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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 | Ranged | +20% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) | – | |
Accuracy II | Ranged | +20% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) | Accuracy I | |
Accuracy III | Ranged | +25% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) | Accuracy II | |
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 | +33% Combat Strength VS Armor units | Interception I, Dogfighting I, Siege I, Bombardment I | |
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 | 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 | Melee, Air | +25% Combat Strength vs Armor Units | Ambush I (Melee), Ambush I (Air) | |
Amphibious | Naval | Eliminates combat penalty for attacking from the sea or over a river | Shock I, Drill I | |
Barrage I | Ranged | +20% Ranged Combat Strength against Units in ROUGH terrain. (Hills, Forest, or Jungle) | – | |
Barrage II | Ranged | +20% Ranged Combat Strength against Units in ROUGH terrain. (Hills, Forest, or Jungle) | Barrage I | |
Barrage III | Ranged | +25% Ranged Combat Strength against Units in ROUGH terrain. (Hills, Forest, or Jungle) | Barrage II | |
Blitz | Melee | Unit may Attack Multiple Times per turn | Shock III, Drill III | |
Bombardment I | Naval, Air | +20% Combat Strength against Land Units | – | |
Bombardment II | Naval, Air | +20% Combat Strength against Land Units | Bombardment I | |
Bombardment III | Naval, Air | +20% Combat Strength against Land Units | Bombardment II | |
Boarding Party I | Naval | +15% Combat Strength in melee attacks against Naval Units | – | |
Boarding Party II | Naval | +15% Combat Strength in melee attacks against Naval Units | Boarding Party I | |
Boarding Party III | Naval | +15% Combat Strength in melee attacks against Naval Units | Boarding Party II | |
Charge | Melee | +25% Combat Strength VS Wounded Units | Shock II, Drill II | |
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 | 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 | Naval | +20% Combat Strength when attacking Cities. Steal gold equal to 34% of the damage inflicted on a city | Coastal Raider II | |
Cover I | Melee, Ranged | +25% Defense against all Ranged Attacks | Shock I, Drill I (Melee), Accuracy I, Barrage I (Ranged) | |
Cover II | Melee, Ranged | +25% Defense against all Ranged Attacks | Cover I (Melee), Cover I (Ranged) | |
Discipline | Social Policy | +15% Combat Strength when adjacent to a friendly Unit | – | |
Dogfighting I | Air | +25% Combat Strength when performing an Air Sweep | – | |
Dogfighting II | Air | +25% Combat Strength when performing an Air Sweep | Dogfighting I | |
Dogfighting III | Air | +25% Combat Strength when performing an Air Sweep | Dogfighting II | |
Drill I | Melee | +20% Combat Strength when fighting in ROUGH terrain. (Hills, Forest, or Jungle) | – | |
Drill II | Melee | +20% Combat Strength when fighting in ROUGH terrain. (Hills, Forest, or Jungle) | Drill I | |
Drill III | Melee | +25% Combat Strength when fighting in ROUGH terrain. (Hills, Forest, or Jungle) | Drill II | |
Embarkation | Shared | Can embark onto Water Tiles | – | |
Embarkation with Defense | Shared | Can embark onto Water Tiles. Embarked units defend at double strength | – | |
Embarkation with Ocean Movement | Shared | Can embark onto Water Tiles. Embarked units can enter Ocean and have +1 Sight | – | |
Evasion | Air | Reduces damage taken from interception by 50% | Siege II, Bombardment II | |
Exploration | Social Policy | +1 Movement and +1 Sight for combat vessels | – | |
Formation I | Melee, Ranged | +25% Combat Strength vs Mounted Units | Shock II, Drill II (Melee), Accuracy II, Barrage II (Ranged) | |
Formation II | Melee, Ranged | +25% Combat Strength vs Mounted Units | Formation I (Melee), Formation I (Ranged) | |
Great Lighthouse | Wonder | +1 Movement and +1 Sight | – | |
Heal Instantly | Healing | Heal this Unit completely. Doing so will consume this opportunity to choose a Promotion | – | |
Himeji Castle | Wonder | +25% Combat Strength in friendly territory | – | |
Indirect Fire | Shared | Ranged attacks may be performed over obstacles | Targeting II, Bombardment II, Barrage III, Accuracy III | |
Interception I | Air | +25% Combat Strength when intercepting enemy aircraft | – | |
Interception II | Air | +25% Combat Strength when intercepting enemy aircraft | Interception I | |
Interception III | Air | +25% Combat Strength when intercepting enemy aircraft | Interception II | |
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 | Healing | Unit will heal every turn, even if it performs an action | Drill III, Shock III (Melee), Barrage II, Accuracy II (Ranged) | |
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 | Great Admiral | +2 Movement | – | |
Mobile General | Great General | +3 Movement | – | |
Mobility | Melee, Ranged | +1 Movement | Shock III, Drill III (Melee), Targeting I, Bombardment I (Ranged) | |
Mobility I | Air | +1 Movement | – | |
Mobility II | Air | +1 Movement | Mobility I | |
Morale | Shared | +15% Combat Strength | – | |
Patriotic War | Ideology | +15% attack bonus in friendly territory | – | |
Range | Ranged | +1 Range | Barrage III, Accuracy III, Bombardment II, Targeting II | |
Range | Air | +2 operational range | Interception I, Dogfighting I, Siege I, Bombardment I | |
Repair | Healing | Unit will heal every turn, even if it performs an action | Shock III, Drill III | |
Scouting I | Scouting | +1 Visibility Range | – | |
Scouting II | Scouting | +1 Visibility Range | Scouting I | |
Scouting III | Scouting | +1 Visibility Range | Scouting II | |
Sentry | Scouting | +1 Visibility Range | Shock I, Drill I, Targeting I, Bombardment I | |
Shock I | Melee | +20% Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest, or Jungle) | – | |
Shock II | Melee | +20% Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest, or Jungle) | Shock I | |
Shock III | Melee | +25% Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest, or Jungle) | Shock II | |
Siege | Melee, Ranged | +25% Combat Strength VS Cities | Shock II, Drill II (Melee), Accuracy I, Barrage I (Ranged) | |
Siege I | Air | +25% Combat Strength VS Cities | – | |
Siege II | Air | +25% Combat Strength VS Cities | Siege I | |
Siege III | Air | +25% Combat Strength VS Cities | Siege II | |
Sortie | Air | 1 extra Interception may be made per turn | Interception II, Dogfighting II | |
Statue of Zeus | Wonder | +15% Combat Strength when attacking cities | – | |
Supply | Naval | May heal damage Outside of Friendly Territory. 2 HP healed per turn | Targeting II, Bombardment II | |
Survivalism I | Healing | +1 HP healed per turn outside of friendly territory | – | |
Survivalism II | Healing | +50% Defense | Survivalism I | |
Survivalism III | Healing | +50% Defense. Unit will Heal Every Turn, even if it performs an action. | Survivalism II | |
Targeting I | Naval, Air | +20% Combat Strength against Naval Units | Interception I, Targeting I, Bombardment I, Siege I (Air) | |
Targeting II | Naval, Air | +20% Combat Strength against Naval Units | Targeting I (Air), Targeting I (Naval) | |
Targeting III | Naval | +20% Combat Strength against Naval Units | Targetting II (Naval) | |
Volley | Ranged | +25% Combat Strength VS Fortified Units | Barrage I, Accuracy I | |
Woodsman | Melee | Double movement rate through Forest and Jungle | Shock III, Drill III |
Civilization V [edit] |
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