View Full Version : Civilization 5 Promotions - Complete list


ltarmstrong3
Sep 16, 2010, 05:16 PM
Ok, Promotions are divided into 7 categories which are:

Melee
Ranged
Naval
Healing
Scouting
Air
Shared

I will tackle Melee in this post and followup shortly with the others


MELEE

Ambush I- +25% combat strenth vs. armored units, requires Shock II, Drill II

Ambush II- +25% combat strength vs. armores units, requires Ambush I

Blitz- unit may attack multiple times per turn, requires Shock III, Drill III

Charge- +25% combat strength vs. wounded units, requires Shock II, Drill II

Cover I- +25% defence against all ranged attacks, requires Shock II, Drill II, accuracy I, barrage I

Cover II- +25% against all ranged attacks, requires cover I

Drill I- +20% combat strength when fighting in rough terrain (hills/forest/jungle), no prerequisite

Drill II- +20% combat strength when fighting in rough terrain (hills/forest/jungle), requires Drill I

Drill III- +25% combat strength when fighting in rough terrain (hills/forest/jungle), requires Drill II

Formation I- +25% combat strength vs. mounted units, requires Shock II, Drill II, Accuracy II, Barrage II

Formation II- +25% combat strength vs. mounted units, requires Formation I

Shock I- +20% combat strength when fighting in open terrain (NO hills/forest/jungle), no prerequisite

Shock II- +20% combat strength when fighting in open terrain (NO hills/forest/jungle), requires Shock I

Shock III- +25% combat strength when fighting in open terrain (NO hills/forest/jungle), requires Shock II

Siege- +25% combat strength vs. cities, requires Shock I,Drill I, Accuracy I, Barrage I



OK there the first installment, next post will be Ranged Promotions

ltarmstrong3
Sep 16, 2010, 05:32 PM
Second installment

RANGED PROMOTIONS

Accuracy I- +20% ranged combat strength against unit in open terrain (no hills/forest/jungle), no prerequisite

Accuracy II- +20% ranged combat strength against unit in open terrain (no hills/forest/jungle), requires Accuracy I

Accuracy III- +25% ranged combat strength against unit in open terrain (no hills/forest/jungle), requires Accuracy II

Barrage I- +25% ranged combat strength unit in rough terrain (hills/forest/jungle), no prerequisite

Barrage II- +25% ranged combat strength unit in rough terrain (hills/forest/jungle), requires Barrage I

Barrage III- +25% ranged combat strength unit in rough terrain (hills/forest/jungle), requires Barrage II

Bombartment I- +20% combat strength against land unit, no prerequisite

Bombardment II- +20% combat strength against land unit, requires Bombardment I

Bombardment III- +20% combat strength against land unit, requires Bombardment II

Logistics- +1 additional attack per turn, requires Accuracy III, Barrage III, Targeting III, Bombardment III

Mobility- +1 movement, requires Shock III, Drill III, Targeting I, Bombardment I

Range- +1 range, requires Accuracy III, Barrage III, Targeting II, Bombardment II

Volley- +25% combat strength vs. fortified units, requires Accuracy I, Barrage I


Next installment of Naval & Healing promotions soon

ltarmstrong3
Sep 16, 2010, 05:54 PM
here are Naval & Healing promotions

NAVAL

Amphibious- eliminates combat penalty for attacking from the sea or over a river, requires Shock II, Drill II

Supply- may heal damage outside of friendly territory, 2 HP healed per turn, requires Targeting II, Bombardment II

Targeting I- +20% combat strength against naval unit, no prerequisite

Targeting II- +20% combat strength against naval unit, requires Targeting I

Targeting III- +20% combat strength against naval unit, requires Targeting II



HEALING

Heal Instantly- heal this unit completely, doing so will consume this oppertunity to choose a promotion, no prerequisite

March- unit will heal every turn, even if it performs an action, requires Shock III, Drill III, Accuracy II, Barrage II

Medic- this unit and all other in adjacent tiles heal 1 additional HP per turn, requires Shock I, Drill I, Scouting II, Survivalism II

Repair- air repair, requires Interception II, Dogfighting II, Siege II, Bombardment II

Repair- unit will heal every turn even if it performs an action, requires Shock III, Drill III

Survivalism I- +1 HP healed per turn outside of friendly territory, no prerequisite

Survivalism II- +50% defence, requires Survivalism I

Survivalism III- +50% defence, unit will heal every turn even if it performs an action, requires Survivalism II



looking at repair it must be the same promotion but for air and land units

OK. next time it will be Scouting and Shared Promotions

ltarmstrong3
Sep 16, 2010, 06:33 PM
here are the Scouting and Shared Promotions:



SCOUTING

Scouting I- +1 visibility range, no prerequisite

Scouting II- +1 movement, requires Scouting I

Scouting III- +1 visibility range, requires Scouting II

Sentry- +1 visibility range, requires Shock I, Drill I, Targeting I, Bombardment I




SHARED

Discipline- +15% combat strength when adjacent to a friendly unit, requires you adopt this Honor policy

Embarkation- can embark onto water tiles, requires research of Optics

Great Lighthouse- +1movement & +1 sight, requires Great Lighthouse

Himeji Castle- +25% combat strength in friendly territory, requires Himeji Castle

Indirect Fire- ranged attacks can be performed over obstacles, requires Targeting I, Bombardment I, Accuracy I, Barrage I

Morale- +15% combat strength, requires unit to be built in same city as your Heroic Epic

Nationalism- +25% combat strength in friendly territory, requires you adopt this Order policy

Naval Tradition- +1 movement and +1 sight, requires you adopt this Commerce policy

Oligarchy- +33% combat strength in friendly territory, adopt this Tradition policy



it seems that in Shared promotions only Indirect fire is actually a true promotion. All others in Shared promotions seem to be an automatic benifit of a policy, wonder or tech.


Air promotions are next!! (and there are ALOT of them)

ltarmstrong3
Sep 16, 2010, 07:08 PM
Here is the last catagory of promotions: Air



AIR

Ambush I- +25% strength vs armored units, requires Interception I, Dogfighting I, Siege I, Bombardment I

Anbush II- +25% strength vs armored units, requires Ambush I

Dogfighting I- +25% strength when performing an air sweep, no prerequisite

Dogfighting II- +25% strength when performing an air sweep, requires dogfighting I

Dogfighting III- +25% strength when performing an air sweep, requires dogfighting II

Evasion- reduces damage taken from interception by 50%, requires Siege II, Bombardment II

Interception I- +25% combat strength when intercepting an enemy aircraft, no prerequisite

Interception II- +25% combat strength when intercepting an enemy aircraft, requires Interception I

Interception III- +25% combat strength when intercepting an enemy aircraft, requires Interception II

Logistics- +1 additional attack per turn, requires Siege II, Bombardment II, Ambush II, MobilityII

Mobility I- +1 movement, no prerequisite

Mobility II- +1 movement, requires Mobility I

Range- +2 operational range, requires Interception I, Dogfighting I, Siege I, Bombardment I

Siege I- +25% combat strength vs cities, no prerequisite

Siege II- +25% combat strength vs cities, requires Siege I

Siege III- +25% combat strength vs cities, requires Siege II

Sortie- +1 extra interception may be made per turn, requires Interception II, Dogfighting II

Targeting I- +20% combat strength vs naval unit, requires Interception I, Dogfighting I, Siege I, Bombardment I

Targeting II- +20% combat strength vs naval unit, requires Targeting I



Whew! that was a bit, gonna give my fingers a break since I've been here almost 7 hours (wow just like a civ session, just one more.....reply to thread)
anyway enjoy and Ill be back after a short break

Lord Olleus
Sep 16, 2010, 07:11 PM
Air sweep is a mission! I imagine its an agressive version of interception where you actively try to shoot down any air unit which is 'defending' an area. Lovely. Confused as to what movement does for an air unit. Number of missions that can be done per turn? Makes sortie seem underpowered.

mjs0
Sep 16, 2010, 07:13 PM
Mobility I- +1 movement, no prerequisite

Mobility II- +1 movement, requires Mobility I

Range- +2 operational range, requires Interception I, Dogfighting I, Siege I, Bombardment IHmmm....
I am thoroughly confused by this.
I thought air units were going to work like they did in Civ4 (which is what we have seen in the video footage) and have the ability to attack any tile within their operational range.
How do they also have movement points??

Blackfang
Sep 16, 2010, 07:19 PM
Hmmm....
I am thoroughly confused by this.
I thought air units were going to work like they did in Civ4 (which is what we have seen in the video footage) and have the ability to attack any tile within their operational range.
How do they also have movement points??

My guess would be, they can rebase only within that range as well, and those movement points allow faster reallocation of air units. (1 move = 1 rebase)

KrikkitTwo
Sep 16, 2010, 07:20 PM
Air sweep is a mission! I imagine its an agressive version of interception where you actively try to shoot down any air unit which is 'defending' an area. Lovely. Confused as to what movement does for an air unit. Number of missions that can be done per turn? Makes sortie seem underpowered.

Sortie might be Defensive.... once an air unit intercepts, it might not be able to intercept again until next turn, unless it has Sortie.

Movements could either be 'rebases' or 'attacks'

alpaca
Sep 16, 2010, 07:39 PM
Or it could be a mistake. Mobility sounds like a promotion for naval units if you ask me. Targeting also seems to go on both air and naval units.

bhavv
Sep 16, 2010, 07:42 PM
Or it could be a mistake. Mobility sounds like a promotion for naval units if you ask me. Targeting also seems to go on both air and naval units.

Since when? Land units could get mobility in Civ 4 as well.

Feyd Rautha
Sep 16, 2010, 07:47 PM
Embarkation is a shared promotion and it requires optics. So it's not a regular one before that point. Sorry... no land invasions for you! I wonder how the Greeks did it... ...

rastak
Sep 16, 2010, 07:52 PM
Embarkation is a shared promotion and it requires optics. So it's not a regular one before that point. Sorry... no land invasions for you! I wonder how the Greeks did it... ...


Good swimmers.

Garett20
Sep 16, 2010, 07:55 PM
Good swimmers.
:lol:

12agnar0k
Sep 16, 2010, 08:15 PM
I don't think embark is actually a promotion - probably just a status icon for when your unit is in transport form.

A lot of the shared "promotions" are more like status effects from having certain wonders, SPs, or whatever. Just a way to more easily see the effects on units.

No I believe it is confirmed that prior to optics you can promote a unit so that it can embark, basically a "if you want to pay for the privellge, then you can use the coast earlier".

Dearmad
Sep 16, 2010, 08:43 PM
wow thanks!

durindana
Sep 16, 2010, 09:16 PM
!

Thanks, huge.

Duque d'Caxias
Sep 16, 2010, 10:57 PM
.

Where did you get all this information???

.

SirTurtle
Sep 16, 2010, 11:08 PM
.

Where did you get all this information???

.

http://forums.civfanatics.com/showthread.php?t=379605

pi-r8
Sep 16, 2010, 11:47 PM
what does movement do for air units? Change the range for how far you can rebase them between cities?

VincentCecelia
Sep 17, 2010, 12:02 AM
wait you said logistics require targeting III which is for naval units but in the 2k 2 hour live video greg got it with a trebuchet ?

SirTurtle
Sep 17, 2010, 12:05 AM
wait you said logistics require targeting III which is for naval units but in the 2k 2 hour live video greg got it with a trebuchet ?

I think the list means the Logistics requires

Accuracy III OR Barrage III OR Targeting III OR Bombardment III

Some clarification would be helpful.

VincentCecelia
Sep 17, 2010, 12:23 AM
I think the list means the Logistics requires

Accuracy III OR Barrage III OR Targeting III OR Bombardment III

Some clarification would be helpful.

ok that would make sense. but an extra attack just from from choosing three of the promotions that actually help you seem a bit much doesn't it?

Sphinx
Sep 17, 2010, 12:43 AM
Good stuff.

I assume none of the promotions has 2 or more prerequisites. (doesnt count, that something III requires something II and something I. what i mean, to get something III requires something II and something else II)

Schuesseled
Sep 17, 2010, 06:46 AM
Air sweep is a mission! I imagine its an agressive version of interception where you actively try to shoot down any air unit which is 'defending' an area. Lovely. Confused as to what movement does for an air unit. Number of missions that can be done per turn? Makes sortie seem underpowered.

I would imagine mobility would be a upgrade unqiue to helicopters.

KrikkitTwo
Sep 17, 2010, 08:04 AM
Mobility probably changes how many Times you can rebase in a single turn. (since each time it is limited to your range)

WeaselSlapper
Sep 17, 2010, 08:35 AM
Can someone provide any clarification if the commas mean AND or OR? For example:
Ambush I- +25% combat strenth vs. armored units, requires Shock II, Drill II

Does Ambush I require Shock 2 and Drill 2 or just one of the two? I know there was a little conjecture on this, but I would like to know more concretely.

Thanks

mjs0
Sep 17, 2010, 08:45 AM
Mobility probably changes how many Times you can rebase in a single turn. (since each time it is limited to your range)

Has this been confirmed (that rebase is limited to range), I don't remember that being a restriction in 4.
If true it will severely hamper getting air support to a beachhead on a distant continent.

Dark_Jedi06
Sep 17, 2010, 08:53 AM
I'm glad to see that the bonuses from Social Policies, Wonders, etc. that effect units will show up as promotions, it makes it much easier to keep track of. :)

KrikkitTwo
Sep 17, 2010, 09:15 AM
Has this been confirmed (that rebase is limited to range), I don't remember that being a restriction in 4.
If true it will severely hamper getting air support to a beachhead on a distant continent.

I believe so, but that makes carriers more important then.

WeaselSlapper
Sep 17, 2010, 09:23 AM
I believe so, but that makes carriers more important then.

But then why still limit carrier capacity to three? That always bothered me with Civ IV. With only three fighters on a carrier you need two carries to be of any real impact. You need at least one fighter for intercepting if the other guy has flight, and with the intercept limits in Civ 5 you may even need two to adequately defend your valuable carrier. With even only one fighter defending after one round of assault you will probably want to have one fighter healing so that only leaves one free fighter. I really wish they would bump up the capacity to at least five to give carriers the proper power they posses in reality.

KrikkitTwo
Sep 17, 2010, 09:27 AM
Well they can carry bombers.

WeaselSlapper
Sep 17, 2010, 09:53 AM
Well they can carry bombers.

I don't think they can. I thought I remembered reading somewhere that carrier capacity is three fighters. Plus it wouldn't make sense for carriers to carry bombers.

Schuesseled
Sep 17, 2010, 11:04 AM
Can someone provide any clarification if the commas mean AND or OR? For example:
Ambush I- +25% combat strenth vs. armored units, requires Shock II, Drill II

Does Ambush I require Shock 2 and Drill 2 or just one of the two? I know there was a little conjecture on this, but I would like to know more concretely.

Thanks

It means or.

Has this been confirmed (that rebase is limited to range), I don't remember that being a restriction in 4.
If true it will severely hamper getting air support to a beachhead on a distant continent.


Movement does not equal range, and besides that, fighters will probably only have 1 movement like in civ 4, enough to activate one rebase, or one mission, mobility is for helicopters, who act more like a land unit.

I don't think they can. I thought I remembered reading somewhere that carrier capacity is three fighters. Plus it wouldn't make sense for carriers to carry bombers.

They said that carriers offer space for 3 aircraft, It's possible that bombers can't go on carriers, but don't count on it, nothing has been confirmed.

alpaca
Sep 17, 2010, 11:27 AM
Since when? Land units could get mobility in Civ 4 as well.

The mobility promotion from civ4 was only for land units iirc but it had a different function than that described above (-1 terrain movement cost). The mobility promotion in Civ5 seems to work like the Navigation promotion in Civ4. Of course, it could go on land units, I just meant to point out that it's probably wrongly listed among air promotions or goes onto both air and naval units

Celevin
Sep 17, 2010, 06:47 PM
It means or.
Do you have any evidence for this?

EDIT: I see your logic... I see no definite citation, but it's reasonable to assume it's OR.

Schuesseled
Sep 17, 2010, 06:56 PM
because we already knew some of the pre-reqs and they were or, it matches up, just missing the or. (although because he didn't state them, i can't rule out the possibility of a couple of ands in there.)

Celevin
Sep 17, 2010, 07:13 PM
I was more going by the lines that some upgrades required ranged-only and melee-only upgrades, and were obviously meant for both.

+1 movement is an interesting example. It obviously helps out melee more, and requires 3 melee upgrades unlike only 2 ranged upgrades.

Schuesseled
Sep 17, 2010, 07:44 PM
Targetting and bombardment should really be classified as naval promotions. imo.

Pinstar
Sep 17, 2010, 09:12 PM
Curious to see how widely spread the ranged promotions are split. I have a feeling this is going to show the raw power of ranged units and how disgustingly over-powered a global ranged combat buff would have been.

DaMav
Feb 09, 2011, 04:26 AM
This is a nice start but one of you smart folks who win Diety games in your sleep should write an in depth intro article on the strategy of combat experience promotions. (Or link one if I missed it)

It was somewhat disappointing to see my elite crossbows with logistics and range turned into riflemen who had neither an extra attack nor extra range. Or to waste logistics on Chu-ko-nus who were frozen at two attacks. And how counterintuitive is it that crossbows can shoot over mountains with indirect fire but rifles are not ranged?

Airey
Feb 09, 2011, 05:02 AM
Not sure about other people, using instant heal and taking cities earlier works pretty well. Even for pacifist fighting defensive war. Taking AI cities is the fastest way to get AI to sign peace treaty. Attack window is smaller on higher level. Usually don't have that much time saving units to be promoted. This would be best leveraged at Marathon speed, where healing time and travel time are disproportionally shorter.

Michl2602
Feb 09, 2011, 05:42 AM
And how counterintuitive is it that crossbows can shoot over mountains with indirect fire but rifles are not ranged?

Thanks, as your statement shows, that I'm not the only one feeling that way.

@devs: No prob, if you make it even harder to get those promotions, but pls don't keep it that sophisticated, which ones to optimally take at an early stage!

PS.: Trickster7135 started such a section in his 'CiV-Guide', but evidently didn't have enough time to progress it, since I looked last.

André Alfenaar
Feb 09, 2011, 06:11 AM
And how counterintuitive is it that crossbows can shoot over mountains with indirect fire but rifles are not ranged?

Bows can usually shoot in an arc. Rifles not. So it is not that counterintuitive. Only problem is that shots from crossbows are pretty straight as well. But obviously there are game reasons to see riflemen as melee units and bowmen as ranged units.

One could choose to keep crossbowmen until infantry arrives. They can do a reasonable job until then because of their range and promotions.

MadDjinn
Feb 09, 2011, 09:15 AM
ok guys, if you haven't turned your brains off re: rifles being melee vs. ranged units, then you'll not get into the game to enjoy it. yeah it's annoying, but that's what we have at the moment. (changes pending)

anywhom... As one of those Deity players who bothers hanging out in modern era from time to time: (cleaning up some random comment in this thread)

a) Both Bombers and fighters/Jet Fighters can be based on carriers.

b) No they do not have multiple 'moves' per turn. Air units get 1 rebase and that's it.
- you can in crease the operational range; which is the distance from their current base. This means either attack/defense (you get 1 base) or rebase. Rebase distance and operational range distance are, generally, not the same. Ie, Nukes can be dropped x distance away, but their rebase distance is huge.

c) A reason for 3 air units in a carrier is that Air units only require two upgrades pre-multiple attacks. All else requires 3. So in a very short life span, those three aircraft become effectively 6.

d) Even on Huge maps, given the rebase ranges, you can get aircraft anywhere in the world if you use carriers as midpoint bases. (this also counts for missiles if you use nuclear subs/missile cruisers)

e) Best bet for carrier setup: (assuming enemy has flight/radar)
1 Jet fighter set for air sweep. The fighter goes in and takes the hit from an AA battery or defending fighter.
2 bombers set for whatever you're using them for. (specialization helps - so all city attack or all ground attack. Never naval attack)

f) carrier group:
2+ carriers configured as above in e
2-3 destroyers (for AA defence and anti-naval promotions)
1+ Battleships (for bombardment promotion)
anything else you want to toss in there.

I can't say enough how much AA defense is (via fighters and destroyers) important late game. The AI spams crap fighters and will launch them all at one target at a time. even if only taking 1 hit/attack, a GDR will die if enough of them get through. I've saved a helicopter (at 3 health) from 5 attacks/turn by fighters by having 2 jet fighters on intercept, 2 destroyers sitting next to the helicopter (coast) and my CS ally having an AA battery there. The interceptors (air) take away the damage from the target! That's huge.

anywhom...

promotions (from a deity player)
- no insta heal unless no other choice. (Ie, gonna die otherwise or you really need to instaheal to take a city as all your other units have to heal as well)
edit: Don't forget that you can abuse insta-heal for melee units by having the promotion available at the beginning of the turn, attacking, then using the promotion on the same turn. Ranged units don't get this option for some reason. (and I think melee units weren't supposed to either)

- Melee units: Always straight up terrain promotions to blitz (they change the name all the time - multiple attacks). I might stop at siege if it's worth it (CS of city getting higher than I like) or amphib assault (if I'm constantly crossing rivers/using naval units for the bombardment)
- sometimes will grab medic for a limited number of units if the war will be fought away from cities against mass units.

siege units: pick a terrain promotion, pick siege, back to terrain until logistics. then range, then march, then... game likely over as this unit is likely a Rocket artillery by now.

archers/crossbow... I used to got for multi attacks, but given the upgrade path, I now pick barrage, siege, cover, etc etc... and stay away from the ranged terrain promotions unless I run out of promotions.

naval:
Caravels->D's anti-naval
Frigates->D's anti-land
Keep them both going up the line to logistics, then range, then healing, etc etc. Logistics lets you move/attack/attack/move, so you'll never be within range of getting attacked by land units once you have destroyers.
Erm... the rest don't really matter. (battleships - anti-land as their normal attack vs ships is already really strong)

Air units:

These are the units that are the most promotion configurable units in the game. I'd almost cry if they moved this form of configuration to other units types in the game.

You can set up fighters/jet fighters for 1) air domination, 2) close combat support, 3) long range interceptors, 4) mixed roles, etc - just like real air units!

Same for bombers (anti-city, anti-ground, maybe anti-naval but bombers suck against naval, increased defense against interception, etc)

KrikkitTwo
Feb 09, 2011, 11:28 AM
ok guys, if you haven't turned your brains off re: rifles being melee vs. ranged units, then you'll not get into the game to enjoy it. yeah it's annoying, but that's what we have at the moment. (changes pending)

anywhom... As one of those Deity players who bothers hanging out in modern era from time to time: (cleaning up some random comment in this thread)

a) Both Bombers and fighters/Jet Fighters can be based on carriers.

b) No they do not have multiple 'moves' per turn. Air units get 1 rebase and that's it.
- you can in crease the operational range; which is the distance from their current base. This means either attack/defense (you get 1 base) or rebase. Rebase distance and operational range distance are, generally, not the same. Ie, Nukes can be dropped x distance away, but their rebase distance is huge.

what does Mobility do for an Aircraft then?

Pyrrho
Feb 09, 2011, 12:19 PM
what does Mobility do for an Aircraft then?

The way I understood it I would say it increases the operational range? +1 movement means 1 extra tile of operational range?

Airey
Feb 09, 2011, 12:39 PM
what does Mobility do for an Aircraft then?

I barely remember

Mobility+ increase rebase radius (how far you can relocate the aircraft)
Range+ increase operational distance (how far you can attack)

I could be wrong though...modern goes by really fast


I can't say enough how much AA defense is (via fighters and destroyers) important late game. The AI spams crap fighters and will launch them all at one target at a time. even if only taking 1 hit/attack


AI finally does 1 thing right


promotions (from a deity player)
- no insta heal unless no other choice. (Ie, gonna die otherwise or you really need to instaheal to take a city as all your other units have to heal as well)


Ya, instant heal is only for taking early Cities. Leveraging short term goal. With walls/castle later on and city heal per turn, taking early AI city with instant heal is a tradeoff. Trying to save promo requires fielding larger initial army (5+), which delays 1st DOW, thus giving AI time to wall/castle up. Earlier capital capture prompts earlier AI peace treaty = more early money to leverage infrastructure or military.

Option to gift these "old unpromoted" units to distance CS to delay late game AI (distant) assults.
With more hammer capability post medieval, military bonus buildings are worthwhile
to rushbuy/build 2, 3 level promo units out of the the box.

On top of MadDjinn's detail explanation, Bibor's new video is up for more info on modern warfare (http://www.youtube.com/watch?v=w4zmJ6y-AOI&feature=mfu_in_order&list=UL).

vexing
Feb 09, 2011, 06:26 PM
- Melee units: Always straight up terrain promotions to blitz (they change the name all the time - multiple attacks).

i tend to play on marathon so i have plenty of time to get really high level so this may not apply as well, but i always get march before blitz. healing every turn seems a lot more important initially than double attacks but i guess it depends what you're going for.

i also get air repair before logistics.
some other notes:
air unit healing is just like regular unit healing, on a carrier in open water they heal 1, in friendly they heal 2, in a city they heal 3, and medics adjacent to the city work. so i tend to just use carriers as a midpoint.
stealth bombers have 100% evasion (but promotions are bugged for them), so leveling up a regular bomber with siege 3 or bombardment 3 (or both), air repair, and logistics before upgrading to stealth is really useful.

Mr. Sulu
Jun 08, 2011, 12:20 PM
Great list! But when I was playing the other day I saw another promotion for my Infantry, Woodsman! It gives you double movement in forests, and maybe jungles? But I haven't found it in the civipedia yet. Anyone know anything else about this?

MadDjinn
Jun 08, 2011, 01:05 PM
Great list! But when I was playing the other day I saw another promotion for my Infantry, Woodsman! It gives you double movement in forests, and maybe jungles? But I haven't found it in the civipedia yet. Anyone know anything else about this?

I've seen it before. It's deep into the promotion tree, would have to go check what it requires again, but I think it might be a rough terrain x 3 + something else promotion. I'm reasonably sure that it's meant to allow you to take blitz and still use it for rough terrain units. (blitz + attacking in rough terrain = 1 attack not 2 without woodsman)

AznWarlord
Jun 12, 2011, 12:19 AM
what does Mobility do for an Aircraft then?

It was answered earlier, but some of you may have missed it. Only the Gunship Helicopter can get the mobility upgrade.

MadDjinn
Jun 15, 2011, 02:58 PM
Great list! But when I was playing the other day I saw another promotion for my Infantry, Woodsman! It gives you double movement in forests, and maybe jungles? But I haven't found it in the civipedia yet. Anyone know anything else about this?

I've seen it before. It's deep into the promotion tree, would have to go check what it requires again, but I think it might be a rough terrain x 3 + something else promotion. I'm reasonably sure that it's meant to allow you to take blitz and still use it for rough terrain units. (blitz + attacking in rough terrain = 1 attack not 2 without woodsman)

played through a game and found that woodsman seems to open up at 3 terrain promotions; either through rough or open terrain. Or at least, that's when I noticed it.

It's definitely not in the ingame Civpedia though.

Ll1442
Jun 20, 2012, 03:53 PM
I've found a promotion saying can Enter rival territory, anyone knows more about it?

Esoteric Arcane
Jun 21, 2012, 11:59 AM
Curious, why is indirect fire under shared? had me worried the first time looking at ranged and navy as i like it a lot after getting +1 range. (logistics is great mind you, depending on what i need at that moment)