1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Civilization 5 Promotions - Complete list

Discussion in 'Civ5 - Strategy & Tips' started by ltarmstrong3, Sep 16, 2010.

  1. ltarmstrong3

    ltarmstrong3 Chieftain

    Joined:
    Sep 2, 2010
    Messages:
    71
    Location:
    tex/la
    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
     
  2. ltarmstrong3

    ltarmstrong3 Chieftain

    Joined:
    Sep 2, 2010
    Messages:
    71
    Location:
    tex/la
    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
     
  3. ltarmstrong3

    ltarmstrong3 Chieftain

    Joined:
    Sep 2, 2010
    Messages:
    71
    Location:
    tex/la
    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
     
  4. ltarmstrong3

    ltarmstrong3 Chieftain

    Joined:
    Sep 2, 2010
    Messages:
    71
    Location:
    tex/la
    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)
     
  5. ltarmstrong3

    ltarmstrong3 Chieftain

    Joined:
    Sep 2, 2010
    Messages:
    71
    Location:
    tex/la
    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
     
  6. Olleus

    Olleus Chieftain

    Joined:
    Oct 30, 2005
    Messages:
    5,836
    Location:
    England
    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.
     
  7. mjs0

    mjs0 The 4th X

    Joined:
    Nov 9, 2001
    Messages:
    1,063
    Location:
    Central Florida
    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??
     
  8. Blackfang

    Blackfang Chieftain

    Joined:
    Aug 31, 2010
    Messages:
    59
    Location:
    Himki
    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)
     
  9. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
    Messages:
    12,291
    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'
     
  10. alpaca

    alpaca King of Ungulates

    Joined:
    Aug 3, 2006
    Messages:
    2,322
    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.
     
  11. bhavv

    bhavv Glorious World Dictator

    Joined:
    Jun 13, 2006
    Messages:
    7,258
    Since when? Land units could get mobility in Civ 4 as well.
     
  12. Feyd Rautha

    Feyd Rautha Chieftain

    Joined:
    Jun 29, 2006
    Messages:
    578
    Gender:
    Male
    Location:
    Louisville, KY
    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... ...
     
  13. rastak

    rastak Chieftain

    Joined:
    Oct 18, 2005
    Messages:
    1,434
    Location:
    Minnesota

    Good swimmers.
     
  14. Garett20

    Garett20 Chieftain

    Joined:
    Aug 10, 2010
    Messages:
    429
    Location:
    Toronto,Canada
    :lol:
     
  15. 12agnar0k

    12agnar0k Chieftain

    Joined:
    Jun 25, 2010
    Messages:
    1,556
    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".
     
  16. Dearmad

    Dearmad Dead weight

    Joined:
    Aug 18, 2001
    Messages:
    1,404
  17. durindana

    durindana Chieftain

    Joined:
    Sep 16, 2010
    Messages:
    18
    !

    Thanks, huge.
     
  18. Duque d'Caxias

    Duque d'Caxias Great General

    Joined:
    Nov 17, 2006
    Messages:
    102
    Location:
    Brazil
    .

    Where did you get all this information???

    .
     
  19. SirTurtle

    SirTurtle Chieftain

    Joined:
    Sep 4, 2010
    Messages:
    126
  20. pi-r8

    pi-r8 Luddite

    Joined:
    May 1, 2006
    Messages:
    2,373
    Location:
    Babylon
    what does movement do for air units? Change the range for how far you can rebase them between cities?
     

Share This Page