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For religious promotions, see Apostle (Civ6).

Promotions are special abilities which military units in Civilization VI can earn to enhance their battlefield performance in various ways. Units earn promotions by gaining Experience Points (XP) and levels.

Earning Experience Edit

Every time a unit enters and survives combat it will gain XP. The exact amount gained differs from the type of combat the unit was engaged in (melee or ranged), and may be further affected by a number of factors. For example, land units trained in a city with an Encampment with specialized buildings in it will earn XP at an increased rate. Check the individual building descriptions for more info on this.

Fighting Barbarians has limited uses: any unit that does so will earn its first level normally, after which for every military encounter it will earn only 1 XP, regardless of type or bonuses!

Leveling Up Edit

When a unit earns enough XP to level up, a special button will appear in its Command Tab, which will trigger the process. Note that you may delay leveling up as long as you want; however, your unit won't earn new XP until it finishes the level-up process.

Each unit may select from a special promotions table, which is different for every military class (check them out below). Furthermore, the promotions in the table have hierarchical organization, so you will have to progress from lower-tier ones towards the more advanced ones. In general there are two main avenues for advancement, which both lead towards an "uber-promotion."

Upon selecting a promotion, a unit is healed 50 Hit Points and its turn ends.

List of Promotions Edit

Recon Units Edit

Scout promotions (Civ6)
Tier 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. Ranger or Alpine
II Guerrilla Can move after attacking. Ranger or Alpine
III Spyglass +1 Sight Range. Sentry
III Ambush +20 Combat Strength in all situations. Guerrilla
IV Camouflage Only adjacent enemy units can reveal this unit. Spyglass or Ambush

Melee Units Edit

Melee promotions (Civ6)
Tier 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. Battlecry or Amphibious
II Amphibious No Combat Strength and Movement penalty when attacking from Sea or over a River. Tortoise or Commando
III Zweihander +7 Combat Strength vs. anti-cavalry units. Commando or Amphibious
III Urban Warfare +10 Combat Strength when fighting in a District. Commando or Amphibious
IV Elite Guard +1 additional attack per turn if Movement allows. Can move after attacking. Zweihander or Urban Warfare

Ranged Units Edit

Ranged promotions (Civ6)
Tier 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. Volley
II Incendiaries Plus 7 Ranged strength vs. District defenses. Garrison
III Suppression Exercise zone of control. Arrow Storm or Incendiaries
III Emplacement +10 Combat Strength when defending vs. city attacks. Arrow Storm or Incendiaries
IV Expert Marksman +1 additional attack per turn if unit has not moved (i.e. does not move after making its first attack). Suppression or Emplacement

Anti-Cavalry Units Edit

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

Light Cavalry Units Edit

Light Cavalry promotions (Civ6)
Tier 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. Caparison
II Double Envelopment x2 flanking bonus. Coursers
III Spiking the Guns +7 Combat Strength vs. siege units. Depredation or Double Envelopment
III Pursuit +1 Movement. Depredation or Double Envelopment
IV Escort Mobility Formation units all inherit escort's Movement speed. Spiking the Guns or Pursuit

Heavy Cavalry Units Edit

Heavy Cavalry promotions (Civ6)
Tier 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. Charge or Rout
II Rout +5 Combat Strength against damaged units. Barding or Marauding
III Armor Piercing +7 Combat Strength against other heavy cavalry units. Marauding or Rout
III Reactive Armor +7 Combat Strength when defending against heavy cavalry and anti-cavalry. Rout
IV Breakthrough +1 additional attack per turn if Movement allows. Armor Piercing or Reactive Armor

Siege Units Edit

Siege promotions (Civ6)
Tier 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. Grape Shot
II Shells +10 Combat Strength vs. District defenses. Crew Weapons
III Advanced Rangefinding +10 Combat Strength vs. naval units. Shrapnel or Shells
III Expert Crew Can attack after moving. Shrapnel or Shells
IV Forward Observers +1 Range. Advanced Rangefinding or Expert Crew

Naval Melee Units Edit

Naval Melee promotions (Civ6)
Tier Promotion Effect Required Promotions
I Helmsman +1 Movement. -
I Embolon +7 Combat Strength vs. naval units. -
II Rutter +1 Sight range. Helmsman
II Reinforced Hull +10 Combat Strength when defending vs. ranged attacks. Embolon
III Convoy +10 Combat Strength when in a formation. Rutter or Reinforced Hull
III Auxiliary Ships Heal outside of friendly territory. Rutter or Reinforced Hull
IV Creeping Attack +14 Combat Strength vs. naval raider units. Convoy or Auxiliary Ships

Naval Ranged Units Edit

Naval Ranged promotions (Civ6)
Tier 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. Line of Battle
II Rolling Barrage +10 Combat Strength vs. District defenses. Bombardment
III Supply Fleet Heal outside of friendly territory. Preparatory Fire or Rolling Barrage
III Proximity Fuses +7 Combat Strength when defending vs. air attacks. Preparatory Fire or Rolling Barrage
IV Coincidence Rangefinding +1 Range. Supply Fleet or Proximity Fuses

Naval Raider Units Edit

Naval Raider promotions (Civ6)
Tier Promotion Effect Required Promotions
I Loot +50 Gold from coastal raids -
I Boarding Obtain Gold from naval victories -
II Swift Keel +1 Movement. Loot or Homing Torpedoes
II Homing Torpedoes +10 Combat Strength vs. naval units. Boarding or Swift Keel
III Observation +1 Sight Range. Swift Keel
III Silent Running Can move after attacking. Homing Torpedoes
IV Wolfpack +1 additional attack per turn. Observation or Silent Running

Naval Carrier Units Edit

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
II Advanced Engines +1 Movement Scout Planes or Hangar Deck
III Folding Wings +1 additional aircraft slot Hangar Deck
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 Edit

Fighter promotions (Civ6)
Tier 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. Dogfighting
II Strafe +17 Combat Strength vs. non-cavalry units. Cockpit Armor
III Ground Crews Heal while patrolling or deployed. Interceptor
III Tank Buster +17 Combat Strength vs. cavalry units. Strafe
IV Drop Tanks +2 Range. Ground Crews or Tank Buster

Bomber Units Edit

Bomber promotions (Civ6)
Tier 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. Box Formation or Evasive Maneuvers
II Close Air Support +12 Combat Strength vs. land units. Box Formation or Evasive Maneuvers
III Tactical Maintenance Can heal after attacking. Torpedo Bomber
III Long Range +2 Range. Close Air Support
IV Superfortress No minimum health requirement to air pillage. Tactical Maintenance or Long Range
Civilization VI [edit]

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