Promotions (Civ5)
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| 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 |
| | 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 | Drill I, Shock 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 | Ranged, Air | +20% Combat Strength against Land Units | – |
| | Bombardment II | Ranged, Air | +20% Combat Strength against Land Units | Bombardment I |
| | Bombardment III | Ranged, Air | +20% Combat Strength against Land Units | Bombardment II |
| | Charge | Melee | +25% Combat Strength VS Wounded Units | Shock II, Drill 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 | General | Can embark onto Water Tiles | – |
| | Evasion | Air | Reduces damage taken from interception by 50% | Siege II, Bombardment II |
| | 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 | Siege II, Bombardment II, Ambush II, Mobility II |
| | 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 |
| | 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 | – |
| | Nationalism | Social Policy | +25% attack bonus in friendly territory | – |
| | Naval Tradition | Social Policy | +1 Movement and +1 Sight for combat vessels | – |
| | Oligarchy | Social Policy | +33% Combat Strength 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 |
| | 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 |
| Civilization V | |
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