Civilization 5 Promotions - Complete list

ltarmstrong3

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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
 
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
 
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
 
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)
 
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
 
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.
 
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
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??
 
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)
 
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'
 
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.
 
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.
 
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... ...
 
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".
 
what does movement do for air units? Change the range for how far you can rebase them between cities?
 
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