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Promotions (Civ6)

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For religious promotions, see Apostle (Civ6).

A unit that survives combat will gain "Experience Points" (XP). Once a unit reaches a certain amount of XP, it will "level up", at which point it can receive a promotion that enhances the unit in some way. When selecting a promotion, the unit is healed an amount of Hit Points. The unit will not continue to gain any further XP until the promotion is selected.

List of Promotions Edit

Recon Units Edit

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. I Ranger or I Alpine
II Guerrilla Can move after attacking. I Ranger or I Alpine
III Spyglass +1 Sight Range. II Sentry
III Ambush +20 Combat Strength in all situations. II Guerrilla
IV Camouflage Only adjacent enemy units can reveal this unit. III Spyglass or III Ambush

Melee Units Edit

Promotion Effect Required Promotions
I Battlecry +7 Combat Strength vs. melee and ranged units. -
I Tortoise +10 Combat Strength when defending against ranged attacks. -
II Commando Can scale Cliff walls. I Battlecry or II Amphibious
II Amphibious No Combat Strength and Movement penalty when attacking from Sea or River. I Tortoise or II Commando
III Zweihander +7 Combat Strength vs. anti-cavalry units. II Commando or II Amphibious
III Urban Warfare + 10 Combat Strength when fighting in a District. II Commando or II Amphibious
IV Elite Guard +1 additional attack per turn if Movement allows. Can move after attacking. III Zweihander or III Urban Warfare

Ranged Units Edit

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. I Volley
II Incendiaries Plus 7 Ranged strength vs. District defenses. I Garrison
III Suppression Exercise zone of control. II Arrow Storm or II Incendiaries
III Emplacement +10 Combat Strength when defending vs. city attacks. II Arrow Storm or II Incendiaries
IV Expert Marksman +1 additional attack per turn if unit has not moved. III Suppression or III Emplacement

Anti-Cavalry Units Edit

Promotion Effect Required Promotions
I Echelon +5 Combat Strength vs. cavalry units. -
I Thrust +10 Combat Strength vs. melee units. -
II Square Double Combat Strength when occupying the same hex as a support unit. I Echelon
II Schiltron +10 Combat Strength when defending vs. melee class units. I Thrust
III Redeploy +1 Movement. II Square or II Schiltron
III Choke Points +7 Combat Strength when defending in Woods, Jungle, Hills, or Marsh. II Square or II Schiltron
IV Hold The Line Adjacent units of a different class get +10 Combat Strength vs. cavalry. III Redeploy or III Choke Points

Light Cavalry Units Edit

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. I Caparison
II Double Envelopment x2 flanking bonus. I Coursers
III Spiking The Guns +7 Combat Strength vs. siege units. II Depredation or II Double Envelopment
III Pursuit +1 Movement. II Depredation or II Double Envelopment
IV Escort Mobility Formation units all inherit escort's Movement speed. III Spiking The Guns or III Pursuit

Heavy Cavalry Units Edit

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

Siege Units Edit

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. I Grape Shot
II Shells +10 Combat Strength vs. District defenses. I Crew Weapons
III Advanced Rangefinding +10 Combat Strength vs. naval units. II Shrapnel or II Shells
III Expert Crew Can attack after moving. II Shrapnel or II Shells
IV Forward Observers +1 Range. III Advanced Rangefinding or III Expert Crew

Naval Melee Units Edit

Promotion Effect Required Promotions
I -
I -
II
II
III
III
IV

Naval Ranged Units Edit

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. I Line of Battle
II Rolling Barrage +10 Combat Strength vs. District defenses. I Bombardment
III Supply Fleet Heal outside of friendly territory. II Preparatory Fire or II Rolling Barrage
III Proximity Fuses +7 Combat Strength when defending vs. air attacks. II Preparatory Fire or II Rolling Barrage
IV Coincidence Rangefinding +1 Range. III Supply Fleet or III Proximity Fuses

Naval Raider Units Edit

Promotion Effect Required Promotions
I Loot +50 Gold from coastal raids -
I Boarding Obtain Gold from naval victories -
II Swift Keel +1 Movement. I Loot or II Homing torpedoes
II Homing Torpedoes +10 Combat Strength vs. naval units. I Boarding or II Swift Keel
III Observation +1 Sight Range. II Swift Keel
III Silent Running Can move after attacking. II Homing Torpedoes
IV Wolfpack +1 additional attack per turn. III Observation or III Silent Running

Fighter Units Edit

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. I Dogfighting
II Strafe +17 Combat Strength vs. non-cavalry units. I Cockpit Armor
III Ground Crews Heal while patrolling or deployed. II Interceptor
III Tank Buster +17 Combat Strength vs. cavalry units. II Strafe
IV Drop Tanks +2 Range. III Ground Crews or III Tank Buster

Bomber Units Edit

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. I Box Formation or I Evasive Maneuvers
II Close Air Support +12 Combat Strength vs. land units. I Box Formation or I Evasive Maneuvers
III Tactical Maintenance Can heal after attacking. II Torpedo Bomber
III Long Range +2 Range. II Close Air Support
IV Superfortress No minimum health requirement to air pillage. III Tactical Maintenance or III Long Range
Civilization VI [edit]

Lists
BeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsLeadersImprovementsPolicy CardsPromotionsResourcesTechnologiesTerrainUnitsWonders

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Miscellaneous
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