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Promotion are the ways to level up your Units in Civilization VI. Promotions are specific to each unit type. For example, Scouts might receive a bonus in their movement stats, whereas Warriors receive an early advantage against Barbarians. Accepting a promotion ends the unit's turn, but also heals the unit by up to 50 Health Points. Promotions can be saved from turn to turn, but the unit will not earn more experience while it has an unspent promotion.
Promotions Info[ | ]
- → See also: XP
- Promoting: When a unit has acquired enough XP to purchase a promotion, the "Promote Unit" button on the unit panel will be active (as long as the unit still has movement points left). If you click on that button, a list of the promotions available to the unit will display. Click on a promotion to choose it for that unit. The XP is expended and the unit acquires the promotion immediately. This takes up the rest of it's turn. After a unit is promoted twice, you will also be able to give it a custom name by clicking on the "Name Unit" button on the unit panel.
- Promotions: There are dozens of promotions available in Civilization VI. Each class of Unit (melee, cavalry, ranged, etc.), has their own promotion tree dedication them. Some promotions require that a unit have acquired other promotions before they become available. If a promotion is available to a unit, it will be listed when you click on the "Promote Unit" button.
- Corps and Armies inherit the promotions of its most experienced unit, i.e. the one with the highest promotion level at the time you create (or expand) the formation. Any other promotions which lower ranking units had before being added to the formation are lost. That means it's a good strategy to combine new, inexperienced units with your veteran ones. If the two units you're combining are the same level but have different promotions, the resultant Corps or Army inherits the promotions from the unit you are combining the current one with (i.e. the second unit you click on when creating the formation).
List Of Promotions[ | ]
Recon[ | ]
Ranger Faster Movement in Woods and Jungle Terrain. | Alpine Faster Movement on Hill Terrain. | ||||||||||||
Sentry Can see through Woods and Jungle. | Guerrilla Can move after attacking. | ||||||||||||
Spyglass +1 sight range. | Ambush +20 Combat Strength in all situations. | ||||||||||||
Camouflage Only adjacent enemy units can reveal this unit. | |||||||||||||
Melee[ | ]
Battlecry +7 Combat Strength vs. melee and ranged units. | Tortoise +10 Combat Strength when defending against ranged attacks. | ||||||||||||
Commando +1 Movement and Can scale Cliff walls. | Amphibious No Combat Strength and Movement penalty when attacking from sea or river. | ||||||||||||
Zweihander +7 Combat Strength vs. anti-cavalry units. | Urban Warfare +10 Combat Strength when fighting in a district. | ||||||||||||
Elite Guard +1 additional attack per turn if Movement allows. can move after attacking. | |||||||||||||
Anti cavalry[ | ]
Echelon +5 Combat Strength vs. cavalry units. | Thrust +10 Combat Strength vs. melee units. | ||||||||||||
Square Double Combat Strength when occupying the same hex as a support unit. | Schiltron +10 Combat Strength when defending vs. melee class units. | ||||||||||||
Redeploy +1 Movement. | Choke Points +7 Combat Strength when defending in Woods, Jungle, Hills, or Marsh. | ||||||||||||
Hold the Line Adjacent units of a different class get +10 Combat Strength vs. cavalry. | |||||||||||||
Light cavalry[ | ]
Caparison +5 Combat Strength vs. Anti Cavalry. | Coursers +5 Combat Strength when attacking ranged and siege units. | ||||||||||||
Depredation Pillaging costs only 1 Movement point. | Double Envelopment 2x flanking bonus. | ||||||||||||
Pursuit +1 Movement. | Spiking the Guns +7 Combat Strength vs. siege units. | ||||||||||||
Forward Observers Formation units all inherit escort's Movement speed. | |||||||||||||
Heavy cavalry[ | ]
Charge +10 Combat Strength vs. fortified defender. | Barding +7 Combat Strength when defending vs. ranged attacks. | ||||||||||||
Marauding +7 Combat Strength vs. units in Districts. | Rout +5 Combat Strength against damaged units. | ||||||||||||
Armor Piercing +7 Combat Strength against heavy cavalry units. | Reactive Armor +7 Combat Strength when defending against heavy cavalry and anti-cavalry. | ||||||||||||
Breakthrough +1 additional attack per turn if Movement allows. | |||||||||||||
Ranged[ | ]
Volley +5 Ranged Strength vs. land units. | Garrison +10 Combat Strength when occupying a district or Fort. | ||||||||||||
Arrow Storm +7 Ranged Strength vs. land and naval units. | Incendiaries +7 Ranged Strength vs. district defenses. | ||||||||||||
Suppression Exercise zone of control. | Emplacement +10 Combat Strength when defending vs. city attacks. | ||||||||||||
Expert Marksman +1 additional attack per turn if unit has not moved. | |||||||||||||
Siege[ | ]
[ | ]
Embolon +7 Combat Strength vs. naval units. | Helmsman +1 Movement. | ||||||||||||
Reinforced Hull +10 Combat Strength when defending vs. ranged attacks. | Rutter +1 sight range. | ||||||||||||
Auxiliary Ships Heal outside of friendly territory. | Convoy +10 Combat Strength when in a formation. | ||||||||||||
Creeping Attack +14 Combat Strength vs. naval raider units. | |||||||||||||
[ | ]
Loot +50 Gold from coastal raids. | Boarding Obtain Gold from naval victories. | ||||||||||||
Swift Keel +1 Movement. | Homing Torpedoes +10 Combat Strength vs. naval units. | ||||||||||||
Observation +1 sight range. | Silent Running Can move after attacking. | ||||||||||||
Wolfpack +1 additional attack per turn. | |||||||||||||
[ | ]
Line Of Battle +7 Combat Strength vs. naval units. | Bombardment +7 Combat Strength vs. district defenses. | ||||||||||||
Preparatory Fire +7 Combat Strength vs. land units. | Rolling Barrage +10 Combat Strength vs. district defenses. | ||||||||||||
Supply Fleet Heal outside of friendly territory. | Proximity Fuses +7 Combat Strength when defending vs. air attacks. | ||||||||||||
Coincidence Rangefinding +1 Range. | |||||||||||||
[ | ]
Flight Deck +1 additional aircraft slot. | Scout Planes +1 sight range. | ||||||||||||
Hangar Deck +1 additional aircraft slot. | Advanced Engines +1 Movement. | ||||||||||||
Folding Wings +1 additional aircraft slot. | Deck Crews Can heal after attacking. | ||||||||||||
Supercarrier Heal outside of friendly territory. | |||||||||||||
Air fighter[ | ]
Dogfighting +7 Combat Strength vs. fighter class units. | Cockpit Armor +7 Combat Strength when defending vs anti-air. | ||||||||||||
Interceptor +7 Combat Strength vs. bomber class units. | Strafe +17 Combat Strength vs. non-cavalry units. | ||||||||||||
Ground Crews Heal while patrolling or deployed. | Tank Buster +17 Combat Strength vs. cavalry units. | ||||||||||||
Drop Tanks +2 Range. | |||||||||||||
Air bomber[ | ]
Template:Promotion tree air bomber
- → See also: XP