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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:
- Earning enough Experience for a unit to gain a level. It may then acquire one of the generic promotions listed below.
- Building certain Wonders, such as Alhambra.
- Adopting certain social policies or ideological tenets.
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.
A diagram of all available promotions in vanilla Civilization V can be found here (on Stack Exchange).
General promotions[]
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.
Granted by earning experience[]
Granted from other sources[]
Promotion | Unit Type | Effect | Prerequisites | |
---|---|---|---|---|
Altitude Training | All Ground Units | Double movement in hill; 10% Combat Strength when fighting in Hill | Land units passing by Mt. Kilimanjaro will automatically gain this skill | |
Discipline (promotion) | All Ground Units | +15% Combat Strength when adjacent to a friendly Unit | Discipline social policy | |
Embarkation | Shared | Can embark onto Water Tiles | Optics technology | |
Exploration | Naval units | +1 Movement and +1 Sight | Naval Tradition social policy (Vanilla and ) Adopting Exploration policy tree () | |
Fountain of Youth | All Ground Units | All healing effects doubled | Land units passing by Fountain of Youth will automatically gain this skill | |
Great Lighthouse | Shared | +1 Movement and +1 Sight (Naval Units) | Great Lighthouse Wonder | |
Himeji Castle | Shared | +15% Combat Strength in friendly territory | Himeji Castle Wonder | |
Lightning Warfare | Armor units | +15% Combat Bonus when attacking. +1 Movement. Ignore enemy Zones of Control. | Lightning Warfare tenet | |
Mobile Admiral | Great Admiral | +2 Movement | Naval Tradition social policy | |
Mobile General | Great General | +3 Movement | Fascism social policy (Vanilla and ) Lightning Warfare tenet () | |
Morale | Shared | +15% Combat Strength | Heroic Epic national wonder | |
Patriotic War | Shared | +15% attack bonus in friendly territory | Nationalism social policy (Vanilla and ) Patriotic War social policy () | |
Statue of Zeus | Shared | +15% Combat Strength when attacking cities | Statue of Zeus Wonder |
Specific promotions[]
Kris Swordsman[]
Ikanda[]
Unit abilities[]
Unit abilities are bound to a unit without any other requirements.
Ability | Unit | Effect | |
---|---|---|---|
Embarkation with Defense | Marine | Can embark onto Water Tiles; Embarked units defend at double strength | |
Embarkation with Ocean Movement | Shared, only for Polynesia | Can embark onto Water Tiles; Embarked units can enter Ocean and have +1 Sight | |
Skyranger | XCOM Squad | May paradrop with extended range (40 hexes) | |
Desert Warrior | Berber Cavalry | +50% Combat Strength when fighting in Desert | |
Exotic Cargo | Nau | May Sell Exotic Goods when adjacent to a foreign tile to gain Gold and XP based on distance from capital, but only once. | |
Golden Age from Victories | Pracinha Minuteman |
Earn points toward a Golden Age for each enemy killed. | |
Heavy Charge | Winged Hussar | Forces defender to retreat if it inflicts more damage than it receives. A defender who cannot retreat takes extra damage. | |
Homeland Guardian | Berber Cavalry | +25% Bonus in combat in your territory | |
Native Tongue | Pathfinder | May choose benefit when discovering Ancient Ruins. | |
Near Capital Bonus | Mehal Sefari | 30% stronger while fighting in the capital; bonus falls off as the unit gets further away. | |
Pride of the Ancestors | All Shoshone units | +15% Bonus in combat in your territory | |
Sapper | Siege Tower | When next to an enemy city, other units within 2 tiles get a 50% Bonus when attacking the city | |
Trade Mission Bonus | Merchant of Venice | +100% more Gold and +100% more city-state influence than a normal Trade Mission. | |
War Canoes | All land Songhai units | Embarked units have double the usual defense strength and see further than a normal embarked unit. | |
Air Recon | Fighter, Zero, Jet Fighter, Stealth Bomber, Triplane | 6 tiles in every direction always visible | |
Air Sweep | Fighter, Zero, Jet Fighter, Triplane | Can Air Sweep to clear intercepting Units | |
Bonus vs Aircraft/Helicopters (150) | Anti-Aircraft Gun, Mobile SAM | Bonus vs Aircraft/Helicopters (150) | |
Bonus vs Bombers/Helicopters (150) | Fighter, Zero, Jet Fighter, Triplane | Bonus vs Bombers/Helicopters (150) | |
Bonus vs Fighters (33) | Zero | Bonus vs Fighters (33) | |
Spear Throw | Impi | Before engaging in melee, this unit has an extra attack | |
Bonus vs Helicopters (150) | Bonus vs Helicopters (150) | ||
Bonus vs Mounted (50) | Landsknecht, Hoplite, Immortal, Pikeman, War Elephant, Tercio, Spearman, Impi | 50% Bonus vs Mounted | |
Bonus vs Mounted (100) | 100% Bonus vs Mounted | ||
Bonus vs Submarines (33) | Bonus vs Submarines (33) | ||
Bonus vs Submarines (100) | Destroyer, Missile Cruiser | Bonus vs Submarines (100) | |
Bonus vs Tanks (100) | Anti-Tank Gun, Helicopter Gunship | Bonus vs Tanks (100) | |
Combat Bonus When Attacking (25) | Janissary | Combat Bonus When Attacking (25) | |
Can Move After Attacking | Camel Archer, Hussar, Berber Cavalry, Cataphract, African Forest Elephant, Cavalry, Panzer, Companion Cavalry, Horseman, Knight, Lancer, Giant Death Robot, Modern Armor, Keshik, Sipahi, Winged Hussar, Cossack, Comanche Riders, War Elephant, Mandekalu Cavalry, Conquistador, Hakkapeliitta, Tank, Landship | Can Move After Attacking | |
May Enter Ice Tiles | Nuclear Submarine, Submarine | May Enter Ice Tiles | |
Can Carry 1 Cargo | Can Carry 1 Cargo | ||
Can Carry 2 Cargo | Carrier, Nuclear Submarine | Can Carry 2 Cargo | |
Can Carry 3 Cargo | Missile Cruiser | Can Carry 3 Cargo | |
Can Carry 4 Cargo | Can Carry 4 Cargo | ||
Bonus vs Cities (50) | Battering Ram | 50% Bonus vs Cities | |
Penalty Attacking Cities (33) | Hussar, Berber Cavalry, African Forest Elephant, Cavalry, Companion Cavalry, Horseman, Knight, Lancer, Sipahi, Winged Hussar, Cossack, Comanche Riders, War Elephant, Hakkapeliitta | 33% Penalty Attacking Cities | |
Bonus vs Cities (200) | Artillery, Siege Tower, Cannon, Catapult, Rocket Artillery, Ballista, Trebuchet | 200% Bonus vs Cities | |
Bonus vs Cities (250) | +250% Bonus vs Cities | ||
Penalty on Defense (33) | Battering Ram | 33% Penalty on Defense | |
City Plunder | Landsknecht | Steals Gold equal to 100% of the damage inflicted on a city | |
Extra Sight While Embarked | Marine | See further than a normal embarked unit | |
Evasion (50) | Atomic Bomb, Nuclear Missile | Evasion (50) | |
Evasion (100) | Guided Missile, Stealth Bomber | Evasion (100) | |
1 Extra Movement | 1 Extra Movement | ||
Extra Sight (1) | Siege Tower, Hussar, Caravel, Ship of the Line, Inquisitor, Nuclear Submarine, Sipahi, Nau | 1 Extra Sight | |
Extra Sight (2) | Conquistador | 2 Extra Sight | |
Extra Sight (3) | 3 Extra Sight | ||
Extra Sight (4) | 4 Extra Sight | ||
Heals at Double Rate | Immortal | Heals at Double Rate | |
Feared Elephant | African Forest Elephant | Enemy units receive -10% Combat Strength when adjacent to any unit with this promotion | |
Bonus vs Cities (33) | Ironclad | Bonus vs Cities (33) | |
Enhanced Flank Attack | Hussar | Flank attack bonus increased by 50% | |
All Tiles Cost 1 Move | Helicopter Gunship | All Tiles Cost 1 Move | |
Cannot Enter Forest or Jungle | Cannot Enter Forest or Jungle | ||
Foreign Lands Bonus | Pictish Warrior, Foreign Legion | Combat Bonus outside Friendly Territory (20) | |
No Movement Cost to Pillage | Pictish Warrior, Landsknecht, Sipahi, Paratrooper | No Movement Cost to Pillage | |
Quick Study | Keshik | Earns experience toward promotions 50% faster | |
Great General Combat Bonus | Hakkapeliitta | 15% combat bonus with Great General in same tile | |
Naval Leadership | Great Admiral | Improves combat effectiveness of nearby naval units | |
Leadership | Great General, Khan | Improves combat effectiveness of nearby Units | |
Haka War Dance | Maori Warrior | Enemy units are -10% Combat Strength when adjacent to any unit with this promotion | |
Heal 50 Damage If Kills a Unit | Janissary | Heals 50 Damage If Kills Non-Barbarian Unit | |
Bonus vs Cities (50) | Bonus vs Cities (50) | ||
Hovering Unit | Helicopter Gunship | Unit may pass over Mountains | |
Ignores Terrain Cost | Minuteman, Scout, Pathfinder | Ignores Terrain Cost | |
Interception (20) | Interception (20) | ||
Interception (40) | Destroyer | Interception (40) | |
Interception (50) | Triplane | Interception (50) | |
Interception (100) | Anti-Aircraft Gun, Fighter, Zero, Jet Fighter, Missile Cruiser, Mobile SAM | Interception (100) | |
Is Invisible (Submarine) | Nuclear Submarine, Submarine | Is Invisible (Submarine) | |
Combat Bonus in Forest/Jungle (33) | Jaguar | +33% Combat Bonus in Forest/Jungle | |
Enhanced Medic | Khan | This unit and all others in adjacent tiles Heal 15 Additional HP per turn | |
Combat Bonus in Forest/Jungle (33) | Mohawk Warrior | +33% Combat Bonus in Forest/Jungle | |
Full Moon Striker | Comanche Riders | +1 Movement | |
Penalty vs Mounted (33) | Penalty vs Mounted (33) | ||
Transfer Movement to General | Hakkapeliitta | Great General moves at rate of this unit if they start the turn stacked | |
Must Set Up to Ranged Attack | Artillery, Cannon, Catapult, Hwacha, Ballista, Trebuchet | Must Set Up to Ranged Attack | |
Bonus vs Naval | Dromon | Bonus vs Naval (50) | |
Penalty vs Naval (50) | Penalty vs Naval (50) | ||
Unable to Capture Cities | Helicopter Gunship | Unable to Capture Cities | |
No Defensive Terrain Bonuses | Camel Archer, Artillery, Siege Tower, Hussar, Berber Cavalry, Cannon, African Forest Elephant, Catapult, Cavalry, Chariot Archer, War Chariot, Panzer, Companion Cavalry, Helicopter Gunship, Horseman, Battering Ram, Horse Archer, War Elephant, Knight, Hwacha, Lancer, Giant Death Robot, Modern Armor, Keshik, Sipahi, Winged Hussar, Rocket Artillery, Ballista, Cossack, Comanche Riders, War Elephant, Mandekalu Cavalry, Conquistador, Hakkapeliitta, Tank, Trebuchet, Landship | No Defensive Terrain Bonuses | |
Cannot Enter Deep Ocean | Dromon, Quinquereme, Galleass, Galley, Turtle Ship, Trireme, Galleass | Cannot Enter Deep Ocean | |
Astronomy Needed | Workboat | Cannot Enter Deep Ocean Until Astronomy | |
Naval Movement | 2 Extra Movement for Naval Units | ||
City Attack Only | Siege Tower, Battering Ram | Unit may not attack units, only cities | |
May Not Melee Attack | Camel Archer, Archer, Artillery, Bowman, Brute, Battleship, Bazooka, Dromon, Cannon, Carrier, Catapult, Chariot Archer, Chu-Ko-Nu, Composite Bowman, Crossbowman, War Chariot, Longbowman, Ship of the Line, Frigate, Galleass, Gatling Gun, Horse Archer, Slinger, War Elephant, Hwacha, Machine Gun, Atlatlist, Missile Cruiser, Keshik, Nuclear Submarine, Rocket Artillery, Ballista, Submarine, Trebuchet, Galleass | May Not Melee Attack | |
Combat Bonus in Open Terrain | Combat Bonus in Open Terrain | ||
May Paradrop | Paratrooper | May Paradrop | |
Heals 25 Damage If Kills a Unit | Jaguar | Heals 25 Damage If Kills a Unit | |
Prize Ships | Sea Beggar, Privateer | Defeated enemy naval units may join your side | |
Ranged Support Fire | Provides Support Fire to Friendly Units When Fortified | ||
Can Enter Rival Territory | Missionary, Prophet | Can Enter Rival Territory | |
Rough Terrain Penalty | Chariot Archer, War Chariot | Entering rough terrain consumes all movement | |
May Attack Twice | Chu-Ko-Nu | May Attack Twice | |
Can See Submarines | Destroyer, Missile Cruiser, Nuclear Submarine, Submarine | Can See Submarines | |
Limited Visibility | Artillery, Cannon, Caravan, Cargo Ship, Catapult, Battering Ram, Missionary, Prophet, Rocket Artillery, Ballista, Trebuchet | -1 Visibility Range | |
Bonus when Attacking (100) | Nuclear Submarine, Submarine | Bonus when Attacking (100) | |
Bonuses in Snow, Tundra, and Hills | Norwegian Ski Infantry | In Snow, Tundra, Hills: +25% Combat Bonus (if Forest or Jungle is not present) and Double Movement | |
Penalty Attacking Cities (25) | Cataphract | 25% Penalty Attacking Cities | |
Great Generals I | Companion Cavalry, Keshik | Combat Likely To Create Great Generals | |
Great Generals II | African Forest Elephant, Samurai | Combat Very Likely To Create Great Generals | |
Double movement in Coast | Ironclad | Double movement in Coast | |
Damaged Enemy Bonus (33) | Cossack | Combat Bonus against Damaged Enemy Units (33) | |
Unwelcome Evangelist | Missionary | 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 | |
Weak Ranged Attack | -50% strength when using Ranged Attacks | ||
Withdraw Before Melee | Caravel, Destroyer, Slinger, Nau | 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. |
See also[]
- Promotion(s) in other games
Civilization V [edit] |
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Gods & Kings • Brave New World |
Lists |
Concepts |
Miscellaneous |
† Only in vanilla Civ5 • ‡ Only in Gods & Kings and Brave New World |