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A promotion is an extra ability military units can get, which somehow improves their performance in the game. There are three 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.

General PromotionsEdit

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.

Melee Promotions
Promotion Unit Type Effect Required Promotions
Ambition Ambition Melee +30 20xStrength5 when attacking, +5 20xStrength5 when defending.
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
Ancestral Protection Ancestral Protection Melee +5 20xStrength5 when attacking, +30 20xStrength5 when defending.
Benevolence Benevolence Melee Units in adjacent tiles receive +5HP when healing. +10HP when you destro an enemy unit.
Blitz (Civ5) Blitz Melee Unit may attack multiple times per turn. Drill III
Bonus vs Gun(melee) (25) Bonus vs Gun(melee) (25) Melee +25% 20xStrength5 vs Gun(Melee) Units
Accuracy I (Civ5) Accuracy I Melee +10% Ranged 20xRangedStrength5 Combat Strength, +10% vs Cities
Accuracy II (Civ5) Accuracy II Melee +10% Ranged 20xRangedStrength5 Combat Strength, +10% vs Cities Accuracy I
Accuracy III (Civ5) Accuracy III Melee +10% Ranged 20xRangedStrength5 Combat Strength, +10% vs Cities Accuracy II
Barrage I (Civ5) Barrage I Melee +5% Ranged 20xRangedStrength5 Combat Strength, +10% vs wounded Units
Barrage II (Civ5) Barrage II Melee +5% Ranged 20xRangedStrength5 Combat Strength, +10% vs wounded Units Barrage I
Barrage III (Civ5) Barrage III Melee +5% Ranged 20xRangedStrength5 Combat Strength, +10% vs wounded Units Barrage II
Cover I (Civ5) Cover I Melee +25% Defense against all Ranged attacks Shock I, Drill II
Cover II (Civ5) Cover II Melee +25% Defense against all Ranged attacks Cover I
Cover III Cover III Melee +25% Defense against all Ranged attacks Cover II
Range (Civ5) Range Melee -30% Ranged 20xRangedStrength5 Combat Strength, +1 Range Accuracy III
Logistics (Civ5) Logistics Melee -20% 20xStrength5, May attack twice, though second attack expends all movement. Barrage III
Volley (Civ5) Volley Melee +50% 20xStrength5 vs Fortified units and cities. Accuracy II, Barrage II
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
Drill I (Civ5) Drill I Melee +10% 20xStrength5, +20% 20xStrength5 against cities.
Drill II (Civ5) Drill II Melee +10% 20xStrength5, +20% 20xStrength5 against cities. Drill I
Drill III (Civ5) Drill III Melee +10% 20xStrength5, +20% 20xStrength5 against cities. Drill II
Amphibious (Civ5) Amphibious Melee Eliminates Combat Penalties for attacking from the sea or over a river, and grants a movement bonus when moving across rivers. Shock I, Drill I
Siege (Civ5) Siege Melee +50% 20xStrength5 vs Cities Shock III, Drill II
Formation I (Civ5) Formation I Melee +25% 20xStrength5 vs Mounted units, +10% 20xStrength5 when defending in Open terrain. Drill II, Barrage II
Formation II (Civ5) Formation II Melee +25% 20xStrength5 vs Mounted units, +10% 20xStrength5 when defending in Open terrain. Formation I
Woodsman (Civ5) Woodsman Melee Double movement rate through forest and jungle. +10% 20xStrength5 when defending in Rough terrain. Drill II
Charge (Civ5) Charge Melee +10% 20xStrength5 when attacking in Open terrain, +25% 20xStrength5 vs Wounded Units. Shock II
Mobility (Civ5) Mobility Melee +1 20xMovement5 Shock III, Drill III
Repair (Civ5) Repair Melee Unit will heal every turn, even if it performs an action. Basic II
Ranged Promotions
Promotion Unit Type Effect Required Promotions
Naval Promotions
Promotion Unit Type Effect Required Promotions
Healing Promotions
Promotion Unit Type Effect Required Promotions
Heal Instantly (Civ5) Heal Instantly Heal Heal this Unit 50HP. Doing so will Consume this Opportunity to choose a promotion.
March (Civ5) March Heal Unit will heal every turn, even if it performs an action. Shock III
Medic I Medic I Heal 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 or Shock II
Medic II Medic II Heal 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
Survivalism I (Civ5) Survivalism I Heal +5 HP healed per turn outside of friendly territory and +25% Defense.
Survivalism II (Civ5) Survivalism II Heal +5 HP healed per turn outside of friendly territory and +25% Defense. Survivalism I
Survivalism III (Civ5) Survivalism III Heal Survivalism II
Scouting Promotions
Promotion Unit Type Effect Required Promotions
Extra Sight 1 Extra Sight 1 Scouting Visibilty increased by 1 tile
Extra Sight 2 Extra Sight 2 Scouting Visibilty increased by 2 tiles
Extra Sight 3 Extra Sight 3 Scouting Visibilty increased by 3 tiles
Extra Sight 4 Extra Sight 4 Scouting Visibilty increased by 4 tiles
Flag Bearers Flag Bearers Scouting When you reveal tiles, gain 20xGold Gold and 20xCulture Culture towards Border Growth in the nearest owned City.
Limited Visibility Limited Visibility Scouting -1 Visibility range
Reconnaissance Reconnaissance Scouting Gains XP from revealing tiles
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
Sentry (Civ5) Sentry Scouting +1 Visibility Range. Drill I, Shock I, Boarding Party II, Bombardment II, Targeting I or Coastal Raider I
Trailblazer I Trailblazer I Scouting Double movement in Forests and Jungles.
Trailblazer II Trailblazer II Scouting Double movement in Desert and Snow. Trailblazer I
Trailblazer III Trailblazer III Scouting Ignores Zone of Control and can use enemy roads and railroads. Trailblazer I
Air Promotions
Promotion Unit Type Effect Required Promotions
Shared Promotions
Promotion Unit Type Effect Required Promotions
Unit Attributes
Promotion Unit Type Effect Required Promotions

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