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The following is a list of promotions in Civilization VI and its expansions, sorted by unit class.

Standard game[]

Recon Units[]

Scout promotions (Civ6)
Tier Promotion Effect Required Promotions
I Ranger Faster Movement Movement in Woods and Jungle terrain. -
I Alpine Faster Movement 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 Strength Combat Strength in all situations. Guerrilla
IV Camouflage Only adjacent enemy units can reveal this unit. Spyglass or Ambush

Melee Units[]

Melee promotions (Civ6)
Tier Promotion Effect Required Promotions
I Battlecry +7 Strength Combat Strength vs. melee and ranged units.[3] -
I Tortoise +10 Strength Combat Strength when defending against ranged attacks. -
II Commando Can scale Cliff walls. +1 Movement Movement.[4] Battlecry or Amphibious
II Amphibious No Strength Combat Strength and Movement Movement penalty when attacking from Sea or over a River. Tortoise or Commando
III Zweihander +7 Strength Combat Strength vs. anti-cavalry units. Commando or Amphibious
III Urban Warfare +10 Strength Combat Strength when fighting in a district.[5] Commando or Amphibious
IV Elite Guard +1 additional attack per turn if Movement Movement allows. Can move after attacking.[2] Zweihander or Urban Warfare

Ranged Units[]

Ranged promotions (Civ6)
Tier Promotion Effect Required Promotions
I Volley +5 Ranged Strength Ranged Strength vs. land units. -
I Garrison +10 Strength Combat Strength when occupying a district or Fort. -
II Arrow Storm +7 Ranged Strength Ranged Strength vs. land and naval units.[6] Volley
II Incendiaries +7 Ranged Strength Ranged Strength vs. district defenses. Garrison
III Suppression Exercise zone of control. Arrow Storm or Incendiaries
III Emplacement +10 Strength 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

Anti-Cavalry Units[]

Anti Cavalry promotions (Civ6)
Tier Promotion Effect Required Promotions
I Echelon +5 Strength Combat Strength vs. cavalry units.[9] -
I Thrust +5 Strength Combat Strength vs. melee units. -
II Square Double Support bonus. Echelon
II Schiltron +10 Strength Combat Strength when defending vs. melee class units. Thrust
III Redeploy +1 Movement Movement. Square or Schiltron
III Choke Points +7 Strength 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 Strength Combat Strength vs. cavalry.[10] Redeploy or Choke Points

Light Cavalry Units[]

Light Cavalry promotions (Civ6)
Tier Promotion Effect Required Promotions
I Caparison +5 Strength Combat Strength vs. anti-cavalry. -
I Coursers +5 Strength Combat Strength when attacking ranged and siege units. -
II Depredation Pillaging costs only 1 Movement Movement point. Caparison
II Double Envelopment 2x flanking bonus. Coursers
III Spiking the Guns +7 Strength Combat Strength vs. siege units. Depredation or Double Envelopment
III Pursuit +1 Movement Movement. Depredation or Double Envelopment
IV Escort Mobility Formation units all inherit escort's Movement Movement speed. Spiking the Guns or Pursuit

Heavy Cavalry Units[]

Heavy Cavalry promotions (Civ6)
Tier Promotion Effect Required Promotions
I Charge +10 Strength Combat Strength vs. fortified defender. -
I Barding +7 Strength Combat Strength when defending vs. ranged attacks. -
II Marauding +7 Strength Combat Strength vs. units in districts. Charge or Rout
II Rout +5 Strength Combat Strength against damaged units. Barding or Marauding
III Armor Piercing +7 Strength Combat Strength against other heavy cavalry units. Marauding or Rout
III Reactive Armor +7 Strength Combat Strength when defending against heavy cavalry and anti-cavalry. Rout
IV Breakthrough +1 additional attack per turn if Movement Movement allows. Armor Piercing or Reactive Armor

Siege Units[]

Siege promotions (Civ6)
Tier Promotion Effect Required Promotions
I Grape Shot +7 Strength Combat Strength vs. land units. -
I Crew Weapons +7 Strength Combat Strength when defending. -
II Shrapnel +10 Strength Combat Strength vs. land units. Grape Shot
II Shells +10 Strength Combat Strength vs. district defenses.[11] Crew Weapons
III Advanced Rangefinding +10 Strength Combat Strength vs. naval units. Shrapnel or Shells
III Expert Crew Can attack after moving.[12] Shrapnel or Shells
IV Forward Observers +1 Range Range. Advanced Rangefinding or Expert Crew


Naval Melee Units[]

Naval Melee promotions (Civ6)
Tier Promotion Effect Required Promotions
I Helmsman +1 Movement Movement. -
I Embolon +7 Strength Combat Strength vs. naval units. -
II Rutter +1 sight range. Helmsman
II Reinforced Hull +10 Strength Combat Strength when defending vs. ranged attacks. Embolon
III Convoy +10 Strength 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 Strength Combat Strength vs. naval raider units. Convoy or Auxiliary Ships

Naval Ranged Units[]

Naval Ranged promotions (Civ6)
Tier Promotion Effect Required Promotions
I Line of Battle +7 Strength Combat Strength vs. naval units. -
I Bombardment +7 Strength Combat Strength vs. district defenses. -
II Preparatory Fire +7 Strength Combat Strength vs. land units. Line of Battle
II Rolling Barrage +10 Strength Combat Strength vs. district defenses. Bombardment
III Supply Fleet Heal outside of friendly territory. Preparatory Fire or Rolling Barrage
III Proximity Fuses +7 Strength Combat Strength when defending vs. air attacks. Preparatory Fire or Rolling Barrage
IV Coincidence Rangefinding +1 Range Range. Supply Fleet or Proximity Fuses

Naval Raider Units[]

Naval Raider promotions (Civ6)
Tier Promotion Effect Required Promotions
I Loot +50 Gold Gold from coastal raids (on Standard speed). -
I Boarding Obtain Gold Gold from naval victories. -
II Swift Keel +1 Movement Movement. Loot or Homing Torpedoes
II Homing Torpedoes +10 Strength 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

Naval Carrier Units[]

Naval Carrier promotions (Civ6)
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 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


Fighter Units[]

Fighter promotions (Civ6)
Tier Promotion Effect Required Promotions
I Dogfighting +7 Strength Combat Strength vs. fighter class units. -
I Cockpit Armor +7 Strength Combat Strength when defending vs. anti-air. -
II Interceptor +7 Strength Combat Strength vs. bomber class units. Dogfighting
II Strafe +17 Strength Combat Strength vs. non-cavalry units. Cockpit Armor
III Ground Crews Heal while patrolling or deployed. Interceptor
III Tank Buster +17 Strength Combat Strength vs. cavalry units.[9] Strafe
IV Drop Tanks +2 Range Range. Ground Crews or Tank Buster

Bomber Units[]

Bomber promotions (Civ6)
Tier Promotion Effect Required Promotions
I Box Formation +7 Strength Combat Strength when defending vs. fighter class units. -
I Evasive Maneuvers +7 Strength Combat Strength when defending vs. anti-air. -
II Torpedo Bomber +17 Strength Combat Strength vs. naval units. Box Formation or Evasive Maneuvers
II Close Air Support +12 Strength Combat Strength vs. land units. Box Formation or Evasive Maneuvers
III Tactical Maintenance Can heal after attacking. Torpedo Bomber
III Long Range +2 Range Range. Close Air Support
IV Superfortress No minimum health requirement to air pillage. Tactical Maintenance or Long Range

Warrior Monks[]

Warrior Monk promotions (Civ6)
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 Strength 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 Movement allows. Exploding Palms or Disciples
III Dancing Crane +1 Movement Movement. Exploding Palms or Disciples
IV Cobra Strike +15 Strength Combat Strength in all situations. Sweeping Wind or Dancing Crane

Nihang[]

Nihang promotions (Civ6)
Tier Promotion Effect Required Promotions
I Tegh +7 Strength Combat Strength when flanked. -
I Trehsool Mukh When defeating an enemy unit, gain Faith Faith equal to 50% that unit's base Strength Combat Strength. -
II Jangi Mojeh +1 Movement Movement. Tegh or Sanjo
II Sanjo No combat penalty when damaged. Trehsool Mukh or Jangi Mojeh
III Jangi Kara +10 Strength 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.

Apostles[]

Apostle promotions

Spies[]

Spy promotions

Rock Bands[]

Rock Band promotions

Giant Death Robots[]

Giant Death Robot promotions

Soothsayers (Apocalypse mode)[]

Soothsayer promotions

Scenario-specific promotions[]

Path to Nirvana[]

Missionary[]

Missionary promotions (Civ6)
Tier Promotion Effect Required Promotions
I Walk on Water No penalty to Movement Movement when moving from sea or river. -
I Traveler Faster Movement Movement in Woods, Rainforest, Hills, or Marsh. -
II Propagator +2 Movement Movement. Walk on Water
II Interpreter Gain 75 Faith Faith if this unit converts a city to your Religion for the first time. Traveler

Red Death[]

Zombie Horde[]

Zombie Horde promotions (Civ6)
Tier Promotion Effect Required Promotions
I Brains! +5 Strength Combat Strength -
I Grah! +1 Movement Movement -
I Ugh! No Decay Damage -
II Brains!! +5 Strength Combat Strength Brains!
II Grah!! +1 Movement Movement Grah!
III Brains!!! +5 Strength Combat Strength Brains!!
III Grah!!! +1 Movement Movement Grah!!

Undying Eye[]

Undying Eye promotions (Civ6)
Tier Promotion Effect Required Promotions
I Replace Rifle Barrels +8 Strength Combat Strength -
I Refill Repair Nanites +10 heal rate -
I Replace Launcher Tubes +1 Range Range -
II Replace Targeting Computer +8 Strength Combat Strength Replace Rifle Barrels
II Replace Leg Actuators +2 Movement Movement Refill Repair Nanites or Replace Launcher Tubes
III Fresh Ammo +8 Strength 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.

Pirates[]

Brigantine[]

Brigantine promotions (Civ6)
Tier Promotion Effect Required Promotions
I Copper-plated Hull Can move after attacking.[2] -
I Swift Keel +1 Movement Movement. -
I Swivel Gun Obtain Gold Gold from naval victories. -
II Exploding Shot +10 Strength Combat Strength vs. naval units. Copper-plated Hull
II Venetian Spyglass +1 Sight Sight range. Swift Keel
II Flintlock Muskets +50 Gold Gold from coastal raids (on Standard speed). Swivel Gun
III Pirate Code +1 additional attack per turn. Exploding Shot

Sloop and Galleon[]

Sloop promotions (Civ6)
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
  1. A unit with this promotion and a Range Range of 2 can fire through Woods and Rainforests to attack targets.
  2. 2.0 2.1 2.2 2.3 2.4 Attacking doesn't consume Movement Movement, so a unit with this promotion can use its full Movement Movement after making an attack.
  3. Despite what its description says, the Strength Combat Strength bonus also applies when fighting anti-cavalry units, and only when the unit with this promotion is attacking.
  4. This is an added effect in Rise and Fall and also applies while the unit is embarked.
  5. This promotion applies only to melee attacks.
  6. This promotion also applies to attacks against district defenses.
  7. This promotion applies only against attacks from City Centers. Attacks from Encampments and other defensible districts are unaffected.
  8. 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. 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.
  10. The Strength Combat Strength bonus is cumulative if multiple anti-cavalry units have this promotion.
  11. The Strength Combat Strength bonus applies to both attack and defense.
  12. A siege unit without this promotion can still attack after moving, but only if its maximum Movement Movement is at least 1 point higher than normal (e.g., boosted by a Great General or a Supply Convoy).
  13. The healing bonus from this promotion stacks with Norway's civilization ability.
  14. 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.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.
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