Help please, promotions are killing me!!

Stratagist IV

Ex virtute honos
Joined
May 10, 2007
Messages
130
Location
Texas Tech University
Hello, I was just wondering (since I am new to civ 4) what do all the promotions do, I keep forgeting :bounce:
 
The most important one is probably City raider. :)

CR III reduces the strength of the city defender by 75% (not increasing your strength which i first believed it did :)) it's a must have for your city attacking units.

Everything else is fairly straightforward or not very important :p
(First strikes is an exception, someone else do that one please ;) )
 
You can always just open up the civilopedia in the middle of a game and click on promotions to see a complete list of them and what they do.
 
Go here ==> http://www.civfanatics.com/civ4/info/promotions/
That will give you all the information about the various promtions available as well as what units can obtain said promotions.

It's not as straight forward as you'd think...Just remember, the combat promotions provide bonuses to the unit that earned them. All others (City Raider, Cover, ect.) provide penalties to the unit your unit fights against should the penalty apply.

With the following promotions available to units joined to a warlord.
From: http://www.civfanatics.com/civ4/warlords/#warlord

Combat VI: +25% strength
Leadership: +50% experience from combat
Medic III: Heals units in same and adjacent tiles extra 15% damage per turn
Morale: +1 movement
Tactics: +30% withdrawal chance

For a full discussion, go here. http://forums.civfanatics.com/showthread.php?t=137615
 
Go here ==> http://www.civfanatics.com/civ4/info/promotions/
That will give you all the information about the various promtions available as well as what units can obtain said promotions.

It's not as straight forward as you'd think...Just remember, the combat promotions provide bonuses to the unit that earned them. All others (City Raider, Cover, ect.) provide penalties to the unit your unit fights against should the penalty apply.

With the following promotions available to units joined to a warlord.
From: http://www.civfanatics.com/civ4/warlords/#warlord

Combat VI: +25% strength
Leadership: +50% experience from combat
Medic III: Heals units in same and adjacent tiles extra 15% damage per turn
Morale: +1 movement
Tactics: +30% withdrawal chance

For a full discussion, go here. http://forums.civfanatics.com/showthread.php?t=137615

Thanks a lot, needed that info:bounce:
 
isnt all that info provided ingame? O_o At least for me it both says when you hoover over the promotions and when you go to civliopedia.
 
It totally depends on your situation. You need to know what the unit is going to do to know what promotions to give. If you don't know, combat 1, 2, 3, etc. is fine. Some examples:

Planning a chariot rush on enemy? City on a hill with culture defense? It's going to take a lot of chariots. To reduce your losses, promote at least as many chariots with flanking 1 and 2 as there are archers in the city. You want to use flanking for units that are the cannon fodder for the initial assault to soften up defenders as they will usually lose, but often withdraw from combat. The rest of your chariots should get combat promotions. You may also consider upgrading one of those flanking 2 chariots to sentry to get valuable extra intelligence.

Planning an axe rush on nearby city? Obviously a lot of city raider promotions, but also include some defensive axemen. Does opponent also have a couple axemen? Promote one of your axes to combat 1, shock, combat 2, or if you are planning to invade from a forest tile, combat 1, shock, woodsman, or woodsman 1 & 2. Opponent have archers he will attack with, make sure to include a cover promoted axeman. Attacking from a hill? If you have archery, include a guerilla 1 & 2 archer. Opponent have mounted units? You will want to build a spearman to come along.

Having barbarian problems? Guerilla 1 & 2 archers fortified on a hill are excellent. Add in a drill 1, 2, 3 archer to take down the injured barb in case the guerilla archer dies. City defense for archers is great if you need it, but aside from newly built or captured cities, you don't want to be defending from cities. Get them barbs before they pillage.
 
It totally depends on your situation. You need to know what the unit is going to do to know what promotions to give. If you don't know, combat 1, 2, 3, etc. is fine. Some examples:

Planning a chariot rush on enemy? City on a hill with culture defense? It's going to take a lot of chariots. To reduce your losses, promote at least as many chariots with flanking 1 and 2 as there are archers in the city. You want to use flanking for units that are the cannon fodder for the initial assault to soften up defenders as they will usually lose, but often withdraw from combat. The rest of your chariots should get combat promotions. You may also consider upgrading one of those flanking 2 chariots to sentry to get valuable extra intelligence.

Planning an axe rush on nearby city? Obviously a lot of city raider promotions, but also include some defensive axemen. Does opponent also have a couple axemen? Promote one of your axes to combat 1, shock, combat 2, or if you are planning to invade from a forest tile, combat 1, shock, woodsman, or woodsman 1 & 2. Opponent have archers he will attack with, make sure to include a cover promoted axeman. Attacking from a hill? If you have archery, include a guerilla 1 & 2 archer. Opponent have mounted units? You will want to build a spearman to come along.

Having barbarian problems? Guerilla 1 & 2 archers fortified on a hill are excellent. Add in a drill 1, 2, 3 archer to take down the injured barb in case the guerilla archer dies. City defense for archers is great if you need it, but aside from newly built or captured cities, you don't want to be defending from cities. Get them barbs before they pillage.

Well put.
But remember also to leave a few units unpromoted in a stack, you never know when you're going to need an extra city raider or shock unit for example. Promoting also heals half of the damage done to the unit, that's useful if you've been hit with collateral damage.
And usually try to always have a medic unit with each stack.
 
If you're using Axemen to fight off barbarian attacks, it's good to load them up first with combat 1, and then shock, so they can take on the most serious barb threats - swordsmen and other axemen.
 
You'll not lose much, if anything, having all your units Combat or City Raider, with one medic in each stack.
 
If you're using Axemen to fight off barbarian attacks, it's good to load them up first with combat 1, and then shock, so they can take on the most serious barb threats - swordsmen and other axemen.
Yea, I try to enhance the preset benifits of the units.
 
Yeah, um guys I just got the guidebook and it tells me all about it and also, don't extra specialize a unit, diversify exept in extreme cases and defence units :bounce:
 
Against a lot of barbarians, unless I understand the battle mechanics incorrectly, if you get the barbs to attack you (which will happen most of the time), an axeman with woodsman 1, 2 then combat 1 will fare better than combat 1, shock, combat 2 against another axeman or a swordsman if defending from forest.

Of course sometimes you will have to attack that axe, so a few combat 1, shock, combat 2 axes are good to have, but if you can defend, you will fare better by defending from forests and forest hills with the woodsman 2 axes.

I have been experimenting with raging barbarians games. I think I am at the point where I can solidly defeat the monarch level. I've found it fun to try the raging barbarians on monarch. I have discovered that I get overwhelmed on a large map, and a small map is no problem, so I am trying to win a game on a standard size world on monarch. I've been playing on highlands, and mostly go with the guerilla 2 archers and woodsman 2 axemen. I try to promote at least 1 axe to combat 1, shock, cover to be an all purpose attacking unit when the barbs slip by and have to be killed before they pillage.
 
Remember that in Warlords, Chariots receive a 100% bonus vs Axemen. If you have horses early build a few and you'll have zero problems when the Barbarian Axes come callin.
 
Remember that in Warlords, Chariots receive a 100% bonus vs Axemen. If you have horses early build a few and you'll have zero problems when the Barbarian Axes come callin.
Yea, but you have to have horses.( In most of my games I don't get them until the 1800's!)
 
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