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Module:Data/Civ5/Base/UnitPromotions

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Help                                 String
--DisabledHelp                         String
--Button                               String
--PortraitIndex                         Int64
--IconAtlas                            String
--HotKey                               String
--HotKeyAlt                            String
--HotKeyPriority                        Int64
--HotKeyPriorityAlt                     Int64
--OrderPriority                         Int64
--AltDown                             Boolean
--AltDownAlt                          Boolean
--ShiftDown                           Boolean
--ShiftDownAlt                        Boolean
--CtrlDown                            Boolean
--CtrlDownAlt                         Boolean
--Sound                                String
--CannotBeChosen                      Boolean
--LostWithUpgrade                     Boolean
--InstaHeal                           Boolean
--Leader                              Boolean
--Blitz                               Boolean
--Amphib                              Boolean
--River                               Boolean
--EnemyRoute                          Boolean
--RivalTerritory                      Boolean
--MustSetUpToRangedAttack             Boolean
--RangedSupportFire                   Boolean
--CanMoveAfterAttacking               Boolean
--AlwaysHeal                          Boolean
--HealOutsideFriendly                 Boolean
--HillsDoubleMove                     Boolean
--RoughTerrainEndsTurn                Boolean
--IgnoreTerrainCost                   Boolean
--HoveringUnit                        Boolean
--FlatMovementCost                    Boolean
--CanMoveImpassable                   Boolean
--NoCapture                           Boolean
--OnlyDefensive                       Boolean
--NoDefensiveBonus                    Boolean
--NukeImmune                          Boolean
--HiddenNationality                   Boolean
--AlwaysHostile                       Boolean
--NoRevealMap                         Boolean
--Recon                               Boolean
--CanMoveAllTerrain                   Boolean
--FreePillageMoves                    Boolean
--AirSweepCapable                     Boolean
--AllowsEmbarkation                   Boolean
--EmbarkedNotCivilian                 Boolean
--EmbarkedAllWater                    Boolean
--HealIfDestroyExcludesBarbarians     Boolean
--RangeAttackIgnoreLOS                Boolean
--RangedAttackModifier                  Int64
--InterceptionCombatModifier            Int64
--InterceptionDefenseDamageModifier     Int64
--AirSweepCombatModifier                Int64
--ExtraAttacks                          Int64
--ExtraNavalMovement                    Int64
--VisibilityChange                      Int64
--MovesChange                           Int64
--MoveDiscountChange                    Int64
--RangeChange                           Int64
--InterceptChanceChange                 Int64
--NumInterceptionChange                 Int64
--EvasionChange                         Int64
--CargoChange                           Int64
--EnemyHealChange                       Int64
--NeutralHealChange                     Int64
--FriendlyHealChange                    Int64
--SameTileHealChange                    Int64
--AdjacentTileHealChange                Int64
--EnemyDamageChance                     Int64
--NeutralDamageChance                   Int64
--CombatPercent                         Int64
--CityAttack                            Int64
--CityDefense                           Int64
--RangedDefenseMod                      Int64
--HillsAttack                           Int64
--HillsDefense                          Int64
--OpenAttack                            Int64
--OpenRangedAttackMod                   Int64
--OpenDefense                           Int64
--RoughAttack                           Int64
--RoughRangedAttackMod                  Int64
--RoughDefense                          Int64
--AttackFortifiedMod                    Int64
--AttackWoundedMod                      Int64
--NearbyEnemyCombatMod                  Int64
--NearbyEnemyCombatRange                Int64
--UpgradeDiscount                       Int64
--ExperiencePercent                     Int64
--AdjacentMod                           Int64
--AttackMod                             Int64
--DefenseMod                            Int64
--DropRange                             Int64
--GreatGeneral                        Boolean
--GreatGeneralModifier                  Int64
--FriendlyLandsModifier                 Int64
--FriendlyLandsAttackModifier           Int64
--OutsideFriendlyLandsModifier          Int64
--HPHealedIfDestroyEnemy                Int64
--ExtraWithdrawal                       Int64
--EmbarkExtraVisibility                 Int64
--LayerAnimationPath                   String
--TechPrereq                           String
--Invisible                            String
--SeeInvisible                         String
--PromotionPrereq                      String
--PromotionPrereqOr1                   String
--PromotionPrereqOr2                   String
--PromotionPrereqOr3                   String
--PromotionPrereqOr4                   String
--PediaType                            String
--PediaEntry                           String
 
local data ={
 
PROMOTION_INSTA_HEAL={
Description=[=[Heal Instantly]=];
Help=[=[Heal this Unit completely. Doing so will Consume this Opportunity to choose a Promotion.]=];
PortraitIndex=26;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=99;
Sound="AS2D_IF_LEVELUP";
InstaHeal=true;
PediaType="PEDIA_HEAL";
PediaEntry=[=[Heal Instantly]=];};
 
PROMOTION_SHOCK_1={
Description=[=[Shock I]=];
Help=[=[+20% {{strength5}} Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest or Jungle).]=];
PortraitIndex=44;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
OpenAttack=20;
OpenDefense=20;
PediaType="PEDIA_MELEE";
PediaEntry=[=[Shock I]=];};
 
PROMOTION_SHOCK_2={
Description=[=[Shock II]=];
Help=[=[+20% {{strength5}} Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest or Jungle).]=];
PortraitIndex=45;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
OpenAttack=20;
OpenDefense=20;
PromotionPrereqOr1="PROMOTION_SHOCK_1";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Shock II]=];};
 
PROMOTION_SHOCK_3={
Description=[=[Shock III]=];
Help=[=[+25% {{strength5}} Combat Strength when fighting in OPEN Terrain. (NO Hills, Forest or Jungle).]=];
PortraitIndex=46;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
OpenAttack=25;
OpenDefense=25;
PromotionPrereqOr1="PROMOTION_SHOCK_2";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Shock III]=];};
 
PROMOTION_DRILL_1={
Description=[=[Drill I]=];
Help=[=[+20% {{strength5}} Combat Strength when fighting in ROUGH Terrain. (Hills, Forest or Jungle).]=];
PortraitIndex=19;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
RoughAttack=20;
RoughDefense=20;
PediaType="PEDIA_MELEE";
PediaEntry=[=[Drill I]=];};
 
PROMOTION_DRILL_2={
Description=[=[Drill II]=];
Help=[=[+20% {{strength5}} Combat Strength when fighting in ROUGH Terrain. (Hills, Forest or Jungle).]=];
PortraitIndex=20;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
RoughAttack=20;
RoughDefense=20;
PromotionPrereqOr1="PROMOTION_DRILL_1";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Drill II]=];};
 
PROMOTION_DRILL_3={
Description=[=[Drill III]=];
Help=[=[+25% {{strength5}} Combat Strength when fighting in ROUGH Terrain. (Hills, Forest or Jungle).]=];
PortraitIndex=21;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
RoughAttack=25;
RoughDefense=25;
PromotionPrereqOr1="PROMOTION_DRILL_2";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Drill III]=];};
 
PROMOTION_ACCURACY_1={
Description=[=[Accuracy I]=];
Help=[=[+20% {{rangedStrength5}} Ranged Combat Strength against Units in OPEN Terrain. (NO Hills, Forest or Jungle).]=];
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
OpenRangedAttackMod=20;
PediaType="PEDIA_RANGED";
PediaEntry=[=[Accuracy I]=];};
 
PROMOTION_ACCURACY_2={
Description=[=[Accuracy II]=];
Help=[=[+20% {{rangedStrength5}} Ranged Combat Strength against Units in OPEN Terrain. (NO Hills, Forest or Jungle).]=];
PortraitIndex=1;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
OpenRangedAttackMod=20;
PromotionPrereqOr1="PROMOTION_ACCURACY_1";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Accuracy II]=];};
 
PROMOTION_ACCURACY_3={
Description=[=[Accuracy III]=];
Help=[=[+25% {{rangedStrength5}} Ranged Combat Strength against Units in OPEN Terrain. (NO Hills, Forest or Jungle).]=];
PortraitIndex=2;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
OpenRangedAttackMod=25;
PromotionPrereqOr1="PROMOTION_ACCURACY_2";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Accuracy III]=];};
 
PROMOTION_BARRAGE_1={
Description=[=[Barrage I]=];
Help=[=[+25% {{rangedStrength5}} Ranged Combat Strength against Units in ROUGH Terrain. (Hills, Forest or Jungle).]=];
PortraitIndex=6;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
RoughRangedAttackMod=25;
PediaType="PEDIA_RANGED";
PediaEntry=[=[Barrage I]=];};
 
PROMOTION_BARRAGE_2={
Description=[=[Barrage II]=];
Help=[=[+25% {{rangedStrength5}} Ranged Combat Strength against Units in ROUGH Terrain. (Hills, Forest or Jungle).]=];
PortraitIndex=7;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
RoughRangedAttackMod=25;
PromotionPrereqOr1="PROMOTION_BARRAGE_1";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Barrage II]=];};
 
PROMOTION_BARRAGE_3={
Description=[=[Barrage III]=];
Help=[=[+25% {{rangedStrength5}} Ranged Combat Strength against Units in ROUGH Terrain. (Hills, Forest or Jungle).]=];
PortraitIndex=8;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
RoughRangedAttackMod=25;
PromotionPrereqOr1="PROMOTION_BARRAGE_2";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Barrage III]=];};
 
PROMOTION_TARGETING_1={
Description=[=[Targeting I]=];
Help=[=[+20% {{strength5}} Combat Strength against Naval Units.]=];
PortraitIndex=52;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_NAVAL";
PediaEntry=[=[Targeting I]=];};
 
PROMOTION_TARGETING_2={
Description=[=[Targeting II]=];
Help=[=[+20% {{strength5}} Combat Strength against Naval Units.]=];
PortraitIndex=53;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_TARGETING_1";
PediaType="PEDIA_NAVAL";
PediaEntry=[=[Targeting II]=];};
 
PROMOTION_TARGETING_3={
Description=[=[Targeting III]=];
Help=[=[+20% {{strength5}} Combat Strength against Naval Units.]=];
PortraitIndex=54;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_TARGETING_2";
PediaType="PEDIA_NAVAL";
PediaEntry=[=[Targeting III]=];};
 
PROMOTION_SENTRY={
Description=[=[Sentry]=];
Help=[=[+1 Visibility Range.]=];
PortraitIndex=43;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=3;
Sound="AS2D_IF_LEVELUP";
VisibilityChange=1;
PromotionPrereqOr1="PROMOTION_SHOCK_1";
PromotionPrereqOr2="PROMOTION_DRILL_1";
PromotionPrereqOr3="PROMOTION_TARGETING_1";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_1";
PediaType="PEDIA_SCOUTING";
PediaEntry=[=[Sentry]=];};
 
PROMOTION_SIEGE={
Description=[=[Siege]=];
Help=[=[+25% {{strength5}} Combat Strength VS Cities.]=];
PortraitIndex=40;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=3;
Sound="AS2D_IF_LEVELUP";
CityAttack=25;
PromotionPrereqOr1="PROMOTION_SHOCK_2";
PromotionPrereqOr2="PROMOTION_DRILL_2";
PromotionPrereqOr3="PROMOTION_ACCURACY_1";
PromotionPrereqOr4="PROMOTION_BARRAGE_1";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Siege]=];};
 
PROMOTION_VOLLEY={
Description=[=[Volley]=];
Help=[=[+25% {{strength5}} Combat Strength VS Fortified Units.]=];
PortraitIndex=55;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=3;
Sound="AS2D_IF_LEVELUP";
AttackFortifiedMod=25;
PromotionPrereqOr1="PROMOTION_ACCURACY_1";
PromotionPrereqOr2="PROMOTION_BARRAGE_1";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Volley]=];};
 
PROMOTION_MEDIC={
Description=[=[Medic]=];
Help=[=[All units in adjacent tiles Heal 1 Additional HP per turn.]=];
PortraitIndex=32;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=3;
Sound="AS2D_IF_LEVELUP";
AdjacentTileHealChange=1;
PromotionPrereqOr1="PROMOTION_SHOCK_1";
PromotionPrereqOr2="PROMOTION_DRILL_1";
PromotionPrereqOr3="PROMOTION_SCOUTING_2";
PromotionPrereqOr4="PROMOTION_SURVIVALISM_2";
PediaType="PEDIA_HEAL";
PediaEntry=[=[Medic]=];};
 
PROMOTION_AMPHIBIOUS={
Description=[=[Amphibious]=];
Help=[=[Eliminates combat penalty for attacking from the sea or over a river.]=];
PortraitIndex=5;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=4;
Sound="AS2D_IF_LEVELUP";
Amphib=true;
River=true;
PromotionPrereqOr1="PROMOTION_SHOCK_1";
PromotionPrereqOr2="PROMOTION_DRILL_1";
PediaType="PEDIA_NAVAL";
PediaEntry=[=[Amphibious]=];};
 
PROMOTION_COVER_1={
Description=[=[Cover I]=];
Help=[=[+25% Defense against all Ranged Attacks.]=];
PortraitIndex=14;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=4;
Sound="AS2D_IF_LEVELUP";
RangedDefenseMod=25;
PromotionPrereqOr1="PROMOTION_SHOCK_1";
PromotionPrereqOr2="PROMOTION_DRILL_1";
PromotionPrereqOr3="PROMOTION_ACCURACY_1";
PromotionPrereqOr4="PROMOTION_BARRAGE_1";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Cover I]=];};
 
PROMOTION_COVER_2={
Description=[=[Cover II]=];
Help=[=[+25% Defense against all Ranged Attacks.]=];
PortraitIndex=15;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=4;
Sound="AS2D_IF_LEVELUP";
RangedDefenseMod=25;
PromotionPrereqOr1="PROMOTION_COVER_1";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Cover II]=];};
 
PROMOTION_INDIRECT_FIRE={
Description=[=[Indirect Fire]=];
Help=[=[Ranged attacks may be performed over obstacles (as long as other friendly units can see the target).]=];
PortraitIndex=35;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
RangeAttackIgnoreLOS=true;
PromotionPrereqOr1="PROMOTION_TARGETING_2";
PromotionPrereqOr2="PROMOTION_BOMBARDMENT_2";
PromotionPrereqOr3="PROMOTION_ACCURACY_3";
PromotionPrereqOr4="PROMOTION_BARRAGE_3";
PediaType="PEDIA_SHARED";
PediaEntry=[=[Indirect Fire]=];};
 
PROMOTION_CHARGE={
Description=[=[Charge]=];
Help=[=[+25% {{strength5}} Combat Strength VS Wounded Units.]=];
PortraitIndex=13;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=4;
Sound="AS2D_IF_LEVELUP";
AttackWoundedMod=25;
PromotionPrereqOr1="PROMOTION_SHOCK_2";
PromotionPrereqOr2="PROMOTION_DRILL_2";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Charge]=];};
 
PROMOTION_FORMATION_1={
Description=[=[Formation I]=];
Help=[=[+25% {{strength5}} Combat Strength VS Mounted units.]=];
PortraitIndex=24;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=5;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_SHOCK_2";
PromotionPrereqOr2="PROMOTION_DRILL_2";
PromotionPrereqOr3="PROMOTION_ACCURACY_2";
PromotionPrereqOr4="PROMOTION_BARRAGE_2";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Formation I]=];};
 
PROMOTION_FORMATION_2={
Description=[=[Formation II]=];
Help=[=[+25% {{strength5}} Combat Strength VS Mounted units.]=];
PortraitIndex=25;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=5;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_FORMATION_1";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Formation II]=];};
 
PROMOTION_AMBUSH_1={
Description=[=[Ambush I]=];
Help=[=[+25% {{strength5}} Combat Strength VS Armor units.]=];
PortraitIndex=3;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=6;
Sound="AS2D_IF_LEVELUP";
TechPrereq="TECH_COMBUSTION";
PromotionPrereqOr1="PROMOTION_SHOCK_2";
PromotionPrereqOr2="PROMOTION_DRILL_2";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Ambush I]=];};
 
PROMOTION_AMBUSH_2={
Description=[=[Ambush II]=];
Help=[=[+25% {{strength5}} Combat Strength VS Armor units.]=];
PortraitIndex=4;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=6;
Sound="AS2D_IF_LEVELUP";
TechPrereq="TECH_COMBUSTION";
PromotionPrereqOr1="PROMOTION_AMBUSH_1";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Ambush II]=];};
 
PROMOTION_SUPPLY={
Description=[=[Supply]=];
Help=[=[May heal damage Outside of Friendly Territory. 2 HP healed per turn.]=];
PortraitIndex=48;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
HealOutsideFriendly=true;
MovesChange=1;
EnemyHealChange=1;
NeutralHealChange=1;
PromotionPrereqOr1="PROMOTION_TARGETING_2";
PromotionPrereqOr2="PROMOTION_BOMBARDMENT_2";
PediaType="PEDIA_NAVAL";
PediaEntry=[=[Supply]=];};
 
PROMOTION_MARCH={
Description=[=[March]=];
Help=[=[Unit will Heal Every Turn, even if it performs an action.]=];
PortraitIndex=31;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
AlwaysHeal=true;
PromotionPrereqOr1="PROMOTION_SHOCK_3";
PromotionPrereqOr2="PROMOTION_DRILL_3";
PromotionPrereqOr3="PROMOTION_ACCURACY_2";
PromotionPrereqOr4="PROMOTION_BARRAGE_2";
PediaType="PEDIA_HEAL";
PediaEntry=[=[March]=];};
 
PROMOTION_BLITZ={
Description=[=[Blitz]=];
Help=[=[Unit may Attack Multiple Times per turn.]=];
PortraitIndex=9;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
Blitz=true;
PromotionPrereqOr1="PROMOTION_SHOCK_3";
PromotionPrereqOr2="PROMOTION_DRILL_3";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Blitz]=];};
 
PROMOTION_WOODSMAN={
Description=[=[Woodsman]=];
Help=[=[Double movement rate Through Forest and Jungle.]=];
PortraitIndex=56;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_SHOCK_3";
PromotionPrereqOr2="PROMOTION_DRILL_3";
PediaType="PEDIA_MELEE";
PediaEntry=[=[Woodsman]=];};
 
PROMOTION_LOGISTICS={
Description=[=[Logistics]=];
Help=[=[1 additional attack per turn.]=];
PortraitIndex=30;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
CanMoveAfterAttacking=true;
ExtraAttacks=1;
PromotionPrereqOr1="PROMOTION_ACCURACY_3";
PromotionPrereqOr2="PROMOTION_BARRAGE_3";
PromotionPrereqOr3="PROMOTION_TARGETING_3";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_3";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Logistics]=];};
 
PROMOTION_RANGE={
Description=[=[Range]=];
Help=[=[+1 Range.]=];
PortraitIndex=34;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
RangeChange=1;
PromotionPrereqOr1="PROMOTION_ACCURACY_3";
PromotionPrereqOr2="PROMOTION_BARRAGE_3";
PromotionPrereqOr3="PROMOTION_TARGETING_2";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_2";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Range]=];};
 
PROMOTION_MOBILITY={
Description=[=[Mobility]=];
Help=[=[+1 Movement.]=];
PortraitIndex=33;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
MovesChange=1;
PromotionPrereqOr1="PROMOTION_SHOCK_3";
PromotionPrereqOr2="PROMOTION_DRILL_3";
PromotionPrereqOr3="PROMOTION_TARGETING_1";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_1";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Mobility]=];};
 
PROMOTION_INTERCEPTION_1={
Description=[=[Interception I]=];
Help=[=[+25% {{strength5}} Combat Strength when intercepting enemy aircraft.]=];
PortraitIndex=27;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
InterceptionCombatModifier=25;
PediaType="PEDIA_AIR";
PediaEntry=[=[Interception I]=];};
 
PROMOTION_INTERCEPTION_2={
Description=[=[Interception II]=];
Help=[=[+25% {{strength5}} Combat Strength when intercepting enemy aircraft.]=];
PortraitIndex=28;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
InterceptionCombatModifier=25;
PromotionPrereqOr1="PROMOTION_INTERCEPTION_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Interception II]=];};
 
PROMOTION_INTERCEPTION_3={
Description=[=[Interception III]=];
Help=[=[+25% {{strength5}} Combat Strength when Intercepting enemy aircraft.]=];
PortraitIndex=29;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
InterceptionCombatModifier=25;
PromotionPrereqOr1="PROMOTION_INTERCEPTION_2";
PediaType="PEDIA_AIR";
PediaEntry=[=[Interception III]=];};
 
PROMOTION_DOGFIGHTING_1={
Description=[=[Dogfighting I]=];
Help=[=[+25% {{strength5}} Combat Strength when performing an Air Sweep.]=];
PortraitIndex=16;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
AirSweepCombatModifier=25;
PediaType="PEDIA_AIR";
PediaEntry=[=[Dogfighting I]=];};
 
PROMOTION_DOGFIGHTING_2={
Description=[=[Dogfighting II]=];
Help=[=[+25% {{strength5}} Combat Strength when performing an Air Sweep.]=];
PortraitIndex=17;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
AirSweepCombatModifier=25;
PromotionPrereqOr1="PROMOTION_DOGFIGHTING_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Dogfighting II]=];};
 
PROMOTION_DOGFIGHTING_3={
Description=[=[Dogfighting III]=];
Help=[=[+25% {{strength5}} Combat Strength when performing an Air Sweep.]=];
PortraitIndex=18;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
AirSweepCombatModifier=25;
PromotionPrereqOr1="PROMOTION_DOGFIGHTING_2";
PediaType="PEDIA_AIR";
PediaEntry=[=[Dogfighting III]=];};
 
PROMOTION_AIR_SIEGE_1={
Description=[=[Siege I]=];
Help=[=[+25% {{strength5}} Combat Strength VS Cities.]=];
PortraitIndex=40;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
CityAttack=25;
PediaType="PEDIA_AIR";
PediaEntry=[=[Siege I]=];};
 
PROMOTION_AIR_SIEGE_2={
Description=[=[Siege II]=];
Help=[=[+25% {{strength5}} Combat Strength VS Cities.]=];
PortraitIndex=41;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
CityAttack=25;
PromotionPrereqOr1="PROMOTION_AIR_SIEGE_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Siege II]=];};
 
PROMOTION_AIR_SIEGE_3={
Description=[=[Siege III]=];
Help=[=[+25% {{strength5}} Combat Strength VS Cities.]=];
PortraitIndex=42;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
CityAttack=25;
PromotionPrereqOr1="PROMOTION_AIR_SIEGE_2";
PediaType="PEDIA_AIR";
PediaEntry=[=[Siege III]=];};
 
PROMOTION_BOMBARDMENT_1={
Description=[=[Bombardment I]=];
Help=[=[+20% {{strength5}} Combat Strength against Land Units.]=];
PortraitIndex=10;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Bombardment I]=];};
 
PROMOTION_BOMBARDMENT_2={
Description=[=[Bombardment II]=];
Help=[=[+20% {{strength5}} Combat Strength against Land Units.]=];
PortraitIndex=11;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_BOMBARDMENT_1";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Bombardment II]=];};
 
PROMOTION_BOMBARDMENT_3={
Description=[=[Bombardment III]=];
Help=[=[+20% {{strength5}} Combat Strength against Land Units.]=];
PortraitIndex=12;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_BOMBARDMENT_2";
PediaType="PEDIA_RANGED";
PediaEntry=[=[Bombardment III]=];};
 
PROMOTION_AIR_TARGETING_1={
Description=[=[Targeting I]=];
Help=[=[+20% {{strength5}} Combat Strength against Naval Units.]=];
PortraitIndex=52;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=3;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_INTERCEPTION_1";
PromotionPrereqOr2="PROMOTION_DOGFIGHTING_1";
PromotionPrereqOr3="PROMOTION_AIR_SIEGE_1";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Targeting I]=];};
 
PROMOTION_AIR_TARGETING_2={
Description=[=[Targeting II]=];
Help=[=[+20% {{strength5}} Combat Strength against Naval Units.]=];
PortraitIndex=53;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=3;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_AIR_TARGETING_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Targeting II]=];};
 
PROMOTION_AIR_AMBUSH_1={
Description=[=[Ambush I]=];
Help=[=[+25% {{strength5}} Combat Strength VS Armor units.]=];
PortraitIndex=3;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=4;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_INTERCEPTION_1";
PromotionPrereqOr2="PROMOTION_DOGFIGHTING_1";
PromotionPrereqOr3="PROMOTION_AIR_SIEGE_1";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Ambush I]=];};
 
PROMOTION_AIR_AMBUSH_2={
Description=[=[Ambush II]=];
Help=[=[+25% {{strength5}} Combat Strength VS Armor units.]=];
PortraitIndex=4;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=4;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_AIR_AMBUSH_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Ambush II]=];};
 
PROMOTION_AIR_RANGE={
Description=[=[Range]=];
Help=[=[+2 operational range.]=];
PortraitIndex=34;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=5;
Sound="AS2D_IF_LEVELUP";
RangeChange=2;
PromotionPrereqOr1="PROMOTION_INTERCEPTION_1";
PromotionPrereqOr2="PROMOTION_DOGFIGHTING_1";
PromotionPrereqOr3="PROMOTION_AIR_SIEGE_1";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Range]=];};
 
PROMOTION_SORTIE={
Description=[=[Sortie]=];
Help=[=[1 extra Interception may be made per turn.]=];
PortraitIndex=47;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=6;
Sound="AS2D_IF_LEVELUP";
NumInterceptionChange=1;
PromotionPrereqOr1="PROMOTION_INTERCEPTION_2";
PromotionPrereqOr2="PROMOTION_DOGFIGHTING_2";
PediaType="PEDIA_AIR";
PediaEntry=[=[Sortie]=];};
 
PROMOTION_REPAIR={
Description=[=[Repair]=];
Help=[=[Unit will Heal Every Turn, even if it performs an action.]=];
PortraitIndex=36;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
AlwaysHeal=true;
PromotionPrereqOr1="PROMOTION_SHOCK_3";
PromotionPrereqOr2="PROMOTION_DRILL_3";
PediaType="PEDIA_HEAL";
PediaEntry=[=[Repair]=];};
 
PROMOTION_AIR_REPAIR={
Description=[=[Air Repair.]=];
Help=[=[Unit will Heal Every Turn, even if it performs an action.]=];
PortraitIndex=36;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
AlwaysHeal=true;
PromotionPrereqOr1="PROMOTION_INTERCEPTION_2";
PromotionPrereqOr2="PROMOTION_DOGFIGHTING_2";
PromotionPrereqOr3="PROMOTION_AIR_SIEGE_2";
PromotionPrereqOr4="PROMOTION_BOMBARDMENT_2";
PediaType="PEDIA_HEAL";
PediaEntry=[=[Air Repair.]=];};
 
PROMOTION_AIR_LOGISTICS={
Description=[=[Logistics]=];
Help=[=[1 additional attack per turn.]=];
PortraitIndex=30;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
CanMoveAfterAttacking=true;
ExtraAttacks=1;
PromotionPrereqOr1="PROMOTION_AIR_SIEGE_2";
PromotionPrereqOr2="PROMOTION_BOMBARDMENT_2";
PromotionPrereqOr3="PROMOTION_HELI_AMBUSH_2";
PromotionPrereqOr4="PROMOTION_HELI_MOBILITY_2";
PediaType="PEDIA_AIR";
PediaEntry=[=[Logistics]=];};
 
PROMOTION_EVASION={
Description=[=[Evasion]=];
Help=[=[Reduces damage taken from interception by 50%.]=];
PortraitIndex=23;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=7;
Sound="AS2D_IF_LEVELUP";
InterceptionDefenseDamageModifier=-50;
PromotionPrereqOr1="PROMOTION_AIR_SIEGE_2";
PromotionPrereqOr2="PROMOTION_BOMBARDMENT_2";
PediaType="PEDIA_AIR";
PediaEntry=[=[Evasion]=];};
 
PROMOTION_SCOUTING_1={
Description=[=[Scouting I]=];
Help=[=[+1 Visibility Range.]=];
PortraitIndex=37;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
VisibilityChange=1;
PediaType="PEDIA_SCOUTING";
PediaEntry=[=[Scouting I]=];};
 
PROMOTION_SCOUTING_2={
Description=[=[Scouting II]=];
Help=[=[+1 Movement.]=];
PortraitIndex=38;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
MovesChange=1;
PromotionPrereqOr1="PROMOTION_SCOUTING_1";
PediaType="PEDIA_SCOUTING";
PediaEntry=[=[Scouting II]=];};
 
PROMOTION_SCOUTING_3={
Description=[=[Scouting III]=];
Help=[=[+1 Visibility Range.]=];
PortraitIndex=39;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
VisibilityChange=1;
PromotionPrereqOr1="PROMOTION_SCOUTING_2";
PediaType="PEDIA_SCOUTING";
PediaEntry=[=[Scouting III]=];};
 
PROMOTION_SURVIVALISM_1={
Description=[=[Survivalism I]=];
Help=[=[+1 HP healed per turn outside of friendly territory.]=];
PortraitIndex=49;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
EnemyHealChange=1;
NeutralHealChange=1;
PediaType="PEDIA_HEAL";
PediaEntry=[=[Survivalism I]=];};
 
PROMOTION_SURVIVALISM_2={
Description=[=[Survivalism II]=];
Help=[=[+50% Defense.]=];
PortraitIndex=50;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
DefenseMod=50;
PromotionPrereqOr1="PROMOTION_SURVIVALISM_1";
PediaType="PEDIA_HEAL";
PediaEntry=[=[Survivalism II]=];};
 
PROMOTION_SURVIVALISM_3={
Description=[=[Survivalism III]=];
Help=[=[+50% Defense. Unit will Heal Every Turn, even if it performs an action.]=];
PortraitIndex=51;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
AlwaysHeal=true;
DefenseMod=50;
PromotionPrereqOr1="PROMOTION_SURVIVALISM_2";
PediaType="PEDIA_HEAL";
PediaEntry=[=[Survivalism III]=];};
 
PROMOTION_HELI_AMBUSH_1={
Description=[=[Ambush I]=];
Help=[=[+25% {{strength5}} Combat Strength VS Armor units.]=];
PortraitIndex=3;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
PediaEntry=[=[Ambush I]=];};
 
PROMOTION_HELI_AMBUSH_2={
Description=[=[Ambush II]=];
Help=[=[+25% {{strength5}} Combat Strength VS Armor units.]=];
PortraitIndex=4;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=1;
Sound="AS2D_IF_LEVELUP";
PromotionPrereqOr1="PROMOTION_HELI_AMBUSH_1";
PediaEntry=[=[Ambush II]=];};
 
PROMOTION_HELI_MOBILITY_1={
Description=[=[Mobility I]=];
Help=[=[+1 Movement.]=];
PortraitIndex=33;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
MovesChange=1;
PediaType="PEDIA_AIR";
PediaEntry=[=[Mobility I]=];};
 
PROMOTION_HELI_MOBILITY_2={
Description=[=[Mobility II]=];
Help=[=[+1 Movement.]=];
PortraitIndex=33;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=2;
Sound="AS2D_IF_LEVELUP";
MovesChange=1;
PromotionPrereqOr1="PROMOTION_HELI_MOBILITY_1";
PediaType="PEDIA_AIR";
PediaEntry=[=[Mobility II]=];};
 
PROMOTION_HELI_REPAIR={
Description=[=[Repair]=];
Help=[=[Unit will Heal Every Turn, even if it performs an action.]=];
PortraitIndex=36;
IconAtlas="PROMOTION_ATLAS";
OrderPriority=6;
Sound="AS2D_IF_LEVELUP";
AlwaysHeal=true;
PromotionPrereqOr1="PROMOTION_HELI_AMBUSH_2";
PromotionPrereqOr2="PROMOTION_HELI_MOBILITY_2";
PediaEntry=[=[Repair]=];};
 
PROMOTION_MORALE={
Description=[=[Morale]=];
Help=[=[+15% {{strength5}} Combat Strength.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
CombatPercent=15;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Morale]=];};
 
PROMOTION_ADJACENT_BONUS={
Description=[=[Discipline]=];
Help=[=[+10% {{strength5}} Combat Strength when adjacent to a friendly Unit.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
AdjacentMod=10;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Discipline]=];};
 
PROMOTION_HIMEJI_CASTLE={
Description=[=[Himeji Castle]=];
Help=[=[+15% {{strength5}} Combat Strength in friendly territory.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
FriendlyLandsModifier=15;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Himeji Castle]=];};
 
PROMOTION_NAVAL_TRADITION={
Description=[=[Naval Tradition]=];
Help=[=[+1 {{moves5}} Movement and +1 Sight.]=];
PortraitIndex=33;
IconAtlas="PROMOTION_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
VisibilityChange=1;
MovesChange=1;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Naval Tradition]=];};
 
PROMOTION_GREAT_LIGHTHOUSE={
Description=[=[Great Lighthouse]=];
Help=[=[+1 {{moves5}} Movement and +1 Sight.]=];
PortraitIndex=33;
IconAtlas="PROMOTION_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
VisibilityChange=1;
MovesChange=1;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Great Lighthouse]=];};
 
PROMOTION_NATIONALISM={
Description=[=[Nationalism]=];
Help=[=[+25% attack bonus in friendly territory.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
FriendlyLandsAttackModifier=25;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Nationalism]=];};
 
PROMOTION_EMBARKATION={
Description=[=[Embarkation]=];
Help=[=[Can embark onto Water Tiles. Embarked units destroyed if tile entered by enemy.]=];
PortraitIndex=22;
IconAtlas="PROMOTION_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
AllowsEmbarkation=true;
TechPrereq="TECH_OPTICS";
PediaType="PEDIA_SHARED";
PediaEntry=[=[Embarkation]=];};
 
PROMOTION_DEFENSIVE_EMBARKATION={
Description=[=[Embarkation with Defense]=];
Help=[=[Can embark onto Water Tiles. Embarked units can defend.]=];
PortraitIndex=22;
IconAtlas="PROMOTION_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
AllowsEmbarkation=true;
EmbarkedNotCivilian=true;
TechPrereq="TECH_OPTICS";
PediaType="PEDIA_SHARED";
PediaEntry=[=[Embarkation with Defense]=];};
 
PROMOTION_ALLWATER_EMBARKATION={
Description=[=[Embarkation with Ocean Movement]=];
Help=[=[Can embark onto Water Tiles. Embarked units can enter Ocean and have +1 Sight.]=];
PortraitIndex=22;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
AllowsEmbarkation=true;
EmbarkedAllWater=true;
EmbarkExtraVisibility=2;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Embarkation with Ocean Movement]=];};
 
PROMOTION_EXTRA_MOVES_I={
Description=[=[1 Extra Movement]=];
Help=[=[1 Extra Movement.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
MovesChange=1;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[1 Extra Movement]=];};
 
PROMOTION_EXTRA_SIGHT_I={
Description=[=[Extra Sight (1)]=];
Help=[=[1 Extra Sight.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
VisibilityChange=1;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Extra Sight (1)]=];};
 
PROMOTION_EXTRA_SIGHT_II={
Description=[=[Extra Sight (2)]=];
Help=[=[2 Extra Sight.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
VisibilityChange=2;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Extra Sight (2)]=];};
 
PROMOTION_EXTRA_SIGHT_III={
Description=[=[Extra Sight (3)]=];
Help=[=[3 Extra Sight.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
VisibilityChange=3;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Extra Sight (3)]=];};
 
PROMOTION_EXTRA_SIGHT_IV={
Description=[=[Extra Sight (4)]=];
Help=[=[4 Extra Sight.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
VisibilityChange=4;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Extra Sight (4)]=];};
 
PROMOTION_SIGHT_PENALTY={
Description=[=[Limited Visibility]=];
Help=[=[-1 Visibility Range.]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
VisibilityChange=-1;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Limited Visibility]=];};
 
PROMOTION_AIR_RECON={
Description=[=[Air Recon]=];
Help=[=[6 tiles in every direction always visible.]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
Recon=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Air Recon]=];};
 
PROMOTION_ANTI_MOUNTED_I={
Description=[=[Bonus vs Mounted (50)]=];
Help=[=[50% Bonus vs Mounted.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Mounted (50)]=];};
 
PROMOTION_ANTI_MOUNTED_II={
Description=[=[Bonus vs Mounted (100)]=];
Help=[=[100% Bonus vs Mounted.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Mounted (100)]=];};
 
PROMOTION_CITY_SIEGE={
Description=[=[Bonus vs Cities (20)]=];
Help=[=[20% Bonus vs Cities.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CityAttack=20;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Cities (20)]=];};
 
PROMOTION_CITY_ASSAULT={
Description=[=[Bonus vs Cities (50)]=];
Help=[=[50% Bonus vs Cities.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
CityAttack=50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Cities (50)]=];};
 
PROMOTION_DEFENSE_PENALTY={
Description=[=[Penalty on Defense]=];
Help=[=[Penalty on Defense]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
DefenseMod=-50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Penalty on Defense]=];};
 
PROMOTION_MOUNTED_PENALTY={
Description=[=[Penalty vs Mounted]=];
Help=[=[Penalty vs Mounted]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Penalty vs Mounted]=];};
 
PROMOTION_CITY_PENALTY={
Description=[=[Penalty Attacking Cities (33)]=];
Help=[=[33% Penalty Attacking Cities.]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
LostWithUpgrade=true;
CityAttack=-33;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Penalty Attacking Cities]=];};
 
PROMOTION_SMALL_CITY_PENALTY={
Description=[=[Penalty Attacking Cities (25)]=];
Help=[=[25% Penalty Attacking Cities.]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
LostWithUpgrade=true;
CityAttack=-25;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Penalty Attacking Cities (25)]=];};
 
PROMOTION_INTERCEPTION_I={
Description=[=[Interception (20)]=];
Help=[=[Interception (20)]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
InterceptChanceChange=20;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Interception (20)]=];};
 
PROMOTION_INTERCEPTION_II={
Description=[=[Interception (40)]=];
Help=[=[Interception (40)]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
InterceptChanceChange=40;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Interception (40)]=];};
 
PROMOTION_INTERCEPTION_III={
Description=[=[Interception (50)]=];
Help=[=[Interception (50)]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
InterceptChanceChange=50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Interception (50)]=];};
 
PROMOTION_INTERCEPTION_IV={
Description=[=[Interception (100)]=];
Help=[=[Interception (100)]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
InterceptChanceChange=100;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Interception (100)]=];};
 
PROMOTION_AIR_SWEEP={
Description=[=[Air Sweep]=];
Help=[=[Can Air Sweep to clear intercepting Units.]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
AirSweepCapable=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Air Sweep]=];};
 
PROMOTION_WEAK_RANGED={
Description=[=[Weak Ranged Attack]=];
Help=[=[-50% strength when using Ranged Attacks.]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
RangedAttackModifier=-50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Weak Ranged Attack]=];};
 
PROMOTION_ANTI_AIR={
Description=[=[Bonus vs Aircraft (100)]=];
Help=[=[Bonus vs Aircraft (100)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Aircraft (100)]=];};
 
PROMOTION_ANTI_HELICOPTER={
Description=[=[Bonus vs Helicopters]=];
Help=[=[Bonus vs Helicopters]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Helicopters (150)]=];};
 
PROMOTION_ANTI_FIGHTER={
Description=[=[Bonus vs Fighters]=];
Help=[=[Bonus vs Fighters]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Fighters]=];};
 
PROMOTION_ANTI_SUBMARINE_I={
Description=[=[Bonus vs Submarines (50)]=];
Help=[=[Bonus vs Submarines (50)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Submarines (50)]=];};
 
PROMOTION_ANTI_SUBMARINE_II={
Description=[=[Bonus vs Submarines (100)]=];
Help=[=[Bonus vs Submarines (100)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Submarines (100)]=];};
 
PROMOTION_ANTI_TANK={
Description=[=[Bonus vs Tanks]=];
Help=[=[Bonus vs Tanks]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonus vs Tanks]=];};
 
PROMOTION_EVASION_I={
Description=[=[Evasion (50)]=];
Help=[=[Evasion (50)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
EvasionChange=50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Evasion (50)]=];};
 
PROMOTION_EVASION_II={
Description=[=[Evasion (100)]=];
Help=[=[Evasion (100)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
EvasionChange=100;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Evasion (100)]=];};
 
PROMOTION_NAVAL_PENALTY={
Description=[=[Penalty vs Naval]=];
Help=[=[Penalty vs Naval]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Penalty vs Naval]=];};
 
PROMOTION_RIVAL_TERRITORY={
Description=[=[Can Enter Rival Territory]=];
Help=[=[Can Enter Rival Territory]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
RivalTerritory=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Can Enter Rival Territory]=];};
 
PROMOTION_CARGO_I={
Description=[=[Can Carry 1 Cargo]=];
Help=[=[Can Carry 1 Cargo]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CargoChange=1;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Can Carry 1 Cargo]=];};
 
PROMOTION_CARGO_II={
Description=[=[Can Carry 2 Cargo]=];
Help=[=[Can Carry 2 Cargo]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CargoChange=2;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Can Carry 2 Cargo]=];};
 
PROMOTION_CARGO_III={
Description=[=[Can Carry 3 Cargo]=];
Help=[=[Can Carry 3 Cargo]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CargoChange=3;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Can Carry 3 Cargo]=];};
 
PROMOTION_CARGO_IV={
Description=[=[Can Carry 4 Cargo]=];
Help=[=[Can Carry 4 Cargo]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CargoChange=4;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Can Carry 4 Cargo]=];};
 
PROMOTION_FOLIAGE_IMPASSABLE={
Description=[=[Cannot Enter Forest or Jungle]=];
Help=[=[Cannot Enter Forest or Jungle]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Cannot Enter Forest or Jungle]=];};
 
PROMOTION_ROUGH_TERRAIN_ENDS_TURN={
Description=[=[Rough Terrain Penalty]=];
Help=[=[Entering rough terrain consumes all movement.]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
RoughTerrainEndsTurn=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Rough Terrain Penalty]=];};
 
PROMOTION_OCEAN_IMPASSABLE_UNTIL_ASTRONOMY={
Description=[=[Astronomy Needed]=];
Help=[=[Cannot Enter Deep Ocean Until Astronomy.]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
LostWithUpgrade=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Astronomy Needed]=];};
 
PROMOTION_OCEAN_IMPASSABLE={
Description=[=[Cannot Enter Deep Ocean]=];
Help=[=[Cannot Enter Deep Ocean]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
LostWithUpgrade=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Cannot Enter Deep Ocean]=];};
 
PROMOTION_INVISIBLE_SUBMARINE={
Description=[=[Is Invisible (Submarine)]=];
Help=[=[Is Invisible (Submarine)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
Invisible="INVISIBLE_SUBMARINE";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Is Invisible (Submarine)]=];};
 
PROMOTION_SEE_INVISIBLE_SUBMARINE={
Description=[=[Can See Submarines]=];
Help=[=[Can See Submarines]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
SeeInvisible="INVISIBLE_SUBMARINE";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Can See Submarines]=];};
 
PROMOTION_IGNORE_TERRAIN_COST={
Description=[=[Ignores Terrain Cost]=];
Help=[=[Ignores Terrain Cost]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
IgnoreTerrainCost=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Ignores Terrain Cost]=];};
 
PROMOTION_HOVERING_UNIT={
Description=[=[Hovering Unit]=];
Help=[=[Unit may pass over Mountains.]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CanMoveImpassable=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Hovering Unit]=];};
 
PROMOTION_FLAT_MOVEMENT_COST={
Description=[=[All Tiles Cost 1 Move]=];
Help=[=[All Tiles Cost 1 Move]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
FlatMovementCost=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[All Tiles Cost 1 Move]=];};
 
PROMOTION_CAN_MOVE_IMPASSABLE={
Description=[=[May Enter Ice Tiles]=];
Help=[=[May Enter Ice Tiles]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CanMoveImpassable=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[May Enter Ice Tiles]=];};
 
PROMOTION_NO_CAPTURE={
Description=[=[Unable to Capture Cities]=];
Help=[=[Unable to Capture Cities]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
NoCapture=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Unable to Capture Cities]=];};
 
PROMOTION_ONLY_DEFENSIVE={
Description=[=[May Not Melee Attack]=];
Help=[=[May Not Melee Attack]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
OnlyDefensive=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[May Not Melee Attack]=];};
 
PROMOTION_NO_DEFENSIVE_BONUSES={
Description=[=[No Defensive Terrain Bonuses]=];
Help=[=[No Defensive Terrain Bonuses]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
NoDefensiveBonus=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[No Defensive Bonuses]=];};
 
PROMOTION_PARADROP={
Description=[=[May Paradrop]=];
Help=[=[May Paradrop]=];
PortraitIndex=58;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
DropRange=5;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[May Paradrop]=];};
 
PROMOTION_MUST_SET_UP={
Description=[=[Must Set Up to Ranged Attack]=];
Help=[=[Must Set Up to Ranged Attack]=];
PortraitIndex=57;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
LostWithUpgrade=true;
MustSetUpToRangedAttack=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Must Set Up to Ranged Attack]=];};
 
PROMOTION_RANGED_SUPPORT_FIRE={
Description=[=[Ranged Support Fire]=];
Help=[=[Provides Support Fire to Friendly Units When Fortified.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
RangedSupportFire=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Ranged Support Fire]=];};
 
PROMOTION_CAN_MOVE_AFTER_ATTACKING={
Description=[=[Can Move After Attacking]=];
Help=[=[Can Move After Attacking]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CanMoveAfterAttacking=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Can Move After Attacking]=];};
 
PROMOTION_OPEN_TERRAIN={
Description=[=[Combat Bonus in Open Terrain]=];
Help=[=[Combat Bonus in Open Terrain]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
OpenAttack=30;
OpenDefense=30;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Combat Bonus in Open Terrain]=];};
 
PROMOTION_SECOND_ATTACK={
Description=[=[May Attack Twice]=];
Help=[=[May Attack Twice]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CanMoveAfterAttacking=true;
ExtraAttacks=1;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[May Attack Twice]=];};
 
PROMOTION_OCEAN_MOVEMENT={
Description=[=[Naval Movement]=];
Help=[=[2 Extra Movement for Naval Units.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
ExtraNavalMovement=2;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Naval Movement]=];};
 
PROMOTION_GREAT_GENERAL={
Description=[=[Leadership]=];
Help=[=[Improves combat effectiveness of nearby Units.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
GreatGeneral=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Leadership]=];};
 
PROMOTION_SPAWN_GENERALS_I={
Description=[=[Great Generals I]=];
Help=[=[Combat Likely To Create Great Generals.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
GreatGeneralModifier=50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Great Generals I]=];};
 
PROMOTION_SPAWN_GENERALS_II={
Description=[=[Great Generals II]=];
Help=[=[Combat Very Likely To Create Great Generals.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
GreatGeneralModifier=100;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Great Generals II]=];};
 
PROMOTION_FREE_PILLAGE_MOVES={
Description=[=[No Movement Cost to Pillage]=];
Help=[=[No Movement Cost to Pillage]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
FreePillageMoves=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Free Pillage]=];};
 
PROMOTION_HEAL_IF_DESTROY_ENEMY={
Description=[=[Heal if Destroy an Enemy]=];
Help=[=[Heals All Damage If Kills Non-Barbarian Unit.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
HealIfDestroyExcludesBarbarians=true;
HPHealedIfDestroyEnemy=10;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Heal if Destroy an Enemy]=];};
 
PROMOTION_PARTIAL_HEAL_IF_DESTROY_ENEMY={
Description=[=[Heals 2 Damage If Kills a Unit]=];
Help=[=[Heals 2 Damage If Kills a Unit]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
HPHealedIfDestroyEnemy=2;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Heals 2 Damage If Kills a Unit]=];};
 
PROMOTION_ATTACK_BONUS={
Description=[=[Combat Bonus When Attacking (25)]=];
Help=[=[Combat Bonus When Attacking (25)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
AttackMod=25;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Combat Bonus When Attacking (25)]=];};
 
PROMOTION_MOHAWK={
Description=[=[Combat Bonus in Forest/Jungle (25)]=];
Help=[=[Combat Bonus in Forest/Jungle (25)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Combat Bonus in Forest/Jungle (25)]=];};
 
PROMOTION_JAGUAR={
Description=[=[Combat Bonus in Jungle only (50)]=];
Help=[=[Combat Bonus in Jungle only (50)]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Combat Bonus in Jungle only (50)]=];};
 
PROMOTION_FOREIGN_LANDS={
Description=[=[Foreign Lands Bonus]=];
Help=[=[Combat Bonus outside Friendly Territory (20).]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
OutsideFriendlyLandsModifier=20;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Foreign Lands Bonus]=];};
 
PROMOTION_FASTER_HEAL={
Description=[=[Heals at Double Rate]=];
Help=[=[Heals at Double Rate]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
EnemyHealChange=1;
NeutralHealChange=1;
FriendlyHealChange=2;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Heals at Double Rate]=];};
 
PROMOTION_STRONGER_VS_DAMAGED={
Description=[=[Damaged Enemy Bonus]=];
Help=[=[Combat Bonus against Damaged Enemy Units (33).]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
AttackWoundedMod=50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Damaged Enemy Bonus]=];};
 
PROMOTION_MEDIC_GENERAL={
Description=[=[Enhanced Medic]=];
Help=[=[This unit and all others in adjacent tiles Heal 2 Additional HP per turn.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
EnemyHealChange=2;
NeutralHealChange=2;
FriendlyHealChange=2;
AdjacentTileHealChange=2;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Enhanced Medic]=];};
 
PROMOTION_GAIN_EXPERIENCE={
Description=[=[Quick Study]=];
Help=[=[Earns experience toward promotions 50% faster.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
ExperiencePercent=50;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Quick Study]=];};
 
PROMOTION_WITHDRAW_BEFORE_MELEE={
Description=[=[Withdraw Before Melee]=];
Help=[=[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.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
ExtraWithdrawal=80;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Withdraw Before Melee]=];};
 
PROMOTION_HAKA_WAR_DANCE={
Description=[=[Haka War Dance]=];
Help=[=[Enemy units receive -10% {{strength5}} Combat Strength when adjacent to any unit with this promotion.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
NearbyEnemyCombatMod=-10;
NearbyEnemyCombatRange=1;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Haka War Dance]=];};
 
PROMOTION_SKI_INFANTRY={
Description=[=[Bonuses in Snow, Tundra, and Hills]=];
Help=[=[In Snow, Tundra, Hills: +25% Combat Bonus (if Forest or Jungle is not present) and Double Movement]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
HillsDoubleMove=true;
PediaType="PEDIA_ATTRIBUTES";
PediaEntry=[=[Bonuses in Snow, Tundra, and Hills]=];};
 
PROMOTION_STATUE_ZEUS={
Description=[=[Statue of Zeus]=];
Help=[=[+15% {{strength5}} Combat Strength when attacking cities.]=];
PortraitIndex=59;
IconAtlas="ABILITY_ATLAS";
Sound="AS2D_IF_LEVELUP";
CannotBeChosen=true;
CityAttack=15;
PediaType="PEDIA_SHARED";
PediaEntry=[=[Statue of Zeus]=];};
 
}
return data

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