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Documentation for this module may be created at Module:Data/Civ6/Base/UnitPromotions/doc

--[Field]                              [Type]
--Name                                 String
--Description                          String
--Level                                 Int64
--Specialization                       String
--PromotionClass                       String
--Column                                Int64

local data ={

PROMOTION_RANGER={
Name=[=[Ranger]=];
Description=[=[Faster {{Movement6}} in Woods and Rainforest terrain.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_RECON";
Column=1;};

PROMOTION_ALPINE={
Name=[=[Alpine]=];
Description=[=[Faster {{Movement6}} on Hill terrain.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_RECON";
Column=3;};

PROMOTION_SENTRY={
Name=[=[Sentry]=];
Description=[=[Can see through Woods and Jungle.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_RECON";
Column=1;};

PROMOTION_GUERRILLA={
Name=[=[Guerrilla]=];
Description=[=[Can move after attacking.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_RECON";
Column=3;};

PROMOTION_SPYGLASS={
Name=[=[Spyglass]=];
Description=[=[+1 sight range.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_RECON";
Column=1;};

PROMOTION_AMBUSH={
Name=[=[Ambush]=];
Description=[=[+20 {{StrengthIcon6}} Combat Strength in all situations.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_RECON";
Column=3;};

PROMOTION_CAMOUFLAGE={
Name=[=[Camouflage]=];
Description=[=[Only adjacent enemy units can reveal this unit.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_RECON";
Column=2;};

PROMOTION_BATTLECRY={
Name=[=[Battlecry]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. melee and ranged units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_MELEE";
Column=1;};

PROMOTION_TORTOISE={
Name=[=[Tortoise]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength when defending against ranged attacks.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_MELEE";
Column=3;};

PROMOTION_COMMANDO={
Name=[=[Commando]=];
Description=[=[+1 {{Movement6}}. Can scale Cliff walls.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_MELEE";
Column=1;};

PROMOTION_AMPHIBIOUS={
Name=[=[Amphibious]=];
Description=[=[No {{StrengthIcon6}} Combat Strength and {{Movement6}} penalty when attacking from sea or river.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_MELEE";
Column=3;};

PROMOTION_ZWEIHANDER={
Name=[=[Zweihander]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. anti-cavalry units.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_MELEE";
Column=1;};

PROMOTION_URBAN_WARFARE={
Name=[=[Urban Warfare]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength when fighting in a district.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_MELEE";
Column=3;};

PROMOTION_ELITE_GUARD={
Name=[=[Elite Guard]=];
Description=[=[+1 additional attack per turn if {{Movement6}} allows. Can move after attacking.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_MELEE";
Column=2;};

PROMOTION_VOLLEY={
Name=[=[Volley]=];
Description=[=[+5 {{RangedStrengthIcon6}} Ranged Strength vs. land units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_RANGED";
Column=1;};

PROMOTION_GARRISON={
Name=[=[Garrison]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength when occupying either an improvement that provides {{StrengthIcon6}} Defense Strength or a district.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_RANGED";
Column=3;};

PROMOTION_ARROW_STORM={
Name=[=[Arrow Storm]=];
Description=[=[+7 {{RangedStrengthIcon6}} Ranged Strength vs. land and naval units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_RANGED";
Column=1;};

PROMOTION_INCENDIARIES={
Name=[=[Incendiaries]=];
Description=[=[+7 {{RangedStrengthIcon6}} Ranged Strength vs. district defenses.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_RANGED";
Column=3;};

PROMOTION_SUPPRESSION={
Name=[=[Suppression]=];
Description=[=[Exercise zone of control.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_RANGED";
Column=1;};

PROMOTION_EMPLACEMENT={
Name=[=[Emplacement]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength when defending vs. city attacks.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_RANGED";
Column=3;};

PROMOTION_EXPERT_MARKSMAN={
Name=[=[Expert Marksman]=];
Description=[=[+1 additional attack per turn if unit has not moved.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_RANGED";
Column=2;};

PROMOTION_GRAPE_SHOT={
Name=[=[Grape Shot]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. land units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SIEGE";
Column=1;};

PROMOTION_CREW_WEAPONS={
Name=[=[Crew Weapons]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SIEGE";
Column=3;};

PROMOTION_SHRAPNEL={
Name=[=[Shrapnel]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength vs. land units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_SIEGE";
Column=1;};

PROMOTION_SHELLS={
Name=[=[Shells]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength vs. district defenses.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_SIEGE";
Column=3;};

PROMOTION_ADVANCED_RANGEFINDING={
Name=[=[Advanced Rangefinding]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength vs. naval units.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_SIEGE";
Column=1;};

PROMOTION_EXPERT_CREW={
Name=[=[Expert Crew]=];
Description=[=[Can attack after moving.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_SIEGE";
Column=3;};

PROMOTION_FORWARD_OBSERVERS={
Name=[=[Forward Observers]=];
Description=[=[+1 {{RangeIcon6}} Range.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_SIEGE";
Column=2;};

PROMOTION_ECHELON={
Name=[=[Echelon]=];
Description=[=[+5 {{StrengthIcon6}} Combat Strength vs. cavalry units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_ANTI_CAVALRY";
Column=1;};

PROMOTION_THRUST={
Name=[=[Thrust]=];
Description=[=[+5 {{StrengthIcon6}} Combat Strength vs. melee units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_ANTI_CAVALRY";
Column=3;};

PROMOTION_SQUARE={
Name=[=[Square]=];
Description=[=[Double Support bonus.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_ANTI_CAVALRY";
Column=1;};

PROMOTION_SCHILTRON={
Name=[=[Schiltron]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength when defending vs. melee class units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_ANTI_CAVALRY";
Column=3;};

PROMOTION_REDEPLOY={
Name=[=[Redeploy]=];
Description=[=[+1 {{Movement6}}.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_ANTI_CAVALRY";
Column=1;};

PROMOTION_CHOKE_POINTS={
Name=[=[Choke Points]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending in Woods, Jungle, Hills, or Marsh.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_ANTI_CAVALRY";
Column=3;};

PROMOTION_HOLD_THE_LINE={
Name=[=[Hold the Line]=];
Description=[=[Adjacent units of a different class get +10 {{StrengthIcon6}} Combat Strength vs. cavalry.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_ANTI_CAVALRY";
Column=2;};

PROMOTION_CAPARISON={
Name=[=[Caparison]=];
Description=[=[+5 {{StrengthIcon6}} Combat Strength vs. anti-cavalry.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_LIGHT_CAVALRY";
Column=1;};

PROMOTION_COURSERS={
Name=[=[Coursers]=];
Description=[=[+5 {{StrengthIcon6}} Combat Strength when attacking ranged and siege units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_LIGHT_CAVALRY";
Column=3;};

PROMOTION_DEPREDATION={
Name=[=[Depredation]=];
Description=[=[Pillaging costs only 1 {{Movement6}} point.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_LIGHT_CAVALRY";
Column=1;};

PROMOTION_DOUBLE_ENVELOPMENT={
Name=[=[Double Envelopment]=];
Description=[=[2x flanking bonus.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_LIGHT_CAVALRY";
Column=3;};

PROMOTION_SPIKING_THE_GUNS={
Name=[=[Spiking the Guns]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. siege units.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_LIGHT_CAVALRY";
Column=1;};

PROMOTION_PURSUIT={
Name=[=[Pursuit]=];
Description=[=[+1 {{Movement6}}.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_LIGHT_CAVALRY";
Column=3;};

PROMOTION_ESCORT_MOBILITY={
Name=[=[Escort Mobility]=];
Description=[=[Formation units all inherit escort's {{Movement6}} speed.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_LIGHT_CAVALRY";
Column=2;};

PROMOTION_CHARGE={
Name=[=[Charge]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength vs. fortified defender.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY";
Column=1;};

PROMOTION_BARDING={
Name=[=[Barding]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending vs. ranged attacks.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY";
Column=3;};

PROMOTION_MARAUDING={
Name=[=[Marauding]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. units in districts.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY";
Column=1;};

PROMOTION_ROUT={
Name=[=[Rout]=];
Description=[=[+5 {{StrengthIcon6}} Combat Strength against damaged units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY";
Column=3;};

PROMOTION_ARMOR_PIERCING={
Name=[=[Armor Piercing]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength against other heavy cavalry units.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY";
Column=1;};

PROMOTION_REACTIVE_ARMOR={
Name=[=[Reactive Armor]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending against heavy cavalry and anti-cavalry.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY";
Column=3;};

PROMOTION_BREAKTHROUGH={
Name=[=[Breakthrough]=];
Description=[=[+1 additional attack per turn if {{Movement6}} allows.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_HEAVY_CAVALRY";
Column=2;};

PROMOTION_DOGFIGHTING={
Name=[=[Dogfighting]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. fighter class units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_AIR_FIGHTER";
Column=1;};

PROMOTION_COCKPIT_ARMOR={
Name=[=[Cockpit Armor]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending vs. anti-air.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_AIR_FIGHTER";
Column=3;};

PROMOTION_INTERCEPTOR={
Name=[=[Interceptor]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. bomber class units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_AIR_FIGHTER";
Column=1;};

PROMOTION_STRAFE={
Name=[=[Strafe]=];
Description=[=[+17 {{StrengthIcon6}} Combat Strength vs. non-cavalry units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_AIR_FIGHTER";
Column=3;};

PROMOTION_GROUND_CREWS={
Name=[=[Ground Crews]=];
Description=[=[Heal while patrolling or deployed.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_AIR_FIGHTER";
Column=1;};

PROMOTION_TANK_BUSTER={
Name=[=[Tank Buster]=];
Description=[=[+17 {{StrengthIcon6}} Combat Strength vs. cavalry units.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_AIR_FIGHTER";
Column=3;};

PROMOTION_DROP_TANKS={
Name=[=[Drop Tanks]=];
Description=[=[+2 {{RangeIcon6}} Range.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_AIR_FIGHTER";
Column=2;};

PROMOTION_BOX_FORMATION={
Name=[=[Box Formation]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending vs. fighter class units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_AIR_BOMBER";
Column=1;};

PROMOTION_EVASIVE_MANEUVERS={
Name=[=[Evasive Maneuvers]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending vs. anti-air.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_AIR_BOMBER";
Column=3;};

PROMOTION_TORPEDO_BOMBER={
Name=[=[Torpedo Bomber]=];
Description=[=[+17 {{StrengthIcon6}} Combat Strength vs. naval units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_AIR_BOMBER";
Column=1;};

PROMOTION_CLOSE_AIR_SUPPORT={
Name=[=[Close Air Support]=];
Description=[=[+12 {{StrengthIcon6}} Combat Strength vs. land units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_AIR_BOMBER";
Column=3;};

PROMOTION_TACTICAL_MAINTENANCE={
Name=[=[Tactical Maintenance]=];
Description=[=[Can heal after attacking.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_AIR_BOMBER";
Column=1;};

PROMOTION_LONG_RANGE={
Name=[=[Long Range]=];
Description=[=[+2 {{RangeIcon6}} Range.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_AIR_BOMBER";
Column=3;};

PROMOTION_SUPERFORTRESS={
Name=[=[Superfortress]=];
Description=[=[No minimum health requirement to air pillage.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_AIR_BOMBER";
Column=2;};

PROMOTION_EMBOLON={
Name=[=[Embolon]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. Naval units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_MELEE";
Column=1;};

PROMOTION_HELMSMAN={
Name=[=[Helmsman]=];
Description=[=[+1 {{Movement6}}.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_MELEE";
Column=3;};

PROMOTION_REINFORCED_HULL={
Name=[=[Reinforced Hull]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength when defending vs. ranged attacks.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_MELEE";
Column=1;};

PROMOTION_RUTTER={
Name=[=[Rutter]=];
Description=[=[+1 sight range.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_MELEE";
Column=3;};

PROMOTION_AUXILIARY_SHIPS={
Name=[=[Auxiliary Ships]=];
Description=[=[Heal outside of friendly territory.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_MELEE";
Column=1;};

PROMOTION_CONVOY={
Name=[=[Convoy]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength when in a formation.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_MELEE";
Column=3;};

PROMOTION_CREEPING_ATTACK={
Name=[=[Creeping Attack]=];
Description=[=[+14 {{StrengthIcon6}} Combat Strength vs. naval raider units.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_NAVAL_MELEE";
Column=2;};

PROMOTION_LINE_OF_BATTLE={
Name=[=[Line of Battle]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. naval units.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_RANGED";
Column=1;};

PROMOTION_BOMBARDMENT={
Name=[=[Bombardment]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. district defenses.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_RANGED";
Column=3;};

PROMOTION_PREPARATORY_FIRE={
Name=[=[Preparatory Fire]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength vs. land units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_RANGED";
Column=1;};

PROMOTION_ROLLING_BARRAGE={
Name=[=[Rolling Barrage]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength vs. district defenses.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_RANGED";
Column=3;};

PROMOTION_SUPPLY_FLEET={
Name=[=[Supply Fleet]=];
Description=[=[Heal outside of friendly territory.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_RANGED";
Column=1;};

PROMOTION_PROXIMITY_FUSES={
Name=[=[Proximity Fuses]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when defending vs. air attacks.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_RANGED";
Column=3;};

PROMOTION_COINCIDENCE_RANGEFINDING={
Name=[=[Coincidence Rangefinding]=];
Description=[=[+1 {{RangeIcon6}} Range.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_NAVAL_RANGED";
Column=2;};

PROMOTION_FLIGHT_DECK={
Name=[=[Flight Deck]=];
Description=[=[+1 additional aircraft slot.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_CARRIER";
Column=1;};

PROMOTION_HANGAR_DECK={
Name=[=[Hangar Deck]=];
Description=[=[+1 additional aircraft slot.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_CARRIER";
Column=1;};

PROMOTION_FOLDING_WINGS={
Name=[=[Folding Wings]=];
Description=[=[+1 additional aircraft slot.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_CARRIER";
Column=1;};

PROMOTION_SCOUT_PLANES={
Name=[=[Scout Planes]=];
Description=[=[+1 sight range.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_CARRIER";
Column=3;};

PROMOTION_ADVANCED_ENGINES={
Name=[=[Advanced Engines]=];
Description=[=[+1 {{Movement6}}.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_CARRIER";
Column=3;};

PROMOTION_DECK_CREWS={
Name=[=[Deck Crews]=];
Description=[=[Can heal after attacking.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_CARRIER";
Column=3;};

PROMOTION_SUPER_CARRIER={
Name=[=[Supercarrier]=];
Description=[=[Heal outside of friendly territory.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_NAVAL_CARRIER";
Column=2;};

PROMOTION_LOOT={
Name=[=[Loot]=];
Description=[=[+50 {{Gold6}} from coastal raids. (on Standard Speed)]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_RAIDER";
Column=1;};

PROMOTION_BOARDING={
Name=[=[Boarding]=];
Description=[=[Obtain {{Gold6}} from naval victories.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NAVAL_RAIDER";
Column=3;};

PROMOTION_SWIFT_KEEL={
Name=[=[Swift Keel]=];
Description=[=[+1 {{Movement6}}.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_RAIDER";
Column=1;};

PROMOTION_HOMING_TORPEDOES={
Name=[=[Homing Torpedoes]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength vs. naval units.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NAVAL_RAIDER";
Column=3;};

PROMOTION_OBSERVATION={
Name=[=[Observation]=];
Description=[=[+1 sight range.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_RAIDER";
Column=1;};

PROMOTION_SILENT_RUNNING={
Name=[=[Silent Running]=];
Description=[=[Can move after attacking.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NAVAL_RAIDER";
Column=3;};

PROMOTION_WOLFPACK={
Name=[=[Wolfpack]=];
Description=[=[+1 additional attack per turn.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_NAVAL_RAIDER";
Column=2;};

PROMOTION_ORATOR={
Name=[=[Orator]=];
Description=[=[Can spread Religion 2 extra times.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_PROSELYTIZER={
Name=[=[Proselytizer]=];
Description=[=[Religious spread eliminates 75% of existing pressure from other Religions in the target city.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_TRANSLATOR={
Name=[=[Translator]=];
Description=[=[Religious spread is triple strength in cities of other civilizations.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_PILGRIM={
Name=[=[Pilgrim]=];
Description=[=[Gains 3 extra spreads when moving adjacent to a natural wonder for the first time.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_INDULGENCE_VENDOR={
Name=[=[Indulgence Vendor]=];
Description=[=[Gain {{GoldIcon6}} 100 Gold if this unit converts a city to your Religion for the first time.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_HEATHEN_CONVERSION={
Name=[=[Heathen Conversion]=];
Description=[=[Can convert all adjacent Barbarians to your side by using a religious charge.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_DEBATER={
Name=[=[Debater]=];
Description=[=[+20 {{ReligionIcon6}} Religious Strength in Theological Combat.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_MARTYR={
Name=[=[Martyr]=];
Description=[=[Relic is created if this Apostle dies in Theological Combat.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_CHAPLAIN={
Name=[=[Chaplain]=];
Description=[=[Apostle operates as a Medic, providing extra healing to units within 1 tile.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_APOSTLE";};

PROMOTION_MONK_SHADOW_STRIKE={
Name=[=[Shadow Strike]=];
Description=[=[2x flanking bonus.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_MONK";
Column=1;};

PROMOTION_MONK_TWILIGHT_VEIL={
Name=[=[Twilight Veil]=];
Description=[=[Only adjacent enemy units can reveal this unit.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_MONK";
Column=3;};

PROMOTION_MONK_EXPLODING_PALMS={
Name=[=[Exploding Palms]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength in all situations.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_MONK";
Column=1;};

PROMOTION_MONK_DISCIPLES={
Name=[=[Disciples]=];
Description=[=[This unit spreads its Religion to nearby cities when it defeats an enemy unit.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_MONK";
Column=3;};

PROMOTION_MONK_SWEEPING_WIND={
Name=[=[Sweeping Wind]=];
Description=[=[+1 additional attack per turn if {{Movement6}} allows.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_MONK";
Column=1;};

PROMOTION_MONK_DANCING_CRANE={
Name=[=[Dancing Crane]=];
Description=[=[+1 {{Movement6}}.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_MONK";
Column=3;};

PROMOTION_MONK_COBRA_STRIKE={
Name=[=[Cobra Strike]=];
Description=[=[+15 {{StrengthIcon6}} Combat Strength in all situations.]=];
Level=4;
PromotionClass="PROMOTION_CLASS_MONK";
Column=2;};

PROMOTION_SPY_TECHNOLOGIST={
Name=[=[Technologist]=];
Description=[=[Steal Technology as if 2 levels more experienced.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_CAT_BURGLAR={
Name=[=[Cat Burglar]=];
Description=[=[Steal Great Works as if 2 levels more experienced.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_DEMOLITIONS={
Name=[=[Demolitions]=];
Description=[=[Sabotage Production as if 2 levels more experienced.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_CON_ARTIST={
Name=[=[Con Artist]=];
Description=[=[Siphon Funds as if 2 levels more experienced.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_GUERILLA_LEADER={
Name=[=[Guerrilla Leader]=];
Description=[=[Recruit Partisans as if 2 levels more experienced.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_ROCKET_SCIENTIST={
Name=[=[Rocket Scientist]=];
Description=[=[Disrupt Rocketry as if 2 levels more experienced.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_SEDUCTION={
Name=[=[Seduction]=];
Description=[=[Counterspy as if 2 levels more experienced.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_DISGUISE={
Name=[=[Disguise]=];
Description=[=[Takes no time to establish presence in an enemy city.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_LINGUIST={
Name=[=[Linguist]=];
Description=[=[Time to complete all missions reduced by 25%.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_QUARTERMASTER={
Name=[=[Quartermaster]=];
Description=[=[If this Spy is in home territory, all your Spies operate at +1 level.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_SPY_ACE_DRIVER={
Name=[=[Ace Driver]=];
Description=[=[If caught on a mission, have a much higher chance of escape (+4 levels).]=];
Level=1;
PromotionClass="PROMOTION_CLASS_SPY";};

PROMOTION_NIHANG_FLANKED_BONUS={
Name=[=[Tegh]=];
Description=[=[+7 {{StrengthIcon6}} Combat Strength when flanked.]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NIHANG";
Column=1;};

PROMOTION_NIHANG_FAITH_FOR_VICTORIES={
Name=[=[Trehsool Mukh]=];
Description=[=[When defeating an enemy unit, gain {{Faith6}} equal to 50% that unit's base {{StrengthIcon6}} Combat Strength. (on Standard Speed)]=];
Level=1;
PromotionClass="PROMOTION_CLASS_NIHANG";
Column=3;};

PROMOTION_NIHANG_MOVEMENT_BONUS={
Name=[=[Jangi Mojeh]=];
Description=[=[+1 {{Movement6}}.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NIHANG";
Column=1;};

PROMOTION_NIHANG_NO_WOUNDED_PENALTY={
Name=[=[Sanjo]=];
Description=[=[No combat penalty when damaged.]=];
Level=2;
PromotionClass="PROMOTION_CLASS_NIHANG";
Column=3;};

PROMOTION_NIHANG_SUZERAIN_COMBAT_BONUS={
Name=[=[Jangi Kara]=];
Description=[=[+10 {{StrengthIcon6}} Combat Strength while Suzerain of Lahore.]=];
Level=3;
PromotionClass="PROMOTION_CLASS_NIHANG";
Column=2;};

}
return data
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