Bingles
Chieftain

I have made a military mod.
http://forums.civfanatics.com/downloads.php?do=file&id=22997
it does this:
Spoiler :
This mod changes every military unit in the game to some degree. There are now 6 distinct upgrade paths for land units, with an upgrade for every era. There is also 3 upgrade paths for ships starting in the Classical era and 3 upgrade paths for aircraft starting in the Modern era. Every upgrade gives the unit a free promotion to better enhance their role in battle. These free promotions can be further enhanced by leveling the unit up with experience.
Unit stats have also been retooled to fit a formula, keeping them balanced against each other for every era. Strategic resource costs have been increased for stronger units. The A.I. is fully capable of using these changes against you.
Land Unit Class Progression:
Scout -> Spearman -> Pikeman -> Skirmisher* -> Foreign Legion* -> Marine -> Paratrooper -> XCOM Squad
Warrior -> Swordsman -> Longswordsman -> Musketman -> Rifleman -> GW Infantry -> Infantry -> Mechanized Infantry
Archer -> Composite Bowman -> Crossbowman -> Rocket Battery* -> Gatling Gun -> Machine Gun -> Attack Helicopter* -> Helicopter Gunship
Battering Ram* -> Catapult -> Trebuchet -> Bombard* -> Cannon -> Artillery -> Howitzer* -> Rocket Artillery
Chariot Archer -> Mounted Archer* -> Warhorse Archer* -> Dragoon* -> Scout Cavalry* -> Recon Tank* -> Light Tank* -> Modern Armor
Horseman -> Armored Horseman* -> Knight -> Lancer -> Rifle Cavalry -> Landship -> Heavy Tank -> Tank Killer*
Naval Unit Class Progression:
War Galley* -> Caravel -> Carrack* -> Privateer -> Destroyer -> Sub Hunter* -> Modern Destroyer*
Trireme -> Galleass -> Galleon* -> Frigate -> Cruiser* -> Battle Cruiser* -> Missile Cruiser
Quinquereme* -> Great Galleass* -> Ship of the Line* -> Ironclad -> Battleship -> Carrier -> Super Carrier*
Submarine -> Attack Sub* -> Nuclear Sub
Air Unit Class Progression:
Great War Bomber -> Bomber -> Stealth Bomber
Triplane -> Fighter -> Jet Fighter
Dive Bomber* -> Naval Bomber* -> Attack Plane*
* denotes a new edition to the class progression.
Each class gets a free promotion on every upgrade, and these promotions carry over to their next upgrade. Units produced in later eras get the previous free promotions retroactively.
Scout: Gets woodsman promotion instead of Ignore Terrain Cost. Can be upgraded to allow faster movement over hills. Also gets Goody Hut Picker, which does not carry on after upgrade.
Spearman: Gains +50% combat bonus versus mounted, just like vanilla. Can be upgraded to +100%.
Pikeman: Gains +50% flanking bonus. Upgrades to +100%.
Skirmisher: Gains free pillage moves. Upgrades to Sapper, which increases city attack bonus of units within 1 hex by 20%.
Foreign Legion: Gains +15% combat strength in enemy territory. Upgrades to Plunder, which heals 25% health when they kill an enemy unit.
Marine: Gets amphibious promotion for free, also gains +25% combat strength against archer units. Upgrades to +50%.
Paratrooper: Can paradrop, just like in vanilla.
XCOM Squad: Extended Paradrop, just like in vanilla.
Warrior: Gains +50% flanking bonus. Upgrades to +100%.
Swordsman: Gains +10% combat bonus for having an adjacent ally. Upgrades to +15%.
Longswordsman: Gains cover I bonus for free.
Musketman: Gains +25% combat bonus against siege weapons. Upgrades to +50%.
Rifleman: Gains first strike ability, which fires a volley before the actual attack begins.
GW Infantry: Gains +15% combat strength while in friendly territory. Upgrades to a +15% defense bonus aginst all attacks.
Infantry: Gains +10% healing while in neutral or enemy territory.
Mechanized Infantry: Gains +1 movement, just like in vanilla.
Archer: No change.
Composite Bowman: Gains +1 vision.
Crossbowman: Gains 30% chance to withdraw from a melee attack. Upgrades to 60%.
Rocket Battery: Gains +50% combat strength against cities.
Gatling Gun: Gains second attack. Must set up to fire.
Machine Gun: Gains move after attack ability. Must set up to fire.
Attack Helicopter: Can hover, like the gunship in vanilla. No bonus against tanks.
Helicopter Gunship: Gains +100% attack bonus against tanks, just like in vanilla.
Battering Ram: Can only attack cities, +200% versus cities, -50% defense penalty, Gains Cover I for free.
Catapult: Gains range but must set up to fire, just like in vanilla.
Trebuchet: +10% healing in neutral or enemy territory.
Bombard: +25% combat strength against melee units. Upgrades to +50%.
Cannon: Gains +50% combat strength against fortified units.
Artillery: +1 range, just like in vnilla.
Howitzer: Gains indirect fire.
Rocket Artillery: +1 movement. No longer has to set up to fire.
Chariot Archer: Gains first trike ability. No longer a ranged unit. Can move after attack.
Horse Archer: Gains 30% to withdraw from melee combat. Upgrades to 60%.
Warhorse Archer: Gains +15% combat strength in enemy territory. Upgrades to Plunder, which heals 25% health when they kill an enemy unit.
Dragoon: +1 vision.
Scout Cavalry: Gets woodsman promotion. Can be upgraded to allow faster movement over hills.
Recon Tank: Gains +25% combat bonus against siege weapons. Upgrades to +50%.
Light Tank: +25% combat strength against melee units. Upgrades to +50%.
Modern armor: Gains repair promotion for free.
Horseman: +25% Attack bonus on open terrain.
Armored Horseman: Gains cover I promotion for free.
Knight: Causes -10% combat strength to adjacent enemy units. Upgrades to +10% combat strength to adjacent allies. Does not stack with great general, but improves if another perk improves great general bonuses.
Lancer: Gains +50% combat bonus versus mounted, just like vanilla. Can be upgraded to +100%.
Rifle Cavalry: Gains the Charge promotion for free.
Landship: Gains +25% combat strength against archer units. Upgrades to +50%.
Heavy Tank: Gains +15% combat strength while in friendly territory. Upgrades to a +15% defense bonus aginst all attacks.
Tank Killer: Gains Ambush promotion for free.
There is also a 3 tiered defensive unit tree.
Defense Battery -> Bazooka Squad -> Mobile SAM
Defense Battery: The Anti Aircraft Gun, except now it can attack units within 2 hexes.
Combat Strength: 33 Ranged Combat Strength: 33
Bazooka Trooper: Now has 2 range and Interception ability. Also recieves a +100% Combat Strength bonus against tanks.
Combat Strength: 46 Ranged Combat Strength: 46
Mobile SAM: +1 move. can attack units within 2 hexes. Also recieves a +100% Combat Strength bonus against tanks.
Combat Strength: 60 Ranged Combat Strength: 60
The Anti-Tank gun was removed and the model/graphics repurposed for the Howitzer Unit.
Naval units
War Galley: Chance to withdraw before melee
Caravel: Can move after attacking
Carrack: First Strike ability. Can make a one time trade mission, which becomes unavailable after upgrade.
Privateer: Can capture defeated ships. Heals 25 HP on defeating enemy vessels.
Destroyer: Bonus VS submarine reduced from vanilla (50% instead of 100%) 40% Interception
Sub Hunter: Improved Submarine bonus (back to 100%)
Modern Destroyer: 100% Interception and +100% Bonus Vs Aircraft
Trireme: Gains +15% combat strength in enemy territory.
Galleass: +33% combat strength against wounded
Galleon: Supply (May heal outside of friendly waters.)
Frigate: +25% combat strength when attacking cities. Range increased to 2.
Cruiser: +25% damage resistance
Battle Cruiser: Range increase to 3, Indirect fire
Missile Destroyer: May carry 3 missiles
Quinquereme: +15% combat strength in friendly territory
Great galleass: +50% combat strength versus fortified units and cities
Ship of the Line: +10% combat strength when adjacent to an ally. Range increased to 2.
Ironclad: +25% damage resistance
Battleship: -10% combat strength to adjacent enemies.
Carrier: Can carry 4 aircraft
Super Carrier: Can carry 7 aircraft.
Attack Sub: Can move after attacking. Carries over to nuclear sub.
Aircraft
Fighters and bombers have been left alone, for now.
Torpedo Bomber: +50% combat strength versus naval units.
Naval Bomber: +25% damage reduction.
Attack Plane: +100% combat strength versus tanks and helicopters.
Unit stats have been retooled to follow a specific formula, based loosely on the balance created by Firaxis. In every era, the default unit strength is based on the warrior class. Each other class is derived from this number.
Light Infantry: 80% Combat Strength.
Heavy Infantry: 100% Combat Strength.
Ranged Support: 66% Combat Strength, 80% Ranged Combat Strength.
Siege Support: 50% Combat Strength, 66% Ranged Combat Strength
Light Cavalry: 100% Combat Strength
Heavy Cavalry: 120% Combat Strength
Naval Units us their own arbitrary era stregth. They are balanced as follows:
Scout Ship: 100% Combat Strength
War Ship: 100% Combat Strength, 150% Ranged Combat Strength
Capital ship: 150% Combat Strength, 150% Ranged Combat Strength
Strategic Resource costs have been increased to promote balance.
Light Infantry: Nothing until XCOM squad, which uses Aluminum.
Heavy Infantry: Swordsman and Longswordsman require iron, Mechanized Infantry require Aluminum and Oil.
Ranged Support: Nothing until Helicopters, which require Aluminum and Oil.
Siege Support: Catapult through Cannon require Iron and Horses, Artillery and Howitzer require only Iron, Rocket Artillery require Oil and Aluminum.
Light Cavalry: Chariot Archer through Scout Cavalry require Horses, Recon Tank and Light Tank require Iron and Oil, Modern Armor require Aluminum, Iron and Oil.
Heavy Cavalry: Horsemen require Horses, Armored Cavalry throuh Rifle Cavalry require Iron and Horses, Landship and Heavy Tank require Iron and Oil, Tank Killer requires Iron, Oil and Aluminum.
Aircraft: WWI aircraft require Oil, Atomic and Information age aircraft require Oil and Aluminum.
Scout Ships: War galley no cost, Caravel to Privateer require 1 iron, destroyer and sub hunter also require 1 oil, modern destroyer also requires aluminum.
War Ships: Trireme no cost, Galleass and galleon cost 1 iron, frigate costs 2 iron, cruiser and battlecruiser require 3 iron and 1 oil, Missile cruiser also costs 1 aluminum.
Capital Ships: Quinquereme no cost, Great galleas and Ship of the Line cost 2 iron, Ironclad costs 3 iron and 1 coal, battleship and carrier cost 4 iron and 1 oil, Super Carrier costs 4 iron, 1 aluminum and 1 uranium.
Submarines and attack subs cost 1 iron and 1 oil, Nuclear subs cost 1 iron, 1 aluminum and 1 uranium.
Technology requirements:
Most vanilla units remain in the same technology requirement. Some have been moved around, to guarantee a new class unit in every era.
Artillery was removed from the Dynamite technology, so I put increased mine yields as a replacement.
To Do List:
Text descriptions may need to be rewritten to add additional info.
Some Credits may be missing.
More balancing of late game unit promotions and naval units.
Credits:
I have added these units from files downloaded from the Civfanatics database:
Bombard by Wolfdog.
Renault FT17 from WWII unit Ppack 08: Greece by Danrell
M3 Stuart by Snafusmith
Soviet t55 by Snafusmith
Apache Helicopter by Snafusmith
Cruiser taken from WWII Sweden Naval pack by Danrell
Kirov Battle Cruiser by Wolfdog
Udaloy I by Wolfdog
Nimitz Carrier by Wolfdog
Arleigh Burke by Wolfdog
Kilo by Wolfdog
Fairey Swordfish by Wolfdog
P38 Lightning from WWII USA pack by Danrell
A10 Thunderbolt by Wolfdog
Contains Edited Animations by Danrell
Portrait Art:
Dreadnaught Portrait by JanBoruta (DeviantArt), Originally from JFD's United Kingdom mod.
Super Carrier Portrait by JinRenegade (DeviantArt)
All other portrait art was acquired using google image search.
The custom Promotion icons were created using vector graphics from the following site: http://game-icons.net/
And are used under the Creative Commons license: http://creativecommons.org/licenses/by/3.0/
The original Authors are:
Flame by Carl Olsen
Wolf's head, arrowhead, cannon shot, crossed sabers, winged sword, pirate skull, skull shield, crenulated shield, shield echoes, visored helm fluffy cloud, double shot, sword array, queen crown (unused), spiked mace and grenade by Lorc.
A special thanks to Whoward7, the guy who always seems to have the most concise, detailed and correct answers for the most devious modding issues.
Unit stats have also been retooled to fit a formula, keeping them balanced against each other for every era. Strategic resource costs have been increased for stronger units. The A.I. is fully capable of using these changes against you.
Land Unit Class Progression:
Scout -> Spearman -> Pikeman -> Skirmisher* -> Foreign Legion* -> Marine -> Paratrooper -> XCOM Squad
Warrior -> Swordsman -> Longswordsman -> Musketman -> Rifleman -> GW Infantry -> Infantry -> Mechanized Infantry
Archer -> Composite Bowman -> Crossbowman -> Rocket Battery* -> Gatling Gun -> Machine Gun -> Attack Helicopter* -> Helicopter Gunship
Battering Ram* -> Catapult -> Trebuchet -> Bombard* -> Cannon -> Artillery -> Howitzer* -> Rocket Artillery
Chariot Archer -> Mounted Archer* -> Warhorse Archer* -> Dragoon* -> Scout Cavalry* -> Recon Tank* -> Light Tank* -> Modern Armor
Horseman -> Armored Horseman* -> Knight -> Lancer -> Rifle Cavalry -> Landship -> Heavy Tank -> Tank Killer*
Naval Unit Class Progression:
War Galley* -> Caravel -> Carrack* -> Privateer -> Destroyer -> Sub Hunter* -> Modern Destroyer*
Trireme -> Galleass -> Galleon* -> Frigate -> Cruiser* -> Battle Cruiser* -> Missile Cruiser
Quinquereme* -> Great Galleass* -> Ship of the Line* -> Ironclad -> Battleship -> Carrier -> Super Carrier*
Submarine -> Attack Sub* -> Nuclear Sub
Air Unit Class Progression:
Great War Bomber -> Bomber -> Stealth Bomber
Triplane -> Fighter -> Jet Fighter
Dive Bomber* -> Naval Bomber* -> Attack Plane*
* denotes a new edition to the class progression.
Each class gets a free promotion on every upgrade, and these promotions carry over to their next upgrade. Units produced in later eras get the previous free promotions retroactively.
Scout: Gets woodsman promotion instead of Ignore Terrain Cost. Can be upgraded to allow faster movement over hills. Also gets Goody Hut Picker, which does not carry on after upgrade.
Spearman: Gains +50% combat bonus versus mounted, just like vanilla. Can be upgraded to +100%.
Pikeman: Gains +50% flanking bonus. Upgrades to +100%.
Skirmisher: Gains free pillage moves. Upgrades to Sapper, which increases city attack bonus of units within 1 hex by 20%.
Foreign Legion: Gains +15% combat strength in enemy territory. Upgrades to Plunder, which heals 25% health when they kill an enemy unit.
Marine: Gets amphibious promotion for free, also gains +25% combat strength against archer units. Upgrades to +50%.
Paratrooper: Can paradrop, just like in vanilla.
XCOM Squad: Extended Paradrop, just like in vanilla.
Warrior: Gains +50% flanking bonus. Upgrades to +100%.
Swordsman: Gains +10% combat bonus for having an adjacent ally. Upgrades to +15%.
Longswordsman: Gains cover I bonus for free.
Musketman: Gains +25% combat bonus against siege weapons. Upgrades to +50%.
Rifleman: Gains first strike ability, which fires a volley before the actual attack begins.
GW Infantry: Gains +15% combat strength while in friendly territory. Upgrades to a +15% defense bonus aginst all attacks.
Infantry: Gains +10% healing while in neutral or enemy territory.
Mechanized Infantry: Gains +1 movement, just like in vanilla.
Archer: No change.
Composite Bowman: Gains +1 vision.
Crossbowman: Gains 30% chance to withdraw from a melee attack. Upgrades to 60%.
Rocket Battery: Gains +50% combat strength against cities.
Gatling Gun: Gains second attack. Must set up to fire.
Machine Gun: Gains move after attack ability. Must set up to fire.
Attack Helicopter: Can hover, like the gunship in vanilla. No bonus against tanks.
Helicopter Gunship: Gains +100% attack bonus against tanks, just like in vanilla.
Battering Ram: Can only attack cities, +200% versus cities, -50% defense penalty, Gains Cover I for free.
Catapult: Gains range but must set up to fire, just like in vanilla.
Trebuchet: +10% healing in neutral or enemy territory.
Bombard: +25% combat strength against melee units. Upgrades to +50%.
Cannon: Gains +50% combat strength against fortified units.
Artillery: +1 range, just like in vnilla.
Howitzer: Gains indirect fire.
Rocket Artillery: +1 movement. No longer has to set up to fire.
Chariot Archer: Gains first trike ability. No longer a ranged unit. Can move after attack.
Horse Archer: Gains 30% to withdraw from melee combat. Upgrades to 60%.
Warhorse Archer: Gains +15% combat strength in enemy territory. Upgrades to Plunder, which heals 25% health when they kill an enemy unit.
Dragoon: +1 vision.
Scout Cavalry: Gets woodsman promotion. Can be upgraded to allow faster movement over hills.
Recon Tank: Gains +25% combat bonus against siege weapons. Upgrades to +50%.
Light Tank: +25% combat strength against melee units. Upgrades to +50%.
Modern armor: Gains repair promotion for free.
Horseman: +25% Attack bonus on open terrain.
Armored Horseman: Gains cover I promotion for free.
Knight: Causes -10% combat strength to adjacent enemy units. Upgrades to +10% combat strength to adjacent allies. Does not stack with great general, but improves if another perk improves great general bonuses.
Lancer: Gains +50% combat bonus versus mounted, just like vanilla. Can be upgraded to +100%.
Rifle Cavalry: Gains the Charge promotion for free.
Landship: Gains +25% combat strength against archer units. Upgrades to +50%.
Heavy Tank: Gains +15% combat strength while in friendly territory. Upgrades to a +15% defense bonus aginst all attacks.
Tank Killer: Gains Ambush promotion for free.
There is also a 3 tiered defensive unit tree.
Defense Battery -> Bazooka Squad -> Mobile SAM
Defense Battery: The Anti Aircraft Gun, except now it can attack units within 2 hexes.
Combat Strength: 33 Ranged Combat Strength: 33
Bazooka Trooper: Now has 2 range and Interception ability. Also recieves a +100% Combat Strength bonus against tanks.
Combat Strength: 46 Ranged Combat Strength: 46
Mobile SAM: +1 move. can attack units within 2 hexes. Also recieves a +100% Combat Strength bonus against tanks.
Combat Strength: 60 Ranged Combat Strength: 60
The Anti-Tank gun was removed and the model/graphics repurposed for the Howitzer Unit.
Naval units
War Galley: Chance to withdraw before melee
Caravel: Can move after attacking
Carrack: First Strike ability. Can make a one time trade mission, which becomes unavailable after upgrade.
Privateer: Can capture defeated ships. Heals 25 HP on defeating enemy vessels.
Destroyer: Bonus VS submarine reduced from vanilla (50% instead of 100%) 40% Interception
Sub Hunter: Improved Submarine bonus (back to 100%)
Modern Destroyer: 100% Interception and +100% Bonus Vs Aircraft
Trireme: Gains +15% combat strength in enemy territory.
Galleass: +33% combat strength against wounded
Galleon: Supply (May heal outside of friendly waters.)
Frigate: +25% combat strength when attacking cities. Range increased to 2.
Cruiser: +25% damage resistance
Battle Cruiser: Range increase to 3, Indirect fire
Missile Destroyer: May carry 3 missiles
Quinquereme: +15% combat strength in friendly territory
Great galleass: +50% combat strength versus fortified units and cities
Ship of the Line: +10% combat strength when adjacent to an ally. Range increased to 2.
Ironclad: +25% damage resistance
Battleship: -10% combat strength to adjacent enemies.
Carrier: Can carry 4 aircraft
Super Carrier: Can carry 7 aircraft.
Attack Sub: Can move after attacking. Carries over to nuclear sub.
Aircraft
Fighters and bombers have been left alone, for now.
Torpedo Bomber: +50% combat strength versus naval units.
Naval Bomber: +25% damage reduction.
Attack Plane: +100% combat strength versus tanks and helicopters.
Unit stats have been retooled to follow a specific formula, based loosely on the balance created by Firaxis. In every era, the default unit strength is based on the warrior class. Each other class is derived from this number.
Light Infantry: 80% Combat Strength.
Heavy Infantry: 100% Combat Strength.
Ranged Support: 66% Combat Strength, 80% Ranged Combat Strength.
Siege Support: 50% Combat Strength, 66% Ranged Combat Strength
Light Cavalry: 100% Combat Strength
Heavy Cavalry: 120% Combat Strength
Naval Units us their own arbitrary era stregth. They are balanced as follows:
Scout Ship: 100% Combat Strength
War Ship: 100% Combat Strength, 150% Ranged Combat Strength
Capital ship: 150% Combat Strength, 150% Ranged Combat Strength
Strategic Resource costs have been increased to promote balance.
Light Infantry: Nothing until XCOM squad, which uses Aluminum.
Heavy Infantry: Swordsman and Longswordsman require iron, Mechanized Infantry require Aluminum and Oil.
Ranged Support: Nothing until Helicopters, which require Aluminum and Oil.
Siege Support: Catapult through Cannon require Iron and Horses, Artillery and Howitzer require only Iron, Rocket Artillery require Oil and Aluminum.
Light Cavalry: Chariot Archer through Scout Cavalry require Horses, Recon Tank and Light Tank require Iron and Oil, Modern Armor require Aluminum, Iron and Oil.
Heavy Cavalry: Horsemen require Horses, Armored Cavalry throuh Rifle Cavalry require Iron and Horses, Landship and Heavy Tank require Iron and Oil, Tank Killer requires Iron, Oil and Aluminum.
Aircraft: WWI aircraft require Oil, Atomic and Information age aircraft require Oil and Aluminum.
Scout Ships: War galley no cost, Caravel to Privateer require 1 iron, destroyer and sub hunter also require 1 oil, modern destroyer also requires aluminum.
War Ships: Trireme no cost, Galleass and galleon cost 1 iron, frigate costs 2 iron, cruiser and battlecruiser require 3 iron and 1 oil, Missile cruiser also costs 1 aluminum.
Capital Ships: Quinquereme no cost, Great galleas and Ship of the Line cost 2 iron, Ironclad costs 3 iron and 1 coal, battleship and carrier cost 4 iron and 1 oil, Super Carrier costs 4 iron, 1 aluminum and 1 uranium.
Submarines and attack subs cost 1 iron and 1 oil, Nuclear subs cost 1 iron, 1 aluminum and 1 uranium.
Technology requirements:
Most vanilla units remain in the same technology requirement. Some have been moved around, to guarantee a new class unit in every era.
Artillery was removed from the Dynamite technology, so I put increased mine yields as a replacement.
To Do List:
Text descriptions may need to be rewritten to add additional info.
Some Credits may be missing.
More balancing of late game unit promotions and naval units.
Credits:
I have added these units from files downloaded from the Civfanatics database:
Bombard by Wolfdog.
Renault FT17 from WWII unit Ppack 08: Greece by Danrell
M3 Stuart by Snafusmith
Soviet t55 by Snafusmith
Apache Helicopter by Snafusmith
Cruiser taken from WWII Sweden Naval pack by Danrell
Kirov Battle Cruiser by Wolfdog
Udaloy I by Wolfdog
Nimitz Carrier by Wolfdog
Arleigh Burke by Wolfdog
Kilo by Wolfdog
Fairey Swordfish by Wolfdog
P38 Lightning from WWII USA pack by Danrell
A10 Thunderbolt by Wolfdog
Contains Edited Animations by Danrell
Portrait Art:
Dreadnaught Portrait by JanBoruta (DeviantArt), Originally from JFD's United Kingdom mod.
Super Carrier Portrait by JinRenegade (DeviantArt)
All other portrait art was acquired using google image search.
The custom Promotion icons were created using vector graphics from the following site: http://game-icons.net/
And are used under the Creative Commons license: http://creativecommons.org/licenses/by/3.0/
The original Authors are:
Flame by Carl Olsen
Wolf's head, arrowhead, cannon shot, crossed sabers, winged sword, pirate skull, skull shield, crenulated shield, shield echoes, visored helm fluffy cloud, double shot, sword array, queen crown (unused), spiked mace and grenade by Lorc.
A special thanks to Whoward7, the guy who always seems to have the most concise, detailed and correct answers for the most devious modding issues.
Here are some screen shots:
Spoiler :

Spoiler :

Spoiler :

Spoiler :

Spoiler :

Spoiler :

I highly recommend using the "All Promotions description tooltip" mod by Gilestiel. Otherwise there will be much difficulty in seeing promotions for later era units.