Civilization IV: Promotions

In previous civ games, units have only a few levels: conscript, regular, veteran, and elite. Now in Civ4, there are more than 40 promotions you can give to your units as they gain experience, enabling you to customize your units to make them more specialized and more powerful. Some of the promotions give your units a strength bonus, some give your units a bonus against a certain unit type, some make your units better on certain terrain types, while some give your units special abilities such as using enemy roads, faster healing, amphibious attack, and city raider.

In addition, some promotions (like Morale and Leadership) require the use of a Great General, a unit available in Warlords and Beyond the Sword. By joining a Great General to a unit, these promotions become available.

However, not all promotions are available to all units, and the better promotions have other, lesser promotions as prerequisites. The escalating cost of the next promotion ensures that few units will have more than 3-5 promotions, so choose carefully.

Also note that promotions are kept in upgrades, that can lead to upgraded units having promotions that equal but newly built units can’t have. The most notable example ( but by far not the only one ) is the city raider line, that can be present in gunpowder units upgraded from melee units

To add, some promotions, notably Drill II-IV and Guerilla II-III, are available to unit types that cannot take the first promotion in their chain. This is because some Unique Units start with a promotion not usually available to its type – for example, Samurai are Melee units with Drill I, and Gallic Warriors are Melee units with Guerilla I; both units can develop along their paths. Besides that, there are events that give promos to certain units that can’t have them by default, most notably a event that gives combat I to cannons ( in this case you can’t upgrade to combat II though , since the combat line is fully locked for siege unit since BtS 3.13 )

NOTE: Information in this section is correct as of Beyond the Sword v3.17.

IconPromotionAbilitiesRequiresLeads toAvailable to
AccuracyAccuracy+8% City Bombard DamageCity Raider I
or
Barrage I
Siege Weapons
AceAce+25% Evasion ChanceCombat IIIAir
AmbushAmbush+25% vs. Armored unitsCombat IISiege,
Gunpowder,
Armored,
Helicopter,
Air
AmphibiousAmphibiousNo Combat Penalty for Attacking from Sea; No Combat Penalty Attacking Across RiverCombat II Archery,
Mounted,
Melee,
Siege,
Gunpowder
Barrage IBarrage I +20 Collateral DamageBarrage II
Accuracy
Siege, Armored, Naval
Barrage IIBarrage II+30 Collateral Damage
+10% vs. Melee Units
Barrage IBarrage IIISiege, Armored, Naval
Barrage IIIBarrage III+50 Collateral Damage
+10% vs. Gunpowder Units
Barrage IISiege, Armored, Naval
BlitzBlitzCan Attack multiple Times Per TurnCombat III
and
Military Science
Mounted, Armored, Helicopter, Naval
ChargeCharge+25% vs. Siege WeaponsCombat IMounted, Melee, Armored, Helicopter
City Garrison ICity Garrison I +20% city DefenseCity Garrison IIArchery, Gunpowder
City Garrison IICity Garrison II +25% city DefenseCity Garrison ICity Garrison IIIArchery, Gunpowder
City Garrison IIICity Garrison III+30% city Defense
+10% vs. Melee Units
City Garrison IIArchery, Gunpowder
City Raider ICity Raider I +20% City AttackCity Raider II, AccuracyMelee, Siege, Armored
City Raider IICity Raider II+25% City AttackCity Raider ICity Raider IIIMelee, Siege, Armored
City Raider IIICity Raider III+30% City Attack
+10% vs. Gunpowder Units
City Raider IIMelee, Siege, Armored
Combat ICombat I +10% StrengthCombat II
Cover
Shock
Pinch
Medic I
Charge
Recon, Archery, Mounted, Melee, Gunpowder, Armored, Helicopter, Naval, Air
Combat IICombat II+10% StrengthCombat ICombat III
Formation
Ambush
Amphibious
Range I
Recon, Archery, Mounted, Melee, Gunpowder, Armored, Helicopter, Naval, Air
Combat IIICombat III+10% StrengthCombat IICombat IV
March
Blitz
Sentry
Ace
Recon, Archery, Mounted, Melee, Gunpowder, Armored, Helicopter, Naval, Air
Combat IVCombat IV+10% Strength
Heals Extra 10% Damage/Turn in Neutral Lands
Combat IIICombat V
Commando
Recon, Archery, Mounted, Melee, Gunpowder, Armored, Helicopter, Naval, Air
Combat VCombat V+10% Strength
Heals Extra 10% Damage/Turn in Enemy Lands
Combat IVCombat VIRecon, Archery, Mounted, Melee, Gunpowder, Armored, Helicopter, Naval, Air
Combat VICombat VI+25% StrengthCombat V
and
Great General
Recon, Archery, Mounted, Melee, Gunpowder, Armored, Helicopter, Naval, Air
CommandoCommandoCan Use Enemy Roads and RailroadsCombat IV
and
Military Science
Recon, Artillery, Mounted, Melee, Gunpowder, Armored
CoverCover+25% vs. Archery UnitsCombat IArchery, Melee, Gunpowder
Drill IDrill I +1 First Strike ChanceDrill II, Medic I
Cover
Archery, Siege, Armored, Helicopter, Naval
Drill IIDrill II +1 First Strike
Suffers 20% Less Collateral Damage
Drill IDrill IIIArchery, Siege, Armored, Helicopter, Naval
Drill IIIDrill III +2 First Strike Chance
Suffers 20% Less Collateral Damage
Drill IIDrill IVArchery, Siege, Armored, Helicopter, Naval
Drill IVDrill IV+2 First Strikes
Suffers 20% Less Collateral Damage
+10% vs. Mounted Units
Drill IIIArchery, Siege, Armored, Helicopter, Naval
Flanking IFlanking I +10% Withdrawal ChanceFlanking II
Sentry
Navigation I
Mounted, Armored, Helicopter, Naval
Flanking IIFlanking II +20% Withdrawal Chance
Immune to First Strikes
Flanking IMobilityMounted, Armored, Helicopter, Naval
FormationFormation+25% vs. Mounted UnitsCombat II
or
Drill II
Archery, Mounted, Melee, Gunpowder
Guerilla IGuerilla I +20% Hills DefenseGuerilla IIRecon, Archery, Gunpowder
Guerilla IIGuerilla II +30% Hills Defense
Double Movement in Hills
Guerilla IGuerilla IIIRecon, Archery, Gunpowder, Melee
Guerilla IIIGuerilla III +25% Hills Attack
+50% Withdrawl Chance
Guerilla II Archery, Gunpowder, Melee
Interception IInterception I +10% Interception ChanceInterception IIGunpowder, Air
Interception IIInterception II +20% Interception ChanceInterception IGunpowder, Air
LeadershipLeadership+100% Experience from CombatGreat GeneralRecon, Archery, Gunpowder, Melee, Mounted, Siege, Armored, Helicopter, Naval
MarchMarchCan Heal while MovingCombat III
or
Medic I
Recon, Archery, Mounted, Melee, Siege, Gunpowder
Medic IMedic I Heal Units in Same Tile Extra 10% Damage/TurnDrill I or Combat IMarch
Medic II
Recon, Archery, Mounted, Melee, Siege, Gunpowder, Naval
Medic IIMedic II Heal Units in Adjacent Tiles Extra 10% Damage/TurnMedic IMedic IIIRecon, Archery, Mounted, Melee, Siege, Gunpowder, Naval
Medic IIIMedic III Heal Units in Same and Adjacent Tiles Extra 15% Damage/TurnMedic II
and
Great General
Recon, Archery, Mounted, Melee, Siege, Gunpowder, Naval
MobilityMobility-1 Terrain Movement CostFlanking IIMounted, Armored
MoraleMorale+1 Movement RangeGreat GeneralRecon, Archery, Gunpowder, Melee, Mounted, Siege, Armored, Helicopter, Naval
Navigation INavigation I +1 Movement RangeFlanking INavigation IINaval
Navigation IINavigation II+1 Movement RangeNavigation INaval
PinchPinch+25% vs. Gunpowder UnitsCombat I
or
Drill I
and
Gunpowder
Mounted, Gunpowder, Armored, Helicopter, Air
Range IRange I+1 Operational RangeRange IIAir
Range IIRange II+1 Operational RangeRange IAir
SentrySentry+1 Visibility RangeCombat III
or
Flanking I
Recon, Mounted, Helicopter, Naval
ShockShock+25% vs. Melee UnitsCombat I
or
Drill I
Archery, Mounted, Melee, Siege
TacticsTactics+30% Withdrawal ChanceGreat GeneralArchery, Mounted, Melee, Siege, Gunpowder, Naval, Helicopter, Armored, Recon
Woodsman IWoodsman I +20% Jungle Defense
+20% Forests Defense
Woodsman IIRecon, Melee, Gunpowder
Woodsman IIWoodsman II +30% Jungle Defense
+30% Forests Defense
Double Movement in Jungle and Forests
Woodsman IWoodsman IIIRecon, Melee, Gunpowder
Woodsman IIIWoodsman III +2 First Strikes
+50% Forests/Jungle Attack
Heals Units in the Same Tile Extra 15% Damage/Turn
Woodsman IIMelee, Gunpowder

 

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