eight Virtues of Bushido
Shock I (Civ5) Shock I Melee +10% 20xStrength5, Flank attack bonus increased by 25%
Shock II (Civ5) Shock II Melee +10% 20xStrength5, Flank attack bonus increased by 25% Shock I
Shock III (Civ5) Shock III Melee +10% 20xStrength5, Flank attack bonus increased by 25% Shock II
Sincerity Sincerity Melee Increased 20xStrength5 based on unit damage. +50% experience gained from combat. +10 HP when you destroy an enemy unit Eight Virtues of Bushido
Sneak Attack Sneak Attack Melee Flank attack bonus increased by 50% Mystic Blade
Stalwart Stalwart Melee +35% 20xStrength5 when defending Drill III
Woodsman (Civ5) Woodsman Melee Double 20xMovement5 through Forest and Jungle. +10% 20xStrength5 when defending in rough terrain Shock II, Drill III

Ranged Promotions Edit

Promotions available to land Ranged Units

Promotion
Type
Effect
Required Promotions
Accuracy I (Civ5) Accuracy I Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Units above 50 HP
Accuracy II (Civ5) Accuracy II Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Units above 50 HP Accuracy I
Accuracy III (Civ5) Accuracy III Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Units above 50 HP Accuracy II
Barrage I (Civ5) Barrage I Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Units at or below 50 HP
Barrage II (Civ5) Barrage II Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Units at or below 50 HP Barrage I
Barrage III (Civ5) Barrage III Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Units at or below 50 HP Barrage II
Coup de Grace Coup de Grace Ranged +30% 20xRangedStrength5 vs Wounded Units at or below 50 HP Barrage III
Field I Field I Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Wounded Units
Field II Field II Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Wounded Units Field I
Field III Field III Ranged +5% 20xRangedStrength5, +10% 20xRangedStrength5 vs Wounded Units Field II
Firing Doctrine Firing Doctrine Ranged +25% 20xRangedStrength5 vs Units above 50 HP Siege III, Accuracy III
Infiltrators Infiltrators Ranged +15% 20xRangedStrength5 outside friendly territory Field III, Barrage III
Parthian Tactics Parthian Tactics Ranged +1 20xMovement5 Accuracy II
Precision* Precision* Ranged +25% 20xRangedStrength5 vs Units at or below 50 HP Siege II *
Precision II* Precision II* Ranged +25% 20xRangedStrength5 vs Units at or below 50 HP Precision *
Range (Civ5) Range Ranged -20% 20xRangedStrength5, +1 Range Accuracy III, Bombardment III, Siege III, Field III
Siege I (Civ5) Siege I Ranged +10% 20xRangedStrength5, +10% 20xRangedStrength5 vs Cities
Siege II (Civ5) Siege II Ranged +10% 20xRangedStrength5, +10% 20xRangedStrength5 vs Cities Siege I
Siege III (Civ5) Siege III Ranged +10% 20xRangedStrength5, +10% 20xRangedStrength5 vs Cities Siege II
Splash Damage Splash Damage Ranged Deals 5 damage to all enemy units adjacent to targeted unit (within range) Field II
Splash Damage II Splash Damage II Ranged Deals 5 damage to all enemy units adjacent to targeted unit (within range) Splash Damage
Volley (Civ5) Volley Ranged +50% 20xStrength5 vs Fortified Units and Cities Siege II, Field II

'*' May not be used/unsure

Naval Promotions Edit

Promotions available to Naval Units

Promotion
Type
Effect
Required Promotions
Armor Plating I (Civ5) Armor Plating I Naval +25% 20xStrength5 when defending
Armor Plating II (Civ5) Armor Plating II Naval +25% 20xStrength5 when defending Armor Plating I
Armor Plating III (Civ5) Armor Plating III Naval +25% 20xStrength5 when defending Armor Plating II
Boarding Party I (Civ5) Boarding Party I Naval +15% 20xStrength5 vs Naval Units, Flank attack bonus increased by 50%
Boarding Party II (Civ5) Boarding Party II Naval +15% 20xStrength5 vs Naval Units, Flank attack bonus increased by 50% Boarding Party I
Boarding Party III (Civ5) Boarding Party III Naval +15% 20xStrength5 vs Naval Units, Flank attack bonus increased by 50% Boarding Party II
Bombardment I (Civ5) Bombardment I Naval +5% 20xRangedStrength5, +20% 20xStrength5 vs Cities
Bombardment II (Civ5) Bombardment II Naval +5% 20xRangedStrength5, +20% 20xStrength5 vs Cities Bombardment I
Bombardment III (Civ5) Bombardment III Naval +5% 20xRangedStrength5, +20% 20xStrength5 vs Cities Bombardment II
Broadside Broadside Naval +40% 20xRangedStrength5 vs Cities Bombardment III
Coastal Raider I (Civ5) Coastal Raider I Naval +20% 20xStrength5 vs Cities, Damage from Cities reduced by 20%
Coastal Raider II (Civ5) Coastal Raider II Naval +20% 20xStrength5 vs Cities, Damage from Cities reduced by 20% Coastal Raider I
Coastal Raider III (Civ5) Coastal Raider III Naval +20% 20xStrength5 vs Cities, Damage from Cities reduced by 20% Coastal Raider II
Exploration Exploration Naval +1 20xMovement5 and +1 Sight
Flight Deck I (Civ5) Flight Deck I Naval Can carry 1 extra Air Unit
Flight Deck II (Civ5) Flight Deck II Naval Can carry 1 extra Air Unit Flight Deck I
Flight Deck III (Civ5) Flight Deck III Naval Can carry 1 extra Air Unit Flight Deck II
Glory Hounds Glory Hounds Naval Steal 20xGold equal to 100% of the damage inflicted on a city Coastal Raider III
Great Lighthouse (promotion) (Civ5) Great Lighthouse Wonder +1 20xMovement5 and +1 Sight
Ironsides Ironsides Policy +20% 20xStrength5 when defending
Pincer Pincer Naval +50% Flank attack 20xStrength5 Boarding Party III
Prize Rules Prize Rules Policy Receive 20xGold in your Capital when you defeat an enemy unit. +20% 20xStrength5 vs Units at or below 50 HP
Slipstream Slipstream Naval Ignores Zone of Control Targeting III, Wolfpack III
Supply (Civ5) Supply Naval May heal damage outside of friendly territory. 15 HP healed per turn Targeting III, Bombardment III, Coastal Raider III, Wolfpack III, Flight Deck III, Armor Plating III
Targeting I (Civ5) Targeting I Naval +10% 20xRangedStrength5 vs Naval and Land Units. +10% 20xStrength5 vs Units at or below 50 HP
Targeting II (Civ5) Targeting II Naval +15% 20xRangedStrength5 vs Naval and Land Units. +10% 20xStrength5 vs Units at or below 50 HP Targeting I
Targeting III (Civ5) Targeting III Naval +20% 20xRangedStrength5 vs Naval and Land Units. +10% 20xStrength5 vs Units at or below 50 HP Targeting II
Treasure Fleet Treasure Fleet Wonder Grants +1 20xMovement5, +1 Sight, +10% 20xStrength5 when attacking, and the ability to heal in non-friendly waters
Venetian Craftsmanship Venetian Craftsmanship National Wonder +10% 20xStrength5, +1 20xMovement5
Wolfpack I (Civ5) Wolfpack I Naval +20% 20xStrength5 when attacking
Wolfpack II (Civ5) Wolfpack II Naval +20% 20xStrength5 when attacking Wolfpack I
Wolfpack III (Civ5) Wolfpack III Naval +20% 20xStrength5 when attacking Wolfpack II

Scouting Promotions Edit

Promotions available to units in the Scout line

Promotion
Type
Effect
Required Promotions
Scavenger Scavenger Scouting +5 XP when you pillage a tile Survivalism II or Trailblazer II
Scouting I (Civ5) Scouting I Scouting +1 Visibility Range Survivalism II or Trailblazer II
Scouting II (Civ5) Scouting II Scouting +1 Visibility Range Scouting I
Scouting III (Civ5) Scouting III Scouting +1 20xMovement5 Scouting II
Spotters Spotters Scouting +2 XP for every turn spent unembarked in the enemy territory of a major Civ Trailblazer I
Survivalism I (Civ5) Survivalism I Scouting +5 HP healed per turn outside of friendly territory and +25% defense
Survivalism II (Civ5) Survivalism II Scouting +5 HP healed per turn outside of friendly territory and +25% defense Survivalism I
Survivalism III (Civ5) Survivalism III Scouting Unit will heal every turn, even if it performs an action. Can use enemy Roads/Railroads Survivalism II
Trailblazer I Trailblazer I Scouting Double 20xMovement5 in Forests and Jungles
Trailblazer II Trailblazer II Scouting Double 20xMovement5 in Desert and Snow Trailblazer I
Trailblazer III Trailblazer III Scouting Ignores Zone of Control, attempts to withdraw when faced with a melee attack Trailblazer II
Treasure Hunter Treasure Hunter Scouting +25% yields from Ancient Ruins

Air Promotions Edit

Promotions available to Air and anti-Air Units

Promotion
Type
Effect
Required Promotions
Air Ambush I Air Ambush I Air 1 extra Interception may be made per turn Sortie, Interception I, Dog Fighting II, Siege I
Air Ambush II Air Ambush II Air 1 extra Interception may be made per turn Air Ambush I
Air Defense I Air Defense I Air +5 damage to Air Units when defending against air strikes. Available once you have researched flight
Air Defense II Air Defense II Air +5 damage to Air Units when defending against air strikes Air Defense I
Air Defense III Air Defense III Air +5 damage to Air Units when defending against air strikes Air Defense II
Air Repair (Civ5) Air Repair Air Unit will heal every turn, even if it performs an action. -10% 20xStrength5 while defending Interception II, Dogfighting II
Air Targeting I (Civ5) Air Targeting I Air +15% 20xStrength5 vs Naval and Land Units Interception II, Dogfighting I, Siege II
Air Targeting II (Civ5) Air Targeting II Air +15% 20xStrength5 vs Naval and Land Units Air Targeting I
Dogfighting I (Civ5) Dogfighting I Air +33% 20xStrength5 when performing an Air Sweep
Dogfighting II (Civ5) Dogfighting II Air +33% 20xStrength5 when performing an Air Sweep Dogfighting I
Dogfighting III (Civ5) Dogfighting III Air +34% 20xStrength5 when performing an Air Sweep Dogfighting II
Evasion (Civ5) Evasion Air Reduces damage taken from interception by 50% Siege II
Flak Targeting I Flak Targeting I Air 150% 20xStrength5 vs Air and Helicopter Units
Flak Targeting II Flak Targeting II Air 150% 20xStrength5 vs Air and Helicopter Units Flak Targeting I
Interception I (Civ5) Interception I Air +33% 20xStrength5 when intercepting enemy aircraft
Interception II (Civ5) Interception II Air +33% 20xStrength5 when intercepting enemy aircraft Interception I
Interception III (Civ5) Interception III Air +34% 20xStrength5 when intercepting enemy aircraft Interception II
Range (Civ5) Range Air +2 Operational Range Interception I, Dogfighting II, Siege I
Siege I (Civ5) Siege I Air +33% 20xStrength5 vs Cities
Siege II (Civ5) Siege II Air +33% 20xStrength5 vs Cities Siege I
Siege III (Civ5) Siege III Air +34% 20xStrength5 vs Cities Siege II
Sortie (Civ5) Sortie Air +1 Interception, and +1 Operational Range. Interception II, Dogfighting II

Diplomatic Promotions Edit

Promotions available or inherent to Diplomatic Units

Promotion
Type
Effect
Required Promotions
Adept Adept Diplomatic Earn 45 Influence Influence when you conduct a Diplomatic Mission
Diplomatic Immunity Diplomatic Immunity Diplomatic Grants +5 Influence Influence when you conduct a Diplomatic Mission and the ability to enter a rival player's territory without an Open Borders agreement
Imperial Seal Imperial Seal Wonder Grants +5 Influence Influence when you conduct a Diplomatic Mission
Initiate Initiate Diplomatic Earn 40 Influence Influence when you conduct a Diplomatic Mission
Literacy Literacy Diplomatic Grants +5 Influence Influence when you conduct a Diplomatic Mission, +1 20xMovement5 for Diplomatic Units, and the ability to ignore terrain costs
Master Diplomat Master Diplomat Diplomatic Earn 70 Influence Influence when you conduct a Diplomatic Mission, and reduce the Influence Influence of other Civilizations with this City State by the same amount. Earn additional Influence Influence for each completed era. Has the ability to enter a rival player's territory without an Open Borders agreement
Nobel Laureate Nobel Laureate Diplomatic Grants Diplomatic Units +10 Influence Influence when you conduct a Diplomatic Mission. Bonus is exclusive to the Swedish Civilization (if using CSD's custom trait for Sweden)
Noble Noble Wonder Grants +15 Influence Influence when you conduct a Diplomatic Mission and the ability to enter a rival player's territory without an Open Borders agreement
Plenipotentiary Plenipotentiary Diplomatic Earn 55 Influence Influence when you conduct a Diplomatic Mission
Professional Professional Diplomatic Earn 50 Influence Influence when you conduct a Diplomatic Mission
Royal Signet Royal Signet Diplomatic Grants +5 Influence Influence when you conduct a Diplomatic Mission
Wire Service Wire Service Diplomatic Grants +5 Influence Influence when you conduct a Diplomatic Mission and +1 20xMovement5

Shared Promotions Edit

Promotions available to multiple unit types

Promotion
Type
Effect
Required Promotions
Altitude Training (Civ5) Altitude Training Natural Wonder Double 20xMovement5 in Hill. +10% 20xStrength5 when fighting in Hill
Conscription Conscription Policy +10% 20xStrength5
Cover I (Civ5) Cover I Shared +25% defense against all ranged attacks Shock II, Drill I, Barrage I, Accuracy II
Cover II (Civ5) Cover II Shared +25% defense against all ranged attacks Cover I
Discipline (Civ5) Discipline Policy +5% 20xStrength5, and +5% additional 20xStrength5 when adjacent to a friendly unit
Embarkation (Civ5) Embarkation Shared Can embark onto water tiles
Embarkation with Defense (Civ5) Embarkation with Defense Shared Can embark onto water tiles. Embarked units defend at double strength
Embarkation with Ocean Movement (Civ5) Embarkation with Ocean Movement Shared Can embark onto water tiles. Embarked units can enter Ocean and have +1 Sight
Everlasting Youth Everlasting Youth Natural Wonder Units heal for an additional +5 HP
Faster General Faster General Policy +1 20xMovement5
Himeji Castle (promotion) (Civ5) Himeji Castle Wonder +15% 20xStrength5 in friendly territory
Indirect Fire (Civ5) Indirect Fire Shared -10% 20xRangedStrength5. Ranged attacks may be performed over obstacles (as long as other friendly units can see the target) Targeting III, Bombardment III, Accuracy III, Barrage III, Siege III, Field III
Logistics (Civ5) Logistics Shared -20% 20xRangedStrength5. May attack twice Field III, Barrage III, Targeting III, Siege III
Logistics (Civ5) Logistics Policy Heal 15 points when you destroy an enemy unit
Medic I Medic I Shared This unit and all units in adjacent tiles heal an additional 5 HP per turn Accuracy I, Boarding Party I, Coastal Raider II, Scouting II, Survivalism I, Shock II
Medic II (Civ5) Medic II Shared This unit and all units in adjacent tiles heal an additional 5 HP per turn. This unit heals an additional 5 HP per turn when outside of friendly territory Medic I
Mobile General (Civ5) Mobile General Shared +2 20xMovement5
Mobile Admiral (Civ5) Mobile Admiral Shared +2 20xMovement5
Mobility (Civ5) Mobility Shared +1 20xMovement5 Shock III, Drill III, Targeting II, Bombardment II, Coastal Raider II, Boarding Party II
Morale (Civ5) Morale Shared +10% 20xStrength5
Patriotic War (Civ5) Patriotic War Policy +15% attack bonus in friendly territory
Repair (Civ5) Repair Shared Unit will heal every turn, even if it performs an action. -10% 20xStrength5 while defending
Sacred Steps Sacred Steps Natural Wonder +2 20xMovement5
Sentry (Civ5) Sentry Shared +1 Visibility Range Drill I, Shock I, Boarding Party II, Bombardment II, Targeting I, Coastal Raider I
Statue of Zues Statue of Zues Wonder +15% 20xStrength5 when attacking cities

Unit Attributes Edit

Promotions that are inherent to a unit, unit type, or Civilization and cannot be unlocked through normal means (XP, Buildings, Wonders, ect.)

Promotion
Type
Effect
Required Promotions
1 Extra Movement 1 Extra Movement Attribute +1 20xMovement5
All Tiles Cost 1 Movement All Tiles Cost 1 Movement Attribute All tiles cost 1 20xMovement5
Air Recon (Civ5) Air Recon Attribute 6 tiles in every direction visable
Air Sweep Air Sweep Attribute Can Air Sweep to clear intercepting units
Astronomy needed Astronomy needed Attribute Cannot enter Ocean until Navigation
Atlatli Strike Atlatli Strike Attribute +50% 20xRangedStrength5 vs Wounded Units
Bonus vs Armored (X) Bonus vs Armored (X) Attribute +X% 20xStrength5 vs Armored
Bonus vs Cities (X) Bonus vs Cities (X) Attribute +X% 20xStrength5 vs Cities
Bonus vs Fighters (X) Bonus vs Fighters (X) Attribute +X% 20xStrength5 vs Fighters
Bonus vs Gun (X) Bonus vs Gun (X) Attribute +X% 20xStrength5 vs Gun (Melee) Units
Bonus vs Helicopters (X) Bonus vs Helicopters (X) Attribute +X% 20xStrength5 vs Helicopters
Bonus vs Mounted (X) Bonus vs Mounted (X) Attribute +X% 20xStrength5 vs Mounted
Bonus vs Naval (X) Bonus vs Naval (X) Attribute +X% 20xStrength5 vs Naval
Bonus vs Siege (X) Bonus vs Siege (X) Attribute +X% 20xStrength5 vs Siege Units
Bonus vs Submarines (X) Bonus vs Submarines (X) Attribute +X% 20xStrength5 vs Submarines
Bonus vs Tanks (X) Bonus vs Tanks (X) Attribute +X% 20xStrength5 vs Tanks (Armored)
Bonuses in Snow, Tundra and Hills Bonuses in Snow, Tundra and Hills Attribute In Snow, Tundra, Hills: +25% 20xStrength5 (if Forest or Jungle is not present) and double 20xMovement5
Bonus when attacking (X) Bonus when attacking (X) Attribute +X% 20xStrength5 when attacking
Brute Force (Civ5) Brute Force Attribute +33% 20xStrength5 vs Barbarians
Can Carry X Cargo Can Carry X Cargo Attribute Can carry 'X' cargo
Cannot End Turn on Ocean Tile Cannot End Turn on Ocean Tile Attribute Cannot end turn on Ocean tile
Can Enter Rival Territory Can Enter Rival Territory Attribute Can enter rival territory
Can Move After Attacking Can Move After Attacking Attribute Can move after attacking
Can See Submarine Can See Submarine Attribute Can see Submarine
Cannot Enter Forest or Jungle Cannot Enter Forest or Jungle Attribute Cannot enter Forest or Jungle
City Attack Only City Attack Only Attribute Unit may not attack units, only cities
City Plunder City Plunder Attribute Steal 20xGold equal to 100% of the damage inflicted on a city
Coast Walkers Coast Walkers Attribute Allows Embarkation. Barbarians only
Coercion Coercion Attribute Defeated land units may join your side. +100% Flank attack bonus
Combat Bonus in Open Terrain Combat Bonus in Open Terrain Attribute Combat bonus in open terrain
Combat Bonus When Attacking (X) Combat Bonus When Attacking (X) Attribute X% 20xStrength5 when attacking
Combat Bonus in Forest/Jungle (X) Combat Bonus in Forest/Jungle (X) Attribute +X% 20xStrength5 in Forest/Jungle
Covering Fire I Covering Fire I Attribute -50% 20xRangedStrength5 vs Armour Units, Fortified Units, and Cities. +20% 20xStrength5 when defending, and enemy units within 2 tiles suffer -15% 20xStrength5
Covering Fire II Covering Fire II Attribute -25% 20xRangedStrength5 vs Fortified Units and Cities. +15% 20xStrength5 when defending, and enemy units within 2 tiles suffer -10% 20xStrength5
Damaged Enemy Bonus (X) Damaged Enemy Bonus (X) Attribute X% 20xStrength5 against damaged enemy units
Desert Walkers Desert Walkers Attribute Double 20xMovement5 on Desert tiles. Barbarians only
Desert Warriors Desert Warriors Attribute +50% 20xStrength5 when fighting in Desert
Double movement in Coast Double movement in Coast Attribute Double 20xMovement5 in Coast
Enhanced Flank Attack Enhanced Flank Attack Attribute Flank attack bonus increased by 50%
Enhanced Medic Enhanced Medic Attribute Units in this tile and in adjacent tiles heal 10 additional HP per turn.
Evasion (X) Evasion (X) Attribute X% chance to Evade
Exotic Cargo Exotic Cargo Attribute May 'Sell Exotic Goods' when adjacent to City-State lands to gain 20xGold and XP based on distance from Capital. Each Nau can perform this action twice.

If possible, when a Nau sells Exotic Cargo, a Feitoria is also automatically created in its territory.
Extra Sight (X) Extra Sight (X) Attribute 'X' extra Sight
Extra Sight While Embarked Extra Sight While Embarked Attribute See further than a normal embarked unit
Fallout Immunity Fallout Immunity Attribute Ignores damage from Fallout
Fallout Resistance Fallout Resistance Attribute Damage from Fallout reduced by 10
Feared Elephant Feared Elephant Attribute Enemy units receive -10% 20xStrength5 when adjacent to any unit with this promotion (does not stack)
Flag Bearers Flag Bearers Attribute When you reveal tiles, gain 20xGold, 20xCulture, and 20xScience5 in the nearest owned city
Foreign Lands Bonus Foreign Lands Bonus Attribute +20% 20xStrength5 outside friendly territory
Full Moon Striker Full Moon Striker Attribute +1 20xMovement5
Gift of the Pharaoh Gift of the Pharaoh Attribute Receive 20xProduction in your Capital when you defeat an enemy unit
Golden Age From Victories Golden Age From Victories Attribute Earn GoldenAge5 for each enemy killed
Great General Combat Bonus Great General Combat Bonus Attribute +15% 20xStrength5 with Great General in same tile
Great Generals I Great Generals I Attribute Combat likely to create Great General
Great Generals II Great Generals II Attribute Combat very likely to create Great General
Grenadiers Grenadiers Attribute When you advance after destroying an enemy unit, all newly-adjacent enemy units take 10 damage
Guerrilla Fighter Guerrilla Fighter Attribute +50% Flank attack and Wounded Unit attack bonuses. Ignores ZOC and terrain 20xMovement5 penalties, and +10 HP when healing in friendly territory
Haka War Dance Haka War Dance Attribute Enemy units receive -10% 20xStrength5 when adjacent to any unit with this promotion (does not stack)
Heals 25 Damage If Kills a Unit Heals 25 Damage If Kills a Unit Attribute Heals 25 damage if kills a unit
Heals 50 Damage If Kills a Unit Heals 50 Damage If Kills a Unit Attribute Heals 50 damage if kills a non-Barbarian unit
Heals at Double Rate Heals at Double Rate Attribute Heals at double rate
Heavy Charge Heavy Charge Attribute Forces defender to retreat if it inflicts more damage than it receives. A defender who cannot retreat takes extra damage
Hill Walkers Hill Walkers Attribute Double 20xMovement5 on Hill tiles. Barbarian only
Homeland Guardian Homeland Guardian Attribute +25% 20xStrength5 in your territory
Hovering Unit Hovering Unit Attribute Can move over all terrain and Coastal tiles. Embarks on Ocean tiles
Ice Breakers Ice Breakers Attribute Allows Workboats to move through Ice tiles
Ignores Terrain Cost Ignores Terrain Cost Attribute Ignores terrain cost
Interception (X) Interception (X) Attribute X% chance to Intercept
Is invisible (Submarine) Is invisible (Submarine) Attribute Is Invisible (Submarine)
Leadership Leadership Attribute Improves combat effectiveness of nearby land units
Lightning Warfare Lightning Warfare Attribute +15% 20xStrength5 when attacking. +1 20xMovement5
Lightning Warfare (Armor) Lightning Warfare (Armor) Attribute +15% 20xStrength5 when attacking. +1 20xMovement5. Ignore enemy ZOC
Lightning Warfare (Gun) Lightning Warfare (Gun) Attribute +15% 20xStrength5 when attacking. Ignore enemy ZOC
Limited Visibility Limited Visibility Attribute -1 Visibility Range
Long Range Recon Long Range Recon Attribute +2 Visibility
Major Penalty Attacking Cities (X) Major Penalty Attacking Cities (X) Attribute X% penalty attacking cities
Market Control Market Control Attribute Earn tons of 20xGold, but no Influence Influence when you conduct a Diplomatic Mission with this unit
Marsh Walkers Marsh Walkers Attribute Double 20xMovement5 on Marsh and Flood Plain tiles. Barbarian only
May Enter Ice Tiles May Enter Ice Tiles Attribute May enter Ice tiles
May Not Melee Attack May Not Melee Attack Attribute May not melee attack
May Paradrop May Paradrop Attribute May Paradrop
Moves at half-speed in enemy territory Moves at half-speed in enemy territory Attribute Moves at half-speed in enemy territory
Native Tongue Native Tongue Attribute May choose benefit when discovering Ancient Ruins
Naval Leadership Naval Leadership Attribute Improves combat effectiveness of nearby Naval Units
Naval Movement Naval Movement Attribute +1 20xMovement5 for Naval Units
Naval Target Penalty Naval Target Penalty Attribute -33% 20xRangedStrength5 vs Naval Units
Near Capital Bonus Near Capital Bonus Attribute 30% stronger while fighting in the Capital; bonus falls off as the unit gets further away
No Defensive Terrain Bonuses No Defensive Terrain Bonuses Attribute No defensive terrain bonuses
No Movement Cost to Pillage No Movement Cost to Pillage Attribute No 20xMovement5 cost to Pillage
No Retreat No Retreat Attribute +15% 20xStrength5 when attacking
Ocean Embarkation Ocean Embarkation Attribute Permits hovering units to embark at the Coastal/Ocean boundary
Ocean Explorer Ocean Explorer Attribute Can cross Oceans before researching Astronomy
Penalty Attacking Cities (X) Penalty Attacking Cities (X) Attribute X% penalty attacking cities
Penalty on Defense (X) Penalty on Defense (X) Attribute X% penalty on defense
Penalty vs Naval (X) Penalty vs Naval (X) Attribute X% Penalty vs Naval
Penalty vs Barbarians Penalty vs Barbarians Attribute X% Penalty vs Barbarians
Penalty vs Mounted (X) Penalty vs Mounted (X) Attribute X% Penalty vs Mounted
Pilum Pilum Attribute While Fortified, adjacent enemy units take 10 damage at the beginning of every turn
Pride of the Ancestors Pride of the Ancestors Attribute 15% 20xStrength5 in your territory
Prize Ships Prize Ships Attribute Defeated enemy Naval Units may join your side
Quick Study Quick Study Attribute Earn experience toward promotions 50% faster
Raider Raider Attribute Flank attack bonus increased by 100%. Steal 20xGold equal to 50% of the damage inflicted on a city. is able to use enemy roads
Ranged Support Fire Ranged Support Fire Attribute Provides support fire to friendly units when Fortified
Reconnaissance Reconnaissance Attribute Gains XP from revealing tiles
Rough Terrain Penalty Rough Terrain Penalty Attribute Entering rough terrain consumes all 20xMovement5
Sapper (Civ5) Sapper Attribute When next to an enemy city, other units within 2 tiles of this unit get a 40% Bonus when attacking the city. If 2 tiles from an enemy city, other units within 2 tiles get a 20% bonus when attacking the city. Bonuses do not stack
Short Range Recon Short Range Recon Attribute -2 Visibility
Siege Inaccuracy Siege Inaccuracy Attribute -33% 20xRangedStrength5 vs Land Units
Skyranger Skyranger Attribute May paradrop with extended range (40 hexes)
Spear Throw Spear Throw Attribute Before engaging in melee, this unit has an extra attack
Steppe Nomads Steppe Nomads Attribute +2 20xMovement5 and ignores Zone of Control
Trade Mission Bonus Trade Mission Bonus Attribute +100% more 20xGold and +100% more City State Influence Influence than a normal Trade Mission
Transfer Movement to General Transfer Movement to General Attribute Great General moves at rate of this unit if they start the turn stacked
Unable to Capture Cities Unable to Capture Cities Attribute Unable to capture cities
Unwelcome Evangelist Unwelcome Evangelist Attribute Can enter rival territory without open borders but loses 25% of original religious strength for each turn they end on such a tile. Unit is eliminated when religious strength is 0
War Canoes (Civ5) War Canoes Attribute Embarked units have double the usual defense strength and see further than a normal embarked unit
Weak Ranged Attack Weak Ranged Attack Attribute -50% 20xStrength5 when using ranged attacks
White Walkers White Walkers Attribute Double 20xMovement5 on Snow tiles. Barbarian only
withdraw Before Melee withdraw Before Melee Attribute Unit will withdraw when faced with melee attack. Chance of withdrawal decreased against fast enemy units or if there are limited open tiles behind the unit
Withering Fire Withering Fire Attribute 20% chance to force an enemy unit to retreat after taking 20xRangedStrength5 damage. If the unit cannot retreat, it take 50% more damage than normal
Woods Walkers Woods Walkers Attribute Double 20xMovement5 on Forest and Jungle tiles. Barbarian only

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