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The following is a list of promotions in Civilization VI and its expansions, sorted by unit class.

Recon Units Edit

Scout promotions (Civ6)
Tier Promotion Effect Required Promotions
I Ranger Faster Civ6Movement Movement in Woods and Jungle terrain. -
I Alpine Faster Civ6Movement Movement on Hill terrain. -
II Sentry Can see through Woods and Jungle. Ranger or Alpine
II Guerrilla Can move after attacking. Ranger or Alpine
III Spyglass +1 sight range. Sentry
III Ambush +20 Civ6StrengthIcon Combat Strength in all situations. Guerrilla
IV Camouflage Only adjacent enemy units can reveal this unit. Spyglass or Ambush

Melee Units Edit

Melee promotions (Civ6)
Tier Promotion Effect Required Promotions
I Battlecry +7 Civ6StrengthIcon Combat Strength vs. melee and ranged units. -
I Tortoise +10 Civ6StrengthIcon Combat Strength when defending against ranged attacks. -
II Commando Can scale Cliff walls. +1 Civ6Movement Movement.[1] Battlecry or Amphibious
II Amphibious No Civ6StrengthIcon Combat Strength and Civ6Movement Movement penalty when attacking from Sea or over a River. Tortoise or Commando
III Zweihander +7 Civ6StrengthIcon Combat Strength vs. anti-cavalry units. Commando or Amphibious
III Urban Warfare +10 Civ6StrengthIcon Combat Strength when fighting in a district. Commando or Amphibious
IV Elite Guard +1 additional attack per turn if Civ6Movement Movement allows. Can move after attacking. Zweihander or Urban Warfare

Ranged Units Edit

Ranged promotions (Civ6)
Tier Promotion Effect Required Promotions
I Volley +5 Civ6RangedStrength Ranged Strength vs. land units. -
I Garrison +10 Civ6StrengthIcon Combat Strength when occupying a district or Fort. -
II Arrow Storm +7 Civ6RangedStrength Ranged Strength vs. land and naval units. Volley
II Incendiaries +7 Civ6RangedStrength Ranged Strength vs. district defenses. Garrison
III Suppression Exercise zone of control. Arrow Storm or Incendiaries
III Emplacement +10 Civ6StrengthIcon Combat Strength when defending vs. city attacks. Arrow Storm or Incendiaries
IV Expert Marksman +1 additional attack per turn if unit has not moved.[2] Suppression or Emplacement

Anti-Cavalry Units Edit

Anti Cavalry promotions (Civ6)
Tier Promotion Effect Required Promotions
I Echelon +5 Civ6StrengthIcon Combat Strength vs. cavalry units. -
I Thrust +10 Civ6StrengthIcon Combat Strength vs. melee units. -
II Square Double Support bonus. Echelon
II Schiltron +10 Civ6StrengthIcon Combat Strength when defending vs. melee class units. Thrust
III Redeploy +1 Civ6Movement Movement. Square or Schiltron
III Choke Points +7 Civ6StrengthIcon Combat Strength when defending in Woods, Jungle, Hills, or Marsh. Square or Schiltron
IV Hold the Line Adjacent units of a different class get +10 Civ6StrengthIcon Combat Strength vs. cavalry. Redeploy or Choke Points

Light Cavalry Units Edit

Light Cavalry promotions (Civ6)
Tier Promotion Effect Required Promotions
I Caparison +5 Civ6StrengthIcon Combat Strength vs. anti-cavalry. -
I Coursers +5 Civ6StrengthIcon Combat Strength when attacking ranged and siege units. -
II Depredation Pillaging costs only 1 Civ6Movement Movement point. Caparison
II Double Envelopment 2x flanking bonus. Coursers
III Spiking the Guns +7 Civ6StrengthIcon Combat Strength vs. siege units. Depredation or Double Envelopment
III Pursuit +1 Civ6Movement Movement. Depredation or Double Envelopment
IV Escort Mobility Formation units all inherit escort's Civ6Movement Movement speed. Spiking the Guns or Pursuit

Heavy Cavalry Units Edit

Heavy Cavalry promotions (Civ6)
Tier Promotion Effect Required Promotions
I Charge +10 Civ6StrengthIcon Combat Strength vs. fortified defender. -
I Barding +7 Civ6StrengthIcon Combat Strength when defending vs. ranged attacks. -
II Marauding +7 Civ6StrengthIcon Combat Strength vs. units in districts. Charge or Rout
II Rout +5 Civ6StrengthIcon Combat Strength against damaged units. Barding or Marauding
III Armor Piercing +7 Civ6StrengthIcon Combat Strength against other heavy cavalry units. Marauding or Rout
III Reactive Armor +7 Civ6StrengthIcon Combat Strength when defending against heavy cavalry and anti-cavalry. Rout
IV Breakthrough +1 additional attack per turn if Civ6Movement Movement allows. Armor Piercing or Reactive Armor

Siege Units Edit

Siege promotions (Civ6)
Tier Promotion Effect Required Promotions
I Grape Shot +7 Civ6StrengthIcon Combat Strength vs. land units. -
I Crew Weapons +7 Civ6StrengthIcon Combat Strength when defending. -
II Shrapnel +10 Civ6StrengthIcon Combat Strength vs. land units. Grape Shot
II Shells +10 Civ6StrengthIcon Combat Strength vs. district defenses. Crew Weapons
III Advanced Rangefinding +10 Civ6StrengthIcon Combat Strength vs. naval units. Shrapnel or Shells
III Expert Crew Can attack after moving. Shrapnel or Shells
IV Forward Observers +1 Civ6Range Range. Advanced Rangefinding or Expert Crew


Naval Melee Units Edit

Naval Melee promotions (Civ6)
Tier Promotion Effect Required Promotions
I Helmsman +1 Civ6Movement Movement. -
I Embolon +7 Civ6StrengthIcon Combat Strength vs. naval units. -
II Rutter +1 sight range. Helmsman
II Reinforced Hull +10 Civ6StrengthIcon Combat Strength when defending vs. ranged attacks. Embolon
III Convoy +10 Civ6StrengthIcon Combat Strength when in a formation. Rutter or Reinforced Hull
III Auxiliary Ships Heal outside of friendly territory. Rutter or Reinforced Hull
IV Creeping Attack +14 Civ6StrengthIcon Combat Strength vs. naval raider units. Convoy or Auxiliary Ships

Naval Ranged Units Edit

Naval Ranged promotions (Civ6)
Tier Promotion Effect Required Promotions
I Line of Battle +7 Civ6StrengthIcon Combat Strength vs. naval units. -
I Bombardment +7 Civ6StrengthIcon Combat Strength vs. district defenses. -
II Preparatory Fire +7 Civ6StrengthIcon Combat Strength vs. land units. Line of Battle
II Rolling Barrage +10 Civ6StrengthIcon Combat Strength vs. district defenses. Bombardment
III Supply Fleet Heal outside of friendly territory. Preparatory Fire or Rolling Barrage
III Proximity Fuses +7 Civ6StrengthIcon Combat Strength when defending vs. air attacks. Preparatory Fire or Rolling Barrage
IV Coincidence Rangefinding +1 Civ6Range Range. Supply Fleet or Proximity Fuses

Naval Raider Units Edit

Naval Raider promotions (Civ6)
Tier Promotion Effect Required Promotions
I Loot +50 Civ6Gold Gold from coastal raids. -
I Boarding Obtain Civ6Gold Gold from naval victories. -
II Swift Keel +1 Civ6Movement Movement. Loot or Homing Torpedoes
II Homing Torpedoes +10 Civ6StrengthIcon Combat Strength vs. naval units. Boarding or Swift Keel
III Observation +1 sight range. Swift Keel
III Silent Running Can move after attacking. Homing Torpedoes
IV Wolfpack +1 additional attack per turn. Observation or Silent Running

Naval Carrier Units Edit

Naval Carrier promotions (Civ6)
Tier Promotion Effect Required Promotions
I Flight Deck +1 additional aircraft slot. -
I Scout Planes +1 sight range. -
II Hangar Deck +1 additional aircraft slot. Flight Deck or Advanced Engines
II Advanced Engines +1 Civ6Movement Movement. Scout Planes or Hangar Deck
III Folding Wings +1 additional aircraft slot. Hangar Deck or Deck Crews
III Deck Crews Can heal after attacking. Advanced Engines or Folding Wings
IV Supercarrier Heal outside of friendly territory. Deck Crews or Folding Wings

Fighter Units Edit

Fighter promotions (Civ6)
Tier Promotion Effect Required Promotions
I Dogfighting +7 Civ6StrengthIcon Combat Strength vs. fighter class units. -
I Cockpit Armor +7 Civ6StrengthIcon Combat Strength when defending vs. anti-air. -
II Interceptor +7 Civ6StrengthIcon Combat Strength vs. bomber class units. Dogfighting
II Strafe +17 Civ6StrengthIcon Combat Strength vs. non-cavalry units. Cockpit Armor
III Ground Crews Heal while patrolling or deployed. Interceptor
III Tank Buster +17 Civ6StrengthIcon Combat Strength vs. cavalry units. Strafe
IV Drop Tanks +2 Civ6Range Range. Ground Crews or Tank Buster

Bomber Units Edit

Bomber promotions (Civ6)
Tier Promotion Effect Required Promotions
I Box Formation +7 Civ6StrengthIcon Combat Strength when defending vs. fighter class units. -
I Evasive Maneuvers +7 Civ6StrengthIcon Combat Strength when defending vs. anti-air. -
II Torpedo Bomber +17 Civ6StrengthIcon Combat Strength vs. naval units. Box Formation or Evasive Maneuvers
II Close Air Support +12 Civ6StrengthIcon Combat Strength vs. land units. Box Formation or Evasive Maneuvers
III Tactical Maintenance Can heal after attacking. Torpedo Bomber
III Long Range +2 Civ6Range Range. Close Air Support
IV Superfortress No minimum health requirement to air pillage. Tactical Maintenance or Long Range

Warrior Monks Edit

Warrior Monk promotions (Civ6)
Tier Promotion Effect Required Promotions
I Shadow Strike 2x flanking bonus. -
I Twilight Veil Only adjacent enemy units can reveal this unit. -
II Exploding Palms +10 Civ6StrengthIcon Combat Strength in all situations. Shadow Strike or Twilight Veil
II Disciples When defeating an enemy unit, spread their religion to nearby cities. Shadow Strike or Twilight Veil
III Sweeping Wind +1 additional attack per turn if Civ6Movement Movement allows. Exploding Palms or Disciples
III Dancing Crane +1 Civ6Movement Movement. Exploding Palms or Disciples
IV Cobra Strike +15 Civ6StrengthIcon Combat Strength in all situations. Sweeping Wind or Dancing Crane

Nihang Edit

Nihang promotions (Civ6)
Tier Promotion Effect Required Promotions
I Tegh +7 Civ6StrengthIcon Combat Strength when flanked. -
I Trehsool Mukh When defeating an enemy unit, gain Civ6Faith Faith equal to 50% that unit's base Civ6StrengthIcon Combat Strength. -
II Jangi Mojeh +1 Civ6Movement Movement. Tegh or Sanjo
II Sanjo No combat penalty when damaged. Trehsool Mukh or Jangi Mojeh
III Jangi Kara +10 Civ6StrengthIcon Combat Strength while Suzerain of Lahore. Jangi Mojeh or Sanjo

Missionary (Path to Nirvana) Edit

Missionary promotions (Civ6)
Tier Promotion Effect Required Promotions
I Walk on Water No penalty to Civ6Movement Movement when moving from sea or river. -
I Traveler Faster Civ6Movement Movement in Woods, Rainforest, Hills, or Marsh. -
II Propagator +2 Civ6Movement Movement. Walk on Water
II Interpreter Gain 75 Civ6Faith Faith if this unit converts a city to your Religion for the first time. Traveler

Zombie Horde Edit

Zombie Horde promotions (Civ6)
Tier Promotion Effect Required Promotions
I Brains! +5 Civ6StrengthIcon Combat Strength -
I Grah! +1 Civ6Movement Movement -
I Ugh! No Decay Damage -
II Brains!! +5 Civ6StrengthIcon Combat Strength Brains!
II Grah!! +1 Civ6Movement Movement Grah!
III Brains!!! +5 Civ6StrengthIcon Combat Strength Brains!!
III Grah!!! +1 Civ6Movement Movement Grah!!

Apostles Edit

Apostle promotions

Spies Edit

Spy promotions

Rock Bands Edit

Rock Band promotions

Giant Death Robots Edit

Giant Death Robot promotions

Soothsayers Edit

Soothsayer promotions

  1. Added effect in Rise and Fall; also applies while Embarked.
  2. This means the unit cannot make the additional attack if it moves after making its first attack. It can still move before it attacks, however.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

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R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.

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