Promotions for Melee now split up into: Melee, Polearm, Blade and Blunt with Melee promotions being available to all the melee (non-mounted) units.
Shared Promotions:
Medic: This Unit and all Units in adjacent tiles Heal 2 Additional HP per turn.
Medic II: This Unit and all Units in adjacent tiles Heal 3 Additional HP per turn. This Unit Heals 2 Additional HP per turn when outside of Friendly Territory.
Trample I (now Heavy Mounted and Elephant): +20%

Combat Strength when attacking.
Trample II (now Heavy Mounted and Elephant) +15%

Combat Strength when attacking. Inflict Disruption IV status on enemies during melee combat.
Trample III (now Heavy Mounted and Elephant): +20%

Combat Strength when attacking.
Trample IV (now Heavy Mounted and Elephant): +25%

Combat Strength when attacking.
Trample V (now Heavy Mounted and Elephant): +30%

Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat.
Trample VI (now Heavy Mounted and Elephant) +60%

Combat Strength when attacking.
Melee Promotions:
Amphibious
March
March II: All Units in adjacent tiles Heal 2 Additional HP per turn
March III: All Units in adjacent tiles Heal 3 Additional HP per turn. This Unit Heals 3 Additional HP per turn when Outside of Friendly Territory.
Veteran I: +10%

Combat Strength vs Melee Units. Earn experience towards promotions 20% faster. (Unlocked at
Organized Warfare)
Veteran II: +15%

Combat Strength vs Melee Units. Earn experience towards promotions 30% faster.
Woodsman
Woodsman II
Woodsman III
Polearm Promotions:
Formation I: (Unlocked at
Organized Warfare)
Formation II
Formation III
Formation IV
Formation V: +50%

Combat Strength vs Mounted Units. +45%

Combat Strength when defending in Open Terrain.
Formation VI: +50%

Combat Strength vs Mounted Units. +45%

Combat Strength when defending in Open Terrain.
Mobility: (Unlocked at
Organized Warfare)
Mobility II
Mobility III
Spearhead I
Spearhead II
Spear Wall
Tight Formation
Tight Formation II
Tight Formation III
Blunt Promotions:
Bonus vs Melee (25)
Bonus vs Melee (50) [Previously Bonus vs Melee/Gunpowder (50) but changed due to change to Gun Units]
Drill I: +5%

Combat Strength. +10 HP. (Unlocked at
Organized Warfare)
Drill II: +5%

Combat Strength. +10 HP.
Drill III: +5%

Combat Strength. +15 HP.
Drill IV: +10%

Combat Strength. +15 HP.
Drill V: +10%

Combat Strength. +25 HP.
Drill VI: +15%

Combat Strength. +25 HP.
Overrun: Flanking bonus increased by 15%. +10 HP when you defeat an enemy.
Overrun II: Flanking bonus increased by 15%. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 10 damage.
Stalwart: +10%

Combat Strength when defending. +15 HP. (Unlocked at
Organized Warfare)
Stalwart II: +15%

Combat Strength when defending. +15 HP.
Stalwart III: +25%

Combat Strength when defending. +20 HP.
Blade Promotions:
Bonus vs Archer (50)
City Assault
City Assault II
City Assault III
Cover I: (Unlocked at
Organized Warfare)
Cover II
Heavy Infantry
Heavy Infantry II
Heavy Infantry III
Shock I: Inflicts Disruption I status on enemies during melee combat. (Unlocked at
Organized Warfare)
Shock II
Shock III:
Shock IV:
Shock V: +20%

Combat Strength when attacking. Inflicts Disruption II status on enemies during melee combat.
Shock VI: +50%

Combat Strength when attacking.
Gun Promotions (To be Reworked):
DFPs
Enhanced Flank Attack [For Mercenaries]
Entrenchments
Field Works
Tank Ambush
Tank Ambush II
Tank Hunter I
Tank Hunter II
Mounted Promotions:
Ambushing I
Ambushing II
Ambushing III
Ambushing IV
Ambushing V
Cavalry I
Cavalry II
Cavalry III
Cavalry IV (+25%

CS when attacking. +25%

CS in Open Terrain)
March IV
Penalty Attacking Cities (33)
Pillaging I
Pillaging II
Recon I
Recon II
Recon III
Recon IV
Recon V
Recon VI
Rout I
Rout II
Scouting 1
Scouting 2
Siege Hunter I
Siege Hunter II
Support I
Support II
Elephant Promotions:
Elephantry (+50 Hit Points. Adjacent enemy units receive -20% CS)
War Elephant I
War Elephant II
War Elephant III
Elephant Archer I (Cannot melee attack. +1 Range. +25 Hit Points)
Elephant Archer II (+25 Hit Points. +5%

CS when defending.)
Elephant Archer III (+25 Hit Points. +5%

CS when defending.)
Elephant Archer IV (+25 Hit Points. +5%

CS when defending.)
Elephant Archer V (+15%

CS when defending.)
Elephant Archer VI (+20%

CS when defending.)
Heavy Mounted Promotions:
Armored Cavalry
Body Guards I
Body Guards II
Charge III
Charge IV
Charge V
Hammer Blow I
Hammer Blow II
Heavy Armor I
Heavy Armor II
Heavy Cavalry I
Heavy Cavalry II
Heavy Cavalry III
Heavy Cavalry IV
Heavy Cavalry V
Loose Formation I
Loose Formation II
Ranged Promotions:
Anti-Melee I
Anti-Melee II
Assistance I (+25%

RCS if adjacent to a Friendly Unit)
Assistance II (+25%

RCS if adjacent to a Friendly Unit)
Barrage I
Barrage II
Barrage III
Blanket Fire I
Blanket Fire II
Counter-Sniper I
Counter-Sniper II
Horsebane I
Horsebane II
Marksman I
Marksman II
Marksman III
Marksman IV
Marksman V
May Not Melee Attack
Poisonous I: +10%

RCS when attacking. Ranged Attacks by this Unit inflict Poisoned I status on other Units.
Poisonous II: +15%

RCS when attacking.
Poisonous III: +20%

RCS when attacking.
Poisonous IV: +25%

RCS when attacking. Ranged Attacks by this Unit inflict Poisoned II status on other Units.
Poisonous V: +55%

RCS when attacking.
Ranged I (+10%

RCS when attacking.)
Ranged II (+20%

RCS when attacking.)
Ranged III (+30%

RCS when attacking.)
Ranged IV (+40%

RCS when attacking.)
Sharpshooter I
Sharpshooter II
Sharpshooter III
Sharpshooter IV
Sharpshooter V
Sharpshooter VI
Slow Poison I
Slow Poison II
Sniper I
Sniper II
Sniper III
Sniper IV
Sniper V
Solo I
Solo II
Support Fire I: +15%

RCS when attacking.
Support Fire II: +10%

RCS when attacking. Ranged Attacks by this Unit inflict Barraged I status on other Units.
Support Fire III: +15%

RCS when attacking.
Support Fire IV: +20%

RCS when attacking.
Support Fire V: +25%

RCS when attacking. Ranged Attacks by this Unit inflict Barraged II status on other Units.
Support Fire VI: +55%

RCS when attacking.
Suppression I
Suppression II
Venomous I: +10%

RCS when attacking. Ranged Attacks by this Unit inflict Venom I status on other Units.
Venomous II: +15%

RCS when attacking.
Venomous III: +20%

RCS when attacking.
Venomous IV: +25%

RCS when attacking. Ranged Attacks by this Unit inflict Venom II status on other Units.
Venomous V: +55%

RCS when attacking.
Mounted Ranged Promotions:
Coup de Grace
Infiltrators
Parthian Tactics
Sentry
Skirmisher Doctrine
Skirmisher Doctrine II
Skirmisher Doctrine III
Scouting Promotions:
Attack Bonus (25)
Brute Force
Plague Promotions:
Barraged I: -15%

CS for 4 turns.
Barraged II: -50%

CS for 8 turns.
Disruption I: -30%

CS for 2 turns.
Disruption II: -75%

CS for 4 turns.
Disruption IV: -50%

CS for 4 turns.
Disruption V: -100%

CS for 6 turns.
Poisoned I: -1 Movement for 2 turns.
Poisoned II: -2 Movement for 4 turns.
Venom I: -10 HP for 2 turns.
Venom II: -35 HP for 5 turns.
Unique Promotions:
Where promotions given to unique units are located. Meant to clean things up in the other categories.
Bonus vs Gunpowder (25) [For Impi]
Bonuses in Snow, Tundra, and Hills [For Pictish Warrior]
Jaguar {formerly Combat Bonus in Forest/Jungle (33)} [For Jaguar]
Combat Bonus in Forest/Jungle (33) [For Mohawk Warrior]
Doppelsoldner [For Landsknecht]
Grenadiers [For Carolean]
Haka War Dance [For Maori Warrior]
Raider [For Mandekalu Cavalry]
Ranged Support Fire [For Impi]
Two Hander [For Two-Handed Swordsman]
Mystic Blade Promotions:
Ambition
Ancestral Protection
Mystic Blade
Enemy Blade (Heal 5 HP if the unit ends its turn in Enemy Territory. 2 Damage to all adjacent enemy Units each Turn.)
Invulnerability (Damage from all sources reduced by 2. +10 HP when healing.)
Restlessness
Sneak Attack
Eight Virtues of Bushido:
Benevolence
Courage
Eight Virtues of Bushido
Honor
Loyalty
Respect
Righteousness
Self Control
Sincerity
Ikanda Promotions:
Buffalo Chest
Buffalo Horns
Buffalo Loins
Other Promotions:
Slave (+5%

CS when attacking.)
Experienced Slave (+5%

CS when attacking)
Veteran Slave (+15%

CS when attacking. Earn experience toward promotions 100% faster.)
Unused Promotions:
Barraged III
Bonus vs Mounted (100)
Bonus vs Siege (25)
Disruption III
Guerilla Fighter
Iklwa
March
Naval Target Penalty
Penalty vs Mounted (33)
Poisoned III
Rough Terrain Penalty
Spear Throw [old Impi promotion?]
Transfer Movement to General
Venom III