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Promotions (Civ5)

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A promotion is an extra ability military units can get, which somehow improves their performance in the game. There are three main ways to acquire promotions for units:

Additionally, many civilizations' unique units come with special promotions, which most of the time transfer when they upgrade to more advanced units. Sometimes, these are just generic promotions earned as part of the "special" abilities of the unit in question. In this case, if the unit had already acquired the promotion earlier (through earning Experience before the upgrade), it will get nothing on upgrade, so you should plan its earlier development accordingly.

A diagram of all available promotions can be found here (on Stack Exchange).

General PromotionsEdit

Note that many promotions apply only to certain classes of units - for example, melee, ranged, 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 Unit Type Effect Required Promotions
Accuracy I (Civ5) Accuracy I Ranged, Siege +15% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle)
Accuracy II (Civ5) Accuracy II Ranged, Siege +15% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) Accuracy I
Accuracy III (Civ5) Accuracy III Ranged, Siege +15% Ranged Combat Strength against Units in OPEN Terrain (NO Hills, Forest, or Jungle) Accuracy II
Air Recon (Civ5) Air Recon Air 6 tiles in every direction always visible
Air Repair (Civ5) Air Repair Air Unit will Heal Every Turn, even if it performs an action Interception II, Dogfighting II, Siege II, Bombardment II
Air Targeting I (Civ5) Air Targeting I Air +33% Combat Strength against Naval Units Interception I (Fighters), Dogfighting I(Fighters), Siege I(Bombers), Bombardment I(Bombers)
Air Targeting II (Civ5) Air Targeting II Air +33% Combat Strength against Naval Units Air Targeting I
Altitude Training (Civ5) Altitude Training All Ground Units Double movement in hill; 10% Combat Strength when fighting in Hill Land units passing by Mt. Kilimanjaro will automatically gain this skill
Ambush I (Civ5) Ambush I Air +25% Combat Strength vs Armor Units Shock II (Melee), Drill II (Melee), Interception I (Air), Dogfighting I (Air), Siege I (Air), Bombardment I (Air)
Ambush II (Civ5) Ambush II Air +25% Combat Strength vs Armor Units Ambush I
Ambush Formation I (Civ5) Ambush Formation I Melee, Mounted +25% Combat Strength vs Mounted Units Shock II (Melee), Drill II (Melee), Accuracy II (Ranged), Barrage II (Ranged)
Ambush Formation II (Civ5) Ambush Formation II Mounted +25% Combat Strength vs Mounted Units Formation I
Amphibious (Civ5) Amphibious Melee Eliminates combat penalty for attacking from the sea or over a river Shock I, Drill I
Armor Plating I (Civ5) Armor Plating I Aircraft Carrier +25% Combat Bonus when defending
Armor Plating II (Civ5) Armor Plating II Aircraft Carrier +25% Combat Bonus when defending Armor Plating I
Armor Plating III (Civ5) Armor Plating III Aircraft Carrier +25% Combat Bonus when defending Armor Plating II
Barrage I (Civ5) Barrage I Ranged, Siege +15% Ranged Combat Strength against Units in ROUGH terrain (Hills, Forest, or Jungle)
Barrage II (Civ5) Barrage II Ranged, Siege +15% Ranged Combat Strength against Units in ROUGH terrain (Hills, Forest, or Jungle) Barrage I
Barrage III (Civ5) Barrage III Ranged, Siege +15% Ranged Combat Strength against Units in ROUGH terrain (Hills, Forest, or Jungle) Barrage II
Blitz (Civ5) Blitz Melee, Mounted 1 additional attack per turn Shock III, Drill III
Bombardment I (Civ5) Bombardment I Naval Ranged, Air +33% Combat Strength against Land Units
Bombardment II (Civ5) Bombardment II Naval Ranged, Air +33% Combat Strength against Land Units Bombardment I
Bombardment III (Civ5) Bombardment III Naval Ranged, Air +34% Combat Strength against Land Units Bombardment II
Boarding Party I (Civ5) Boarding Party I Naval Melee +15% Combat Strength in melee attacks against Naval Units
Boarding Party II (Civ5) Boarding Party II Naval Melee +15% Combat Strength in melee attacks against Naval Units Boarding Party I
Boarding Party III (Civ5) Boarding Party III Naval Melee +15% Combat Strength in melee attacks against Naval Units Boarding Party II
Charge (Civ5) Charge Mounted +33% Combat Strength VS Wounded Units Shock II, Drill II
Coastal Raider I (Civ5) Coastal Raider I Naval Melee +20% Combat Strength when attacking Cities; Steal gold equal to 33% of the damage inflicted on a city
Coastal Raider II (Civ5) Coastal Raider II Naval Melee +20% Combat Strength when attacking Cities; Steal gold equal to 33% of the damage inflicted on a city Coastal Raider I
Coastal Raider III (Civ5) Coastal Raider III Naval Melee +20% Combat Strength when attacking Cities; Steal gold equal to 34% of the damage inflicted on a city Coastal Raider II
Cover I (Civ5) Cover I Melee, Ranged +25% Defense against all Ranged Attacks
Cover II (Civ5) Cover II Melee, Ranged +25% Defense against all Ranged Attacks Cover I
Discipline (Promotion) (Civ5) Discipline (Promotion) All Ground Units +15% Combat Strength when adjacent to a friendly Unit Disipline Social Policy
Dogfighting I (Civ5) Dogfighting I All Fighters +33% Combat Strength when performing an Air Sweep
Dogfighting II (Civ5) Dogfighting II All Fighters +33% Combat Strength when performing an Air Sweep Dogfighting I
Dogfighting III (Civ5) Dogfighting III All Fighters +34% Combat Strength when performing an Air Sweep Dogfighting II
Drill I (Civ5) Drill I Melee, Mounted +15% Combat Strength when fighting in ROUGH terrain (Hills, Forest, or Jungle)
Drill II (Civ5) Drill II Melee, Mounted +15% Combat Strength when fighting in ROUGH terrain (Hills, Forest, or Jungle) Drill I
Drill III (Civ5) Drill III Melee, Mounted +15% Combat Strength when fighting in ROUGH terrain (Hills, Forest, or Jungle) Drill II
Embarkation (Civ5) Embarkation Shared Can embark onto Water Tiles
Embarkation with Defense (Civ5) Embarkation with Defense Marines Can embark onto Water Tiles; Embarked units defend at double strength
Embarkation with Ocean Movement (Civ5) Embarkation with Ocean Movement Shared, only for Polynesia Can embark onto Water Tiles; Embarked units can enter Ocean and have +1 Sight
Evasion (Civ5) Evasion All Bombers Reduces damage taken from interception by 50% Siege II, Bombardment II
Exploration (promotion) (Civ5) Exploration Social Policy +1 Movement and +1 Sight (Naval Units)
Flight Deck I (Civ5) Flight Deck I Aircraft Carrier Can carry 1 extra air unit
Flight Deck II (Civ5) Flight Deck II Aircraft Carrier Can carry 1 extra air unit Flight Deck I
Flight Deck III (Civ5) Flight Deck III Aircraft Carrier Can carry 1 extra air unit Flight Deck II
Great Lighthouse (promotion) (Civ5) Great Lighthouse Wonder +1 Movement and +1 Sight (Naval Units)
Heal Instantly (Civ5) Heal Instantly All Damaged Units Heal this Unit by 50 HP; Doing so will Consume this Opportunity to choose a Promotion
Himeji Castle (promotion) (Civ5) Himeji Castle Wonder +15% Combat Strength in friendly territory
Indirect Fire (Civ5) Indirect Fire Battleship, Missile Cruiser, Artillery, Rocket Artillery Ranged attacks may be performed over obstacles (as long as other friendly units can see the target) Targeting II, Bombardment II, Accuracy III, Barrage III
Interception I (Civ5) Interception I All Fighters +33% Combat Strength when intercepting enemy aircraft
Interception II (Civ5) Interception II All Fighters +33% Combat Strength when intercepting enemy aircraft Interception I
Interception III (Civ5) Interception III All Fighters +34% Combat Strength when intercepting enemy aircraft Interception II
Logistics (Civ5) Logistics Ranged, Naval Ranged, Naval Melee, Air 1 additional attack per turn Accuracy III (Ranged), Barrage III (Ranged), Targeting III (Ranged), Bombardment III (Ranged), Coastal Raider III (Naval), Boarding Party III (Naval), Siege III (Air), Bombardment III (Air), Ambush II (Air), Mobility II (Air)
March (Civ5) March Melee, Mounterd (before Landship) Unit will Heal Every Turn, even if it performs an action Shock III (Melee), Drill III (Melee), Accuracy II (Ranged), Barrage II (Ranged)
Medic (Civ5) Medic Melee, Mounted (before Landship) This unit and all others in adjacent tiles heal 5 additional HP per turn Shock I, Drill I, Scouting II, Survivalism II
Mobile Admiral (Civ5) Mobile Admiral Great Admiral +2 Movement
Mobile General (Civ5) Mobile General Great General +3 Movement
Mobility (Civ5) Mobility Mounted, Naval Ranged, Naval Melee +1 Movement Shock III (Melee), Drill III (Melee), Targeting I (Ranged), Bombardment I (Ranged), Coastal Raider I (Naval), Boarding Party I (Naval)
Morale (Civ5) Morale Shared +15% Combat Strength Heroic Epic
Patriotic War (Civ5) Patriotic War Shared +15% attack bonus in friendly territory Patriotic War(Social Policy)
Range (Civ5) Range Ranged, Siege, Naval Ranged +1 Range Accuracy III, Barrage III, Targeting II, Bombardment II
Range (Civ5) Range Air +2 operational range Interception I, Dogfighting I, Siege I, Bombardment I
Repair (Civ5) Repair Mounted Units(Landship and Beyond), Helicopter Gunship Unit will Heal Every Turn, even if it performs an action Shock III, Drill III
Sapper (Civ5) Sapper Siege Tower When next to an enemy city, other units within 2 tiles get a 50% Bonus when attacking the city
Scouting I (Civ5) Scouting I Scout +1 Visibility Range
Scouting II (Civ5) Scouting II Scout +1 Visibility Range Scouting I
Scouting III (Civ5) Scouting III Scout +1 Visibility Range Scouting II
Sentry (Civ5) Sentry Mounted, Naval Melee, Naval Ranged, Lancer, Scout +1 Visibility Range Shock I (Melee), Drill I (Melee), Targeting I (Ranged), Bombardment I (Ranged)
Shock I (Civ5) Shock I Melee, Mounted +15% Combat Strength when fighting in OPEN Terrain (NO Hills, Forest, or Jungle)
Shock II (Civ5) Shock II Melee, Mounted +15% Combat Strength when fighting in OPEN Terrain (NO Hills, Forest, or Jungle) Shock I
Shock III (Civ5) Shock III Melee, Mounted +15% Combat Strength when fighting in OPEN Terrain (NO Hills, Forest, or Jungle) Shock II
Siege (Civ5) Siege Melee, Ranged +50% Combat Strength VS Cities Shock II (Melee), Drill II (Melee), Accuracy I (Ranged), Barrage I (Ranged)
Siege I (Civ5) Siege I All Bombers +33% Combat Strength VS Cities
Siege II (Civ5) Siege II All Bombers +33% Combat Strength VS Cities Siege I
Siege III (Civ5) Siege III All Bombers +34% Combat Strength VS Cities Siege II
Sortie (Civ5) Sortie Air 1 extra Interception may be made per turn Interception II, Dogfighting II
Statue of Zeus (promotion) (Civ5) Statue of Zeus Wonder +15% Combat Strength when attacking cities
Supply (Civ5) Supply Naval Ranged, Naval Melee May heal damage Outside of Friendly Territory; 15 HP healed per turn Targeting II, Bombardment II, Coastal Raider II, Boarding Party II, Wolfpack II (Submarine), Flight Deck II (Aircraft Carrier), Armor Plating II (Aircraft Carrier)
Survivalism I (Civ5) Survivalism I Scout +5 HP healed per turn outside of friendly territory and +25% Defense
Survivalism II (Civ5) Survivalism II Scout +5 HP healed per turn outside of friendly territory and +25% Defense Survivalism I
Survivalism III (Civ5) Survivalism III Scout Unit will Heal Every Turn, even if it performs an action; Unit will attempt to withdraw when faced with a melee attack Survivalism II
Targeting I (Civ5) Targeting I Naval Ranged +15% Combat Strength against Naval Units Interception I (Air), Dogfighting I (Air), Siege I (Air), Bombardment I (Air)
Targeting II (Civ5) Targeting II Naval Ranged +15% Combat Strength against Naval Units Targeting I
Targeting III (Civ5) Targeting III Naval Ranged +15% Combat Strength against Naval Units Interception I (Air), Dogfighting I (Air), Siege I (Air), Bombardment I (Air)
Volley (Civ5) Volley Ranged +50% Combat Strength VS Fortified Units and Cities Accuracy I, Barrage I
War Canoes (Civ5) War Canoes Songhai Embarked units have double the usual defense strength and see further than a normal embarked unit.
Wolfpack I (Civ5) Wolfpack I Submarine +25% Combat Bonus when attacking
Wolfpack II (Civ5) Wolfpack II Submarine +25% Combat Bonus when attacking Wolfpack I
Wolfpack III (Civ5) Wolfpack III Submarine +25% Combat Bonus when attacking Wolfpack II
Woodsman (Civ5) Woodsman Melee Double movement rate through Forest and Jungle Shock III, Drill III
Civilization V [edit]
Gods & KingsBrave New World

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