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The following is a list of promotions in Civilization VI and its expansions, sorted by unit class.
Standard game [ ]
Tier
Promotion
Effect
Required Promotions
I
Ranger
Faster Movement in Woods and Jungle terrain .
-
I
Alpine
Faster Movement on Hill terrain .
-
II
Sentry
Can see through Woods and Jungle .[1]
Ranger or Alpine
II
Guerrilla
Can move after attacking.[2]
Ranger or Alpine
III
Spyglass
+1 sight range.
Sentry
III
Ambush
+20 Combat Strength in all situations.
Guerrilla
IV
Camouflage
Only adjacent enemy units can reveal this unit.
Spyglass or Ambush
Tier
Promotion
Effect
Required Promotions
I
Battlecry
+7 Combat Strength vs. melee and ranged units.[3]
-
I
Tortoise
+10 Combat Strength when defending against ranged attacks.
-
II
Commando
Can scale Cliff walls. +1 Movement .[4]
Battlecry or Amphibious
II
Amphibious
No Combat Strength and Movement penalty when attacking from Sea or over a River .
Tortoise or Commando
III
Zweihander
+7 Combat Strength vs. anti-cavalry units.
Commando or Amphibious
III
Urban Warfare
+10 Combat Strength when fighting in a district .[5]
Commando or Amphibious
IV
Elite Guard
+1 additional attack per turn if Movement allows. Can move after attacking.[2]
Zweihander or Urban Warfare
Tier
Promotion
Effect
Required Promotions
I
Volley
+5 Ranged Strength vs. land units.
-
I
Garrison
+10 Combat Strength when occupying a district or Fort .
-
II
Arrow Storm
+7 Ranged Strength vs. land and naval units.[6]
Volley
II
Incendiaries
+7 Ranged Strength vs. district defenses.
Garrison
III
Suppression
Exercise zone of control .
Arrow Storm or Incendiaries
III
Emplacement
+10 Combat Strength when defending vs. city attacks.[7]
Arrow Storm or Incendiaries
IV
Expert Marksman
+1 additional attack per turn if unit has not moved.[8]
Suppression or Emplacement
Tier
Promotion
Effect
Required Promotions
I
Echelon
+5 Combat Strength vs. cavalry units.[9]
-
I
Thrust
+5 Combat Strength vs. melee units.
-
II
Square
Double Support bonus.
Echelon
II
Schiltron
+10 Combat Strength when defending vs. melee class units.
Thrust
III
Redeploy
+1 Movement .
Square or Schiltron
III
Choke Points
+7 Combat Strength when defending in Woods , Jungle , Hills , or Marsh .
Square or Schiltron
IV
Hold the Line
Adjacent units of a different class get +10 Combat Strength vs. cavalry.[10]
Redeploy or Choke Points
Tier
Promotion
Effect
Required Promotions
I
Caparison
+5 Combat Strength vs. anti-cavalry.
-
I
Coursers
+5 Combat Strength when attacking ranged and siege units.
-
II
Depredation
Pillaging costs only 1 Movement point.
Caparison
II
Double Envelopment
2x flanking bonus.
Coursers
III
Spiking the Guns
+7 Combat Strength vs. siege units.
Depredation or Double Envelopment
III
Pursuit
+1 Movement .
Depredation or Double Envelopment
IV
Escort Mobility
Formation units all inherit escort's Movement speed.
Spiking the Guns or Pursuit
Tier
Promotion
Effect
Required Promotions
I
Charge
+10 Combat Strength vs. fortified defender.
-
I
Barding
+7 Combat Strength when defending vs. ranged attacks.
-
II
Marauding
+7 Combat Strength vs. units in districts .
Charge or Rout
II
Rout
+5 Combat Strength against damaged units.
Barding or Marauding
III
Armor Piercing
+7 Combat Strength against other heavy cavalry units.
Marauding or Rout
III
Reactive Armor
+7 Combat Strength when defending against heavy cavalry and anti-cavalry.
Rout
IV
Breakthrough
+1 additional attack per turn if Movement allows.
Armor Piercing or Reactive Armor
Tier
Promotion
Effect
Required Promotions
I
Grape Shot
+7 Combat Strength vs. land units.
-
I
Crew Weapons
+7 Combat Strength when defending.
-
II
Shrapnel
+10 Combat Strength vs. land units.
Grape Shot
II
Shells
+10 Combat Strength vs. district defenses.[11]
Crew Weapons
III
Advanced Rangefinding
+10 Combat Strength vs. naval units.
Shrapnel or Shells
III
Expert Crew
Can attack after moving.[12]
Shrapnel or Shells
IV
Forward Observers
+1 Range .
Advanced Rangefinding or Expert Crew
Tier
Promotion
Effect
Required Promotions
I
Helmsman
+1 Movement .
-
I
Embolon
+7 Combat Strength vs. naval units.
-
II
Rutter
+1 sight range.
Helmsman
II
Reinforced Hull
+10 Combat Strength when defending vs. ranged attacks.
Embolon
III
Convoy
+10 Combat Strength when in a formation.
Rutter or Reinforced Hull
III
Auxiliary Ships
Heal outside of friendly territory .[13]
Rutter or Reinforced Hull
IV
Creeping Attack
+14 Combat Strength vs. naval raider units.
Convoy or Auxiliary Ships
Tier
Promotion
Effect
Required Promotions
I
Line of Battle
+7 Combat Strength vs. naval units.
-
I
Bombardment
+7 Combat Strength vs. district defenses.
-
II
Preparatory Fire
+7 Combat Strength vs. land units.
Line of Battle
II
Rolling Barrage
+10 Combat Strength vs. district defenses.
Bombardment
III
Supply Fleet
Heal outside of friendly territory .
Preparatory Fire or Rolling Barrage
III
Proximity Fuses
+7 Combat Strength when defending vs. air attacks.
Preparatory Fire or Rolling Barrage
IV
Coincidence Rangefinding
+1 Range .
Supply Fleet or Proximity Fuses
Tier
Promotion
Effect
Required Promotions
I
Loot
+50 Gold from coastal raids (on Standard speed).
-
I
Boarding
Obtain Gold from naval victories.
-
II
Swift Keel
+1 Movement .
Loot or Homing Torpedoes
II
Homing Torpedoes
+10 Combat Strength vs. naval units.
Boarding or Swift Keel
III
Observation
+1 sight range.
Swift Keel
III
Silent Running
Can move after attacking.[2]
Homing Torpedoes
IV
Wolfpack
+1 additional attack per turn.
Observation or Silent Running
Tier
Promotion
Effect
Required Promotions
I
Flight Deck
+1 additional aircraft slot.
-
I
Scout Planes
+1 sight range.
-
II
Hangar Deck
+1 additional aircraft slot.
Flight Deck or Advanced Engines
II
Advanced Engines
+1 Movement .
Scout Planes or Hangar Deck
III
Folding Wings
+1 additional aircraft slot.
Hangar Deck or Deck Crews
III
Deck Crews
Can heal after attacking.
Advanced Engines or Folding Wings
IV
Supercarrier
Heal outside of friendly territory .
Deck Crews or Folding Wings
Tier
Promotion
Effect
Required Promotions
I
Dogfighting
+7 Combat Strength vs. fighter class units.
-
I
Cockpit Armor
+7 Combat Strength when defending vs. anti-air.
-
II
Interceptor
+7 Combat Strength vs. bomber class units.
Dogfighting
II
Strafe
+17 Combat Strength vs. non-cavalry units.
Cockpit Armor
III
Ground Crews
Heal while patrolling or deployed.
Interceptor
III
Tank Buster
+17 Combat Strength vs. cavalry units.[9]
Strafe
IV
Drop Tanks
+2 Range .
Ground Crews or Tank Buster
Tier
Promotion
Effect
Required Promotions
I
Box Formation
+7 Combat Strength when defending vs. fighter class units.
-
I
Evasive Maneuvers
+7 Combat Strength when defending vs. anti-air.
-
II
Torpedo Bomber
+17 Combat Strength vs. naval units.
Box Formation or Evasive Maneuvers
II
Close Air Support
+12 Combat Strength vs. land units.
Box Formation or Evasive Maneuvers
III
Tactical Maintenance
Can heal after attacking.
Torpedo Bomber
III
Long Range
+2 Range .
Close Air Support
IV
Superfortress
No minimum health requirement to air pillage.
Tactical Maintenance or Long Range
Tier
Promotion
Effect
Required Promotions
I
Shadow Strike
2x flanking bonus.
-
I
Twilight Veil
Only adjacent enemy units can reveal this unit.
-
II
Exploding Palms
+10 Combat Strength in all situations.
Shadow Strike or Twilight Veil
II
Disciples
This unit spreads its Religion to nearby cities when it defeats an enemy unit.[14]
Shadow Strike or Twilight Veil
III
Sweeping Wind
+1 additional attack per turn if Movement allows.
Exploding Palms or Disciples
III
Dancing Crane
+1 Movement .
Exploding Palms or Disciples
IV
Cobra Strike
+15 Combat Strength in all situations.
Sweeping Wind or Dancing Crane
Tier
Promotion
Effect
Required Promotions
I
Tegh
+7 Combat Strength when flanked.
-
I
Trehsool Mukh
When defeating an enemy unit, gain Faith equal to 50% that unit's base Combat Strength.
-
II
Jangi Mojeh
+1 Movement .
Tegh or Sanjo
II
Sanjo
No combat penalty when damaged.
Trehsool Mukh or Jangi Mojeh
III
Jangi Kara
+10 Combat Strength while Suzerain of Lahore .
Jangi Mojeh or Sanjo
Units with promotion lists [ ]
Some units have promotions which are not dependent on each other. Instead of a promotion tree they have a promotion list.
Apostle promotions
Spy promotions
Rock Band promotions
Giant Death Robot promotions
Soothsayer promotions
Scenario-specific promotions [ ]
Tier
Promotion
Effect
Required Promotions
I
Walk on Water
No penalty to Movement when moving from sea or river .
-
I
Traveler
Faster Movement in Woods , Rainforest , Hills , or Marsh .
-
II
Propagator
+2 Movement .
Walk on Water
II
Interpreter
Gain 75 Faith if this unit converts a city to your Religion for the first time.
Traveler
Tier
Promotion
Effect
Required Promotions
I
Brains!
+5 Combat Strength
-
I
Grah!
+1 Movement
-
I
Ugh!
No Decay Damage
-
II
Brains!!
+5 Combat Strength
Brains!
II
Grah!!
+1 Movement
Grah!
III
Brains!!!
+5 Combat Strength
Brains!!
III
Grah!!!
+1 Movement
Grah!!
Tier
Promotion
Effect
Required Promotions
I
Replace Rifle Barrels
+8 Combat Strength
-
I
Refill Repair Nanites
+10 heal rate
-
I
Replace Launcher Tubes
+1 Range
-
II
Replace Targeting Computer
+8 Combat Strength
Replace Rifle Barrels
II
Replace Leg Actuators
+2 Movement
Refill Repair Nanites or Replace Launcher Tubes
III
Fresh Ammo
+8 Combat Strength
Replace Targeting Computer
Other units [ ]
Other units in the Red Death scenario use promotions existing in the standard game (i.e., from the unit class the unit belongs to), but they are organized differently. The only new promotion is Scout Regiment .
Machine Gun promotion tree
Rocket Artillery promotion tree
Helicopter promotion tree
Tier
Promotion
Effect
Required Promotions
I
Copper-plated Hull
Can move after attacking.[2]
-
I
Swift Keel
+1 Movement .
-
I
Swivel Gun
Obtain Gold from naval victories.
-
II
Exploding Shot
+10 Combat Strength vs. naval units.
Copper-plated Hull
II
Venetian Spyglass
+1 Sight range.
Swift Keel
II
Flintlock Muskets
+50 Gold from coastal raids (on Standard speed).
Swivel Gun
III
Pirate Code
+1 additional attack per turn.
Exploding Shot
Tier
Promotion
Effect
Required Promotions
I
Copper-plated Hull
Can move after attacking.[2]
-
II
Pirate Code
+1 additional attack per turn.
Copper-plated Hull
↑ A unit with this promotion and a Range of 2 can fire through Woods and Rainforests to attack targets.
↑ 2.0 2.1 2.2 2.3 2.4 Attacking doesn't consume Movement , so a unit with this promotion can use its full Movement after making an attack.
↑ Despite what its description says, the Combat Strength bonus also applies when fighting anti-cavalry units, and only when the unit with this promotion is attacking.
↑ This is an added effect in Rise and Fall and also applies while the unit is embarked.
↑ This promotion applies only to melee attacks.
↑ This promotion also applies to attacks against district defenses.
↑ This promotion applies only against attacks from City Centers . Attacks from Encampments and other defensible districts are unaffected.
↑ This means the unit cannot make the additional attack if it moves after making its first attack. It can still move before it attacks, however. The Voi Chiến is the exception: with this promotion, it can attack, move and then still be able to attack a second time.
↑ 9.0 9.1 This promotion applies only against light and heavy cavalry units. Ranged cavalry units , as indicated by their use of the ranged units' promotion table, are treated as a distinct unit class and are unaffected.
↑ The Combat Strength bonus is cumulative if multiple anti-cavalry units have this promotion.
↑ The Combat Strength bonus applies to both attack and defense.
↑ A siege unit without this promotion can still attack after moving, but only if its maximum Movement is at least 1 point higher than normal (e.g., boosted by a Great General or a Supply Convoy ).
↑ The healing bonus from this promotion stacks with Norway's civilization ability .
↑ A unit with this promotion applies 250 Religious Pressure to cities within 10 hexes when it kills a non-barbarian unit. This effect doesn't stack with Byzantium's civilization ability .