Civilization Wiki
Advertisement

BackArrowGreen Back to Experience

BackArrowGreen Back to the Combat section

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.

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[]

Promotion Unit Type Effect Prerequisite Promotion
Accuracy I Accuracy I Ranged, Siege +15% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle)
Accuracy II Accuracy II Ranged, Siege +15% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) Accuracy I
Accuracy III Accuracy III Ranged, Siege +15% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) Accuracy II
Air Repair Air Repair Air Unit will Heal Every Turn, even if it performs an action Interception II, Dogfighting II, Siege II, Bombardment II
Air Targeting I Air Targeting I Air +33% Combat Strength against Naval Units Interception I/Dogfighting I (Fighters), Siege I/Bombardment I (Bombers)
Air Targeting II Air Targeting II Air +33% Combat Strength against Naval Units Air Targeting I
Ambush I Ambush I Air, Modern Melee, Helicopter +25% Combat Strength vs Armor Units Shock II/Drill II (Melee), Interception I/Dogfighting I (Fighter), Siege I/Bombardment I (Bomber), Shock II/Drill II (Melee), None (Helicopter)
Ambush II Ambush II Air, Modern Melee, Helicopter +25% Combat Strength vs Armor Units Ambush I
Formation I Formation I Melee, Mounted +33% Combat Strength vs Mounted Units Shock II, Drill II, Free (Lancer, Sipahi)
Formation II Formation II Melee, Mounted +33% Combat Strength vs Mounted Units Formation I
Amphibious Amphibious Melee Eliminates combat penalty for attacking from the sea or over a river Shock I, Drill I
Armor Plating I Armor Plating I Aircraft Carrier +25% Combat Bonus when defending
Armor Plating II Armor Plating II Aircraft Carrier +25% Combat Bonus when defending Armor Plating I
Armor Plating III Armor Plating III Aircraft Carrier +25% Combat Bonus when defending Armor Plating II
Barrage I Barrage I Ranged, Siege +15% Ranged Combat Strength against Units in ROUGH terrain (Hills, Forest, or Jungle)
Barrage II Barrage II Ranged, Siege +15% Ranged Combat Strength against Units in ROUGH terrain (Hills, Forest, or Jungle) Barrage I
Barrage III Barrage III Ranged, Siege +15% Ranged Combat Strength against Units in ROUGH terrain (Hills, Forest, or Jungle) Barrage II
Blitz Blitz Melee, Mounted 1 additional attack per turn Shock III, Drill III
Bombardment I Bombardment I Naval Ranged, Air +33% Combat Strength against Land Units
Bombardment II Bombardment II Naval Ranged, Air +33% Combat Strength against Land Units Bombardment I
Bombardment III Bombardment III Naval Ranged, Air +34% Combat Strength against Land Units Bombardment II
Boarding Party I Boarding Party I Naval Melee +15% Combat Strength in melee attacks against Naval Units
Boarding Party II Boarding Party II Naval Melee +15% Combat Strength in melee attacks against Naval Units Boarding Party I
Boarding Party III Boarding Party III Naval Melee +15% Combat Strength in melee attacks against Naval Units Boarding Party II
Charge Charge Mounted +33% Combat Strength VS Wounded Units Shock II, Drill II
Coastal Raider I Coastal Raider I Naval Melee +20% Combat Strength when attacking Cities; Steal gold equal to 33% of the damage inflicted on a city
Coastal Raider II Coastal Raider II Naval Melee +20% Combat Strength when attacking Cities; Steal gold equal to 33% of the damage inflicted on a city Coastal Raider I
Coastal Raider III Coastal Raider III Naval Melee +20% Combat Strength when attacking Cities; Steal gold equal to 34% of the damage inflicted on a city Coastal Raider II
Cover I Cover I Melee, Ranged, Siege +25% Defense against all Ranged Attacks
Cover II Cover II Melee, Ranged, Siege +25% Defense against all Ranged Attacks Cover I
Dogfighting I Dogfighting I All Fighters +33% Combat Strength when performing an Air Sweep
Dogfighting II Dogfighting II All Fighters +33% Combat Strength when performing an Air Sweep Dogfighting I
Dogfighting III Dogfighting III All Fighters +34% Combat Strength when performing an Air Sweep Dogfighting II
Drill I Drill I Melee, Mounted +15% Combat Strength when fighting in ROUGH terrain (Hills, Forest, or Jungle)
Drill II Drill II Melee, Mounted +15% Combat Strength when fighting in ROUGH terrain (Hills, Forest, or Jungle) Drill I
Drill III Drill III Melee, Mounted +15% Combat Strength when fighting in ROUGH terrain (Hills, Forest, or Jungle) Drill II
Evasion Evasion All Bombers Reduces damage taken from interception by 50% Siege II, Bombardment II
Flight Deck I Flight Deck I Aircraft Carrier Can carry 1 extra air unit
Flight Deck II Flight Deck II Aircraft Carrier Can carry 1 extra air unit Flight Deck I
Flight Deck III Flight Deck III Aircraft Carrier Can carry 1 extra air unit Flight Deck II
Heal Instantly Heal Instantly All Damaged Units Heal this Unit by 50 HP; Doing so will Consume this Opportunity to choose a Promotion
Indirect Fire Indirect Fire Battleship, Ranged, Siege Ranged attacks may be performed over obstacles (as long as other friendly units can see the target) Targeting II/Bombardment II (Naval Ranged), Accuracy III/Barrage III (Ranged), free (Artillery)
Interception I Interception I All Fighters +33% Combat Strength when intercepting enemy aircraft
Interception II Interception II All Fighters +33% Combat Strength when intercepting enemy aircraft Interception I
Interception III Interception III All Fighters +34% Combat Strength when intercepting enemy aircraft Interception II
Logistics Logistics Ranged, Naval Ranged, Naval Melee, Air 1 additional attack per turn Accuracy III/Barrage III (Ranged), Targeting III/Bombardment III (Naval Ranged), Coastal Raider III/Boarding Party III (Naval Melee), Siege III/Bombardment III (Air), Ambush II/Mobility II (Helicopter)
March March Melee, Ranged, Siege, Mounted (before Landship) Unit will Heal Every Turn, even if it performs an action Shock III/Drill III (Melee, Mounted), Accuracy II/Barrage II (Ranged)
Medic Medic Melee, Mounted (before Landship) This unit and all others in adjacent tiles heal 5 additional HP per turn Shock I, Drill I, Scouting II, Survivalism II
Medic II Medic II Melee, Mounted (before Landship) This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additionnal HP outside of friendly territory. Medic
Mobility Mobility Mounted, Naval Ranged, Naval Melee, Helicopter +1 Movement Shock III /Drill III (Melee), Targeting I/Bombardment I (Ranged), Coastal Raider I/Boarding Party I (Naval Melee)
Mobility II Mobility II Helicopter +1 Movement Mobility (Helicopter)
Range Range Ranged, Siege, Naval Ranged +1 Range Accuracy III/Barrage III (Land Ranged), Targeting II/Bombardment II (Naval Ranged)
Range Range Air +2 operational range Interception I, Dogfighting I, Siege I, Bombardment I
Repair Repair Armored Units (Landship and beyond), Helicopter Unit will Heal Every Turn, even if it performs an action Shock III/Drill III (Armored), Ambush II/Mobility II (Helicopter)
Scouting I Scouting I Scout +1 Visibility Range
Scouting II Scouting II Scout +1 Visibility Range Scouting I
Scouting III Scouting III Scout +1 Movement Scouting II
Sentry Sentry Mounted, Naval Melee, Naval Ranged, Lancer, Scout +1 Visibility Range Shock I/Drill I (Mounted), Targeting I/Bombardment I (Naval Ranged)
Shock I Shock I Melee, Mounted +15% Combat Strength when fighting in OPEN Terrain (NO Hills, Forest, or Jungle)
Shock II Shock II Melee, Mounted +15% Combat Strength when fighting in OPEN Terrain (NO Hills, Forest, or Jungle) Shock I
Shock III Shock III Melee, Mounted +15% Combat Strength when fighting in OPEN Terrain (NO Hills, Forest, or Jungle) Shock II
Siege Siege Melee +50% Combat Strength VS Cities Shock II/Drill II (Melee)
Siege I Siege I All Bombers +33% Combat Strength VS Cities
Siege II Siege II All Bombers +33% Combat Strength VS Cities Siege I
Siege III Siege III All Bombers +34% Combat Strength VS Cities Siege II
Sortie Sortie All Fighters 1 extra Interception may be made per turn Interception II, Dogfighting II
Supply Supply Naval Ranged, Naval Melee May heal damage Outside of Friendly Territory; 15 HP healed per turn Targeting II/Bombardment II (Ranged), Coastal Raider II/Boarding Party II (Melee), Wolfpack II (Submarine), Flight Deck II (Aircraft Carrier), Armor Plating II (Aircraft Carrier)
Survivalism I Survivalism I Scout +5 HP healed per turn outside of friendly territory and +25% Defense
Survivalism II Survivalism II Scout +5 HP healed per turn outside of friendly territory and +25% Defense Survivalism I
Survivalism III Survivalism III Scout Unit will Heal Every Turn, even if it performs an action; Unit will attempt to withdraw when faced with a melee attack Survivalism II
Targeting I Targeting I Naval Ranged, Air +15% Combat Strength against Naval Units Interception I/Dogfighting I (Air), Siege I/Bombardment I (Air)
Targeting II Targeting II Naval Ranged, Air +15% Combat Strength against Naval Units Targeting I
Targeting III Targeting III Naval Ranged +15% Combat Strength against Naval Units Targeting II (Naval-ranged only)
Volley Volley Ranged +50% Combat Strength VS Fortified Units and Cities Accuracy I, Barrage I
Wolfpack I Wolfpack I Submarine +25% Combat Bonus when attacking
Wolfpack II Wolfpack II Submarine +25% Combat Bonus when attacking Wolfpack I
Wolfpack III Wolfpack III Submarine +25% Combat Bonus when attacking Wolfpack II
Woodsman Woodsman Melee Double movement rate through Forest and Jungle Shock III, Drill III

Granted from other sources[]

Promotion Unit Type Effect Prerequisites
Altitude Training 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) Discipline (promotion) All Ground Units +15% Combat Strength when adjacent to a friendly Unit Discipline social policy
Embarkation Embarkation Shared Can embark onto Water Tiles Optics technology
Exploration Exploration Naval units +1 Movement and +1 Sight Naval Tradition social policy (Vanilla and GodsKings5 clear)
Adopting Exploration policy tree (BNW-only)
Fountain of Youth Fountain of Youth All Ground Units All healing effects doubled Land units passing by Fountain of Youth will automatically gain this skill
Great Lighthouse Great Lighthouse Shared +1 Movement and +1 Sight (Naval Units) Great Lighthouse Wonder
Himeji Castle Himeji Castle Shared +15% Combat Strength in friendly territory Himeji Castle Wonder
Lightning Warfare Lightning Warfare Armor units +15% Combat Bonus when attacking. +1 Movement Movement. Ignore enemy Zones of Control. Lightning Warfare tenet
Mobile Admiral Mobile Admiral Great Admiral +2 Movement Naval Tradition social policy
Mobile General Mobile General Great General +3 Movement Fascism social policy (Vanilla and GodsKings5 clear)
Lightning Warfare tenet (BNW-only)
Morale Morale Shared +15% Combat Strength Heroic Epic national wonder
Patriotic War Patriotic War Shared +15% attack bonus in friendly territory Nationalism social policy (Vanilla and GodsKings5 clear)
Patriotic War social policy (BNW-only)
Statue of Zeus Statue of Zeus Shared +15% Combat Strength when attacking cities Statue of Zeus Wonder

Specific promotions[]

Kris Swordsman[]

Promotion Effect
Ambition (Civ5) Ambition +50% Combat Bonus when attacking. -20% penalty when defending
Enemy Blade (Civ5) Enemy Blade Takes 20 damage if the unit ends its turn in enemy territory
Evil Spirits (Civ5) Evil Spirits -10% penalty when attacking. -30% penalty when defending
Heroism (Civ5) Heroism Unit awards combat bonus to nearby units as if it is a Great General
Invulnerability (Civ5) Invulnerability +30% Combat Bonus when defending. +20 HP when healing
Mystic Blade (Civ5) Mystic Blade Free special promotion after the first battle, chosen at random from the list
Recruitment (Civ5) Recruitment Heals all damage if the unit kills a non-Barbarian unit (only 50 HP)
Restlessness (Civ5) Restlessness May attack twice, 1 extra movement
Sneak Attack (Civ5) Sneak Attack Flank attack bonus increased by 50%

Ikanda[]

Promotion Effect Prerequisite Promotion
Buffalo Chest (Civ5) Buffalo Chest +10% open terrain bonus, +25% flank attack bonus, +10% defense against ranged attacks Buffalo Horns
Buffalo Horns (Civ5) Buffalo Horns +1 movement, +25% flank attack bonus, +10% defense against ranged attacks
Buffalo Loins (Civ5) Buffalo Loins +10% combat strength, +25% flank attack bonus, +10% defense against ranged attacks Buffalo Chest

Unit abilities[]

Unit abilities are bound to a unit without any other requirements.

Ability Unit Effect
Embarkation with Defense (Civ5) Embarkation with Defense Marine Can embark onto Water Tiles; Embarked units defend at double strength
Embarkation with Ocean Movement (Civ5) Embarkation with Ocean Movement Shared, only for Polynesia Can embark onto Water Tiles; Embarked units can enter Ocean and have +1 Sight
Skyranger (Civ5) Skyranger XCOM Squad May paradrop with extended range (40 hexes)
Desert Warrior (Civ5) Desert Warrior Berber Cavalry +50% Combat Strength when fighting in Desert
Exotic Cargo (Civ5) Exotic Cargo Nau May Sell Exotic Goods when adjacent to a foreign tile to gain Gold Gold and XP based on distance from capital, but only once.
Golden Age from Victories (Civ5) Golden Age from Victories Pracinha
Minuteman
Earn points toward a Golden Age for each enemy killed.
Heavy Charge (Civ5) 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 (Civ5) Homeland Guardian Berber Cavalry +25% Bonus in combat in your territory
Native Tongue (Civ5) Native Tongue Pathfinder May choose benefit when discovering Ancient Ruins.
Near Capital Bonus (Civ5) 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 (Civ5) Pride of the Ancestors All Shoshone units +15% Bonus in combat in your territory
Sapper (Civ5) 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 (Civ5) Trade Mission Bonus Merchant of Venice +100% more Gold Gold and +100% more city-state influence than a normal Trade Mission.
War Canoes (Civ5) War Canoes All land Songhai units Embarked units have double the usual defense strength and see further than a normal embarked unit.
Generic positive ability white (Civ5) Air Recon Fighter, Zero, Jet Fighter, Stealth Bomber, Triplane 6 tiles in every direction always visible
Generic positive ability white (Civ5) Air Sweep Fighter, Zero, Jet Fighter, Triplane Can Air Sweep to clear intercepting Units
Generic positive ability (Civ5) Bonus vs Aircraft/Helicopters (150) Anti-Aircraft Gun, Mobile SAM Bonus vs Aircraft/Helicopters (150)
Generic positive ability (Civ5) Bonus vs Bombers/Helicopters (150) Fighter, Zero, Jet Fighter, Triplane Bonus vs Bombers/Helicopters (150)
Generic positive ability (Civ5) Bonus vs Fighters (33) Zero Bonus vs Fighters (33)
Spear Throw (Civ5) Spear Throw Impi Before engaging in melee, this unit has an extra attack
Generic positive ability (Civ5) Bonus vs Helicopters (150) Bonus vs Helicopters (150)
Generic positive ability (Civ5) Bonus vs Mounted (50) Landsknecht, Hoplite, Immortal, Pikeman, War Elephant, Tercio, Spearman, Impi 50% Bonus vs Mounted
Generic positive ability (Civ5) Bonus vs Mounted (100) 100% Bonus vs Mounted
Generic positive ability (Civ5) Bonus vs Submarines (33) Bonus vs Submarines (33)
Generic positive ability (Civ5) Bonus vs Submarines (100) Destroyer, Missile Cruiser Bonus vs Submarines (100)
Generic positive ability (Civ5) Bonus vs Tanks (100) Anti-Tank Gun, Helicopter Gunship Bonus vs Tanks (100)
Generic positive ability (Civ5) Combat Bonus When Attacking (25) Janissary Combat Bonus When Attacking (25)
Generic positive ability (Civ5) 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
Generic positive ability (Civ5) May Enter Ice Tiles Nuclear Submarine, Submarine May Enter Ice Tiles
Generic positive ability white (Civ5) Can Carry 1 Cargo Can Carry 1 Cargo
Generic positive ability white (Civ5) Can Carry 2 Cargo Carrier, Nuclear Submarine Can Carry 2 Cargo
Generic positive ability white (Civ5) Can Carry 3 Cargo Missile Cruiser Can Carry 3 Cargo
Generic positive ability white (Civ5) Can Carry 4 Cargo Can Carry 4 Cargo
Generic positive ability (Civ5) Bonus vs Cities (50) Battering Ram 50% Bonus vs Cities
Generic negative ability (Civ5) 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
Generic positive ability (Civ5) Bonus vs Cities (200) Artillery, Siege Tower, Cannon, Catapult, Rocket Artillery, Ballista, Trebuchet 200% Bonus vs Cities
Generic positive ability (Civ5) Bonus vs Cities (250) +250% Bonus vs Cities
Generic negative ability (Civ5) Penalty on Defense (33) Battering Ram 33% Penalty on Defense
City Plunder (Civ5) City Plunder Landsknecht Steals Gold Gold equal to 100% of the damage inflicted on a city
Generic positive ability (Civ5) Extra Sight While Embarked Marine See further than a normal embarked unit
Generic positive ability (Civ5) Evasion (50) Atomic Bomb, Nuclear Missile Evasion (50)
Generic positive ability (Civ5) Evasion (100) Guided Missile, Stealth Bomber Evasion (100)
Generic positive ability (Civ5) 1 Extra Movement 1 Extra Movement
Generic positive ability (Civ5) Extra Sight (1) Siege Tower, Hussar, Caravel, Ship of the Line, Inquisitor, Nuclear Submarine, Sipahi, Nau 1 Extra Sight
Generic positive ability (Civ5) Extra Sight (2) Conquistador 2 Extra Sight
Generic positive ability (Civ5) Extra Sight (3) 3 Extra Sight
Generic positive ability (Civ5) Extra Sight (4) 4 Extra Sight
Generic positive ability (Civ5) Heals at Double Rate Immortal Heals at Double Rate
Generic positive ability (Civ5) Feared Elephant African Forest Elephant Enemy units receive -10% Combat Strength Combat Strength when adjacent to any unit with this promotion
Generic positive ability (Civ5) Bonus vs Cities (33) Ironclad Bonus vs Cities (33)
Generic positive ability (Civ5) Enhanced Flank Attack Hussar Flank attack bonus increased by 50%
Generic positive ability white (Civ5) All Tiles Cost 1 Move Helicopter Gunship All Tiles Cost 1 Move
Generic negative ability (Civ5) Cannot Enter Forest or Jungle Cannot Enter Forest or Jungle
Generic positive ability (Civ5) Foreign Lands Bonus Pictish Warrior, Foreign Legion Combat Bonus outside Friendly Territory (20)
Generic positive ability (Civ5) No Movement Cost to Pillage Pictish Warrior, Landsknecht, Sipahi, Paratrooper No Movement Cost to Pillage
Generic positive ability (Civ5) Quick Study Keshik Earns experience toward promotions 50% faster
Generic positive ability (Civ5) Great General Combat Bonus Hakkapeliitta 15% combat bonus with Great General in same tile
Generic positive ability (Civ5) Naval Leadership Great Admiral Improves combat effectiveness of nearby naval units
Generic positive ability (Civ5) Leadership Great General, Khan Improves combat effectiveness of nearby Units
Generic positive ability (Civ5) Haka War Dance Maori Warrior Enemy units are -10% Combat Strength Combat Strength when adjacent to any unit with this promotion
Generic positive ability (Civ5) Heal 50 Damage If Kills a Unit Janissary Heals 50 Damage If Kills Non-Barbarian Unit
Generic positive ability (Civ5) Bonus vs Cities (50) Bonus vs Cities (50)
Generic positive ability white (Civ5) Hovering Unit Helicopter Gunship Unit may pass over Mountains
Generic positive ability (Civ5) Ignores Terrain Cost Minuteman, Scout, Pathfinder Ignores Terrain Cost
Generic positive ability white (Civ5) Interception (20) Interception (20)
Generic positive ability white (Civ5) Interception (40) Destroyer Interception (40)
Generic positive ability white (Civ5) Interception (50) Triplane Interception (50)
Generic positive ability white (Civ5) Interception (100) Anti-Aircraft Gun, Fighter, Zero, Jet Fighter, Missile Cruiser, Mobile SAM Interception (100)
Generic positive ability (Civ5) Is Invisible (Submarine) Nuclear Submarine, Submarine Is Invisible (Submarine)
Generic positive ability (Civ5) Combat Bonus in Forest/Jungle (33) Jaguar +33% Combat Bonus in Forest/Jungle
Generic positive ability (Civ5) Enhanced Medic Khan This unit and all others in adjacent tiles Heal 15 Additional HP per turn
Generic positive ability (Civ5) Combat Bonus in Forest/Jungle (33) Mohawk Warrior +33% Combat Bonus in Forest/Jungle
Full Moon Striker (Civ5) Full Moon Striker Comanche Riders +1 Movement
Generic negative ability (Civ5) Penalty vs Mounted (33) Penalty vs Mounted (33)
Generic positive ability (Civ5) Transfer Movement to General Hakkapeliitta Great General moves at rate of this unit if they start the turn stacked
Generic negative ability (Civ5) Must Set Up to Ranged Attack Artillery, Cannon, Catapult, Hwacha, Ballista, Trebuchet Must Set Up to Ranged Attack
Generic positive ability (Civ5) Bonus vs Naval Dromon Bonus vs Naval (50)
Generic negative ability (Civ5) Penalty vs Naval (50) Penalty vs Naval (50)
Generic negative ability (Civ5) Unable to Capture Cities Helicopter Gunship Unable to Capture Cities
Generic negative ability (Civ5) 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
Generic negative ability (Civ5) Cannot Enter Deep Ocean Dromon, Quinquereme, Galleass, Galley, Turtle Ship, Trireme, Galleass Cannot Enter Deep Ocean
Generic negative ability (Civ5) Astronomy Needed Workboat Cannot Enter Deep Ocean Until Astronomy
Generic positive ability (Civ5) Naval Movement 2 Extra Movement for Naval Units
Generic negative ability (Civ5) City Attack Only Siege Tower, Battering Ram Unit may not attack units, only cities
Generic negative ability (Civ5) 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
Generic positive ability (Civ5) Combat Bonus in Open Terrain Combat Bonus in Open Terrain
Generic positive ability white (Civ5) May Paradrop Paratrooper May Paradrop
Generic positive ability (Civ5) Heals 25 Damage If Kills a Unit Jaguar Heals 25 Damage If Kills a Unit
Generic positive ability (Civ5) Prize Ships Sea Beggar, Privateer Defeated enemy naval units may join your side
Generic positive ability (Civ5) Ranged Support Fire Provides Support Fire to Friendly Units When Fortified
Generic positive ability (Civ5) Can Enter Rival Territory Missionary, Prophet Can Enter Rival Territory
Generic negative ability (Civ5) Rough Terrain Penalty Chariot Archer, War Chariot Entering rough terrain consumes all movement
Generic positive ability (Civ5) May Attack Twice Chu-Ko-Nu May Attack Twice
Generic positive ability white (Civ5) Can See Submarines Destroyer, Missile Cruiser, Nuclear Submarine, Submarine Can See Submarines
Generic negative ability (Civ5) Limited Visibility Artillery, Cannon, Caravan, Cargo Ship, Catapult, Battering Ram, Missionary, Prophet, Rocket Artillery, Ballista, Trebuchet -1 Visibility Range
Generic positive ability (Civ5) Bonus when Attacking (100) Nuclear Submarine, Submarine Bonus when Attacking (100)
Generic positive ability (Civ5) 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
Generic negative ability (Civ5) Penalty Attacking Cities (25) Cataphract 25% Penalty Attacking Cities
Generic positive ability (Civ5) Great Generals I Companion Cavalry, Keshik Combat Likely To Create Great Generals
Generic positive ability (Civ5) Great Generals II African Forest Elephant, Samurai Combat Very Likely To Create Great Generals
Generic positive ability (Civ5) Double movement in Coast Ironclad Double movement in Coast
Generic positive ability (Civ5) Damaged Enemy Bonus (33) Cossack Combat Bonus against Damaged Enemy Units (33)
Generic negative ability (Civ5) 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
Generic negative ability (Civ5) Weak Ranged Attack -50% strength when using Ranged Attacks
Generic positive ability (Civ5) 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[]

Civilization V [edit]
Gods & KingsBrave New World
Lists
Concepts
Miscellaneous
† Only in vanilla Civ5 ‡ Only in Gods & Kings and Brave New World
Advertisement