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A Promotion is an extra ability military units can get after they earn enough Experience. Bellow is a list of all Promotions in the game.

  • Promotion requirements

Note that many promotions apply only to certain classes of units - for example Melee, Land, 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.

Promotion Type Effect Required Promotions
Accuracy I Accuracy I Ranged +20% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle)
Accuracy II Accuracy II Ranged +20% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) Accuracy I
Accuracy III Accuracy III Ranged +25% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) Accuracy II
Air Repair Air Repair Healing Unit will heal every turn, even if it performs an action Interception II, Dogfighting II, Siege II, Bombardment II
Air Ambush I Air Ambush I Air +33% Combat Strength VS Armor units Interception I, Dogfighting I, Siege I, Bombardment I
Air Ambush II Air Ambush II Air +33% Combat Strength VS Armor units Air Ambush I
Air Targetting I Air Targetting I Air +33% Combat Strength VS Naval units Interception I, Dogfighting I, Siege I, Bombardment I
Air Targetting II Air Targetting II Air +33% Combat Strength VS Naval units Air Targetting I
Ambush I Ambush I Melee, Air +25% Combat Strength vs Armor Units Shock II and Drill II (Melee), Interception I, Dogfighting I, Siege I, Bombardment I (Air)
Ambush II Ambush II Melee, Air +25% Combat Strength vs Armor Units Ambush I (Melee), Ambush I (Air)
Amphibious Amphibious Naval Eliminates combat penalty for attacking from the sea or over a river Shock I, Drill I
Barrage I Barrage I Ranged +20% Ranged Combat Strength against Units in ROUGH terrain. (Hills, Forest, or Jungle)
Barrage II Barrage II Ranged +20% Ranged Combat Strength against Units in ROUGH terrain. (Hills, Forest, or Jungle) Barrage I
Barrage III Barrage III Ranged +25% Ranged Combat Strength against Units in ROUGH terrain. (Hills, Forest, or Jungle) Barrage II
Blitz Blitz Melee Unit may Attack Multiple Times per turn Shock III, Drill III
Bombardment I Bombardment I Naval, Air +20% Combat Strength against Land Units
Bombardment II Bombardment II Naval, Air +20% Combat Strength against Land Units Bombardment I
Bombardment III Bombardment III Naval, Air +20% Combat Strength against Land Units Bombardment II
Boarding Party I Boarding Party I Naval +15% Combat Strength in melee attacks against Naval Units
Boarding Party II Boarding Party II Naval +15% Combat Strength in melee attacks against Naval Units Boarding Party I
Boarding Party III Boarding Party III Naval +15% Combat Strength in melee attacks against Naval Units Boarding Party II
Charge Charge Melee +25% Combat Strength VS Wounded Units Shock II, Drill II
Coastal Raider I Coastal Raider I Naval +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 +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 +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 +25% Defense against all Ranged Attacks Shock I, Drill I (Melee), Accuracy I, Barrage I (Ranged)
Cover II Cover II Melee, Ranged +25% Defense against all Ranged Attacks Cover I (Melee), Cover I (Ranged)
Discipline Discipline Social Policy +15% Combat Strength when adjacent to a friendly Unit
Dogfighting I Dogfighting I Air +25% Combat Strength when performing an Air Sweep
Dogfighting II Dogfighting II Air +25% Combat Strength when performing an Air Sweep Dogfighting I
Dogfighting III Dogfighting III Air +25% Combat Strength when performing an Air Sweep Dogfighting II
Drill I Drill I Melee +20% Combat Strength when fighting in ROUGH terrain. (Hills, Forest, or Jungle)
Drill II Drill II Melee +20% Combat Strength when fighting in ROUGH terrain. (Hills, Forest, or Jungle) Drill I
Drill III Drill III Melee +25% Combat Strength when fighting in ROUGH terrain. (Hills, Forest, or Jungle) Drill II
Embarkation Embarkation Shared Can embark onto Water Tiles
Embarkation with Defense Embarkation with Defense Shared Can embark onto Water Tiles. Embarked units defend at double strength
Embarkation with Ocean Movement Embarkation with Ocean Movement Shared Can embark onto Water Tiles. Embarked units can enter Ocean and have +1 Sight
Evasion Evasion Air Reduces damage taken from interception by 50% Siege II, Bombardment II
Exploration Exploration Social Policy +1 Movement and +1 Sight for combat vessels
Formation I Formation I Melee, Ranged +25% Combat Strength vs Mounted Units Shock II, Drill II (Melee), Accuracy II, Barrage II (Ranged)
Formation II Formation II Melee, Ranged +25% Combat Strength vs Mounted Units Formation I (Melee), Formation I (Ranged)
Great Lighthouse Great Lighthouse Wonder +1 Movement and +1 Sight
Heal Instantly Heal Instantly Healing Heal this Unit completely. Doing so will consume this opportunity to choose a Promotion
Himeji Castle Himeji Castle Wonder +25% Combat Strength in friendly territory
Indirect Fire Indirect Fire Shared Ranged attacks may be performed over obstacles Targeting II, Bombardment II, Barrage III, Accuracy III
Interception I Interception I Air +25% Combat Strength when intercepting enemy aircraft
Interception II Interception II Air +25% Combat Strength when intercepting enemy aircraft Interception I
Interception III Interception III Air +25% Combat Strength when intercepting enemy aircraft Interception II
Logistics Logistics Ranged, Air 1 additional attack per turn Accuracy III (Ranged), Barrage III (Ranged), Targeting III (Ranged), Bombardment III (Ranged), Siege III (Air), Bombardment III (Air), Ambush II (Air), Mobility II (Air)
March March Healing Unit will heal every turn, even if it performs an action Drill III, Shock III (Melee), Barrage II, Accuracy II (Ranged)
Medic Medic Healing This unit and all others in adjacent tiles heal 1 additional HP per turn Shock I, Drill I (Melee), Scouting II, Survivalism II
Mobile Admiral Mobile Admiral Great Admiral +2 Movement
Mobile General Mobile General Great General +3 Movement
Mobility Mobility Melee, Ranged +1 Movement Shock III, Drill III (Melee), Targeting I, Bombardment I (Ranged)
Mobility I Mobility I Air +1 Movement
Mobility II Mobility II Air +1 Movement Mobility I
Morale Morale Shared +15% Combat Strength
Patriotic War Patriotic War Ideology +15% attack bonus in friendly territory
Range Range Ranged +1 Range Barrage III, Accuracy III, Bombardment II, Targeting II
Range Range Air +2 operational range Interception I, Dogfighting I, Siege I, Bombardment I
Repair Repair Healing Unit will heal every turn, even if it performs an action Shock III, Drill III
Scouting I Scouting I Scouting +1 Visibility Range
Scouting II Scouting II Scouting +1 Visibility Range Scouting I
Scouting III Scouting III Scouting +1 Visibility Range Scouting II
Sentry Sentry Scouting +1 Visibility Range Shock I, Drill I, Targeting I, Bombardment I
Shock I Shock I Melee +20% Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest, or Jungle)
Shock II Shock II Melee +20% Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest, or Jungle) Shock I
Shock III Shock III Melee +25% Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest, or Jungle) Shock II
Siege Siege Melee, Ranged +25% Combat Strength VS Cities Shock II, Drill II (Melee), Accuracy I, Barrage I (Ranged)
Siege I Siege I Air +25% Combat Strength VS Cities
Siege II Siege II Air +25% Combat Strength VS Cities Siege I
Siege III Siege III Air +25% Combat Strength VS Cities Siege II
Sortie Sortie Air 1 extra Interception may be made per turn Interception II, Dogfighting II
Statue of Zeus Statue of Zeus Wonder +15% Combat Strength when attacking cities
Supply Supply Naval May heal damage Outside of Friendly Territory. 2 HP healed per turn Targeting II, Bombardment II
Survivalism I Survivalism I Healing +1 HP healed per turn outside of friendly territory
Survivalism II Survivalism II Healing +50% Defense Survivalism I
Survivalism III Survivalism III Healing +50% Defense. Unit will Heal Every Turn, even if it performs an action. Survivalism II
Targeting I Targeting I Naval, Air +20% Combat Strength against Naval Units Interception I, Targeting I, Bombardment I, Siege I (Air)
Targeting II Targeting II Naval, Air +20% Combat Strength against Naval Units Targeting I (Air), Targeting I (Naval)
Targeting III Targeting III Naval +20% Combat Strength against Naval Units Targetting II (Naval)
Volley Volley Ranged +25% Combat Strength VS Fortified Units Barrage I, Accuracy I
Woodsman Woodsman Melee Double movement rate through Forest and Jungle Shock III, Drill III
Civilization V [edit]
Gods & KingsBrave New World
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‡ Only in Gods & Kings and Brave New World
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