List of promotions in Civ6

The following is a list of promotions in Civilization VI and its expansions, sorted by unit class.
== Standard game ==
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Ranger 	Faster in and .A unit with this promotion can move onto a tile with the appropriate terrain or terrain feature at the cost of only 1 .	-
I 	Alpine 	Faster on .A unit with this promotion can move onto a tile with the appropriate terrain or terrain feature at the cost of only 1 . 	-
II 	Sentry 	Can see through and .A unit with this promotion and a of 2 can fire through Woods and Rainforests to attack targets. 	Ranger or Alpine
II 	Guerrilla 	Can move after attacking.Attacking doesn't consume , so a unit with this promotion can use its full after making an attack. 	Ranger or Alpine
III 	Spyglass 	+1 sight range. 	Sentry
III 	Ambush 	+20 Combat Strength in all situations. 	Guerrilla
IV 	Camouflage	Only adjacent enemy units can reveal this unit. 	Spyglass or Ambush
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Battlecry 	+7 Combat Strength vs. melee and ranged units.Despite what its description says, the Combat Strength bonus also applies when fighting anti-cavalry units, and only when the unit with this promotion is attacking.	-
I 	Tortoise 	+10 Combat Strength when defending against ranged attacks. 	-
II 	Commando 	Can scale walls. +1 .This is an added effect in Rise and Fall and also applies while the unit is embarked. 	Battlecry or Amphibious
II 	Amphibious 	No Combat Strength and penalty when attacking from Sea or over a . 	Tortoise or Commando
III 	Zweihander 	+7 Combat Strength vs. anti-cavalry units. 	Commando or Amphibious
III 	Urban Warfare	+10 Combat Strength when fighting in a .This promotion applies only to melee attacks. 	Commando or Amphibious
IV 	Elite Guard 	+1 additional attack per turn if allows. Can move after attacking.Attacking doesn't consume , so a unit with this promotion can use its full after making an attack. 	Zweihander or Urban Warfare
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Volley 	+5 Ranged Strength vs. land units. 	-
I 	Garrison 	+10 Combat Strength when occupying a or .Despite what its description says, the Combat Strength bonus also applies when the unit with this promotion is defending against an attack from a unit that occupies a Fort or district. 	-
II 	Arrow Storm 	+7 Ranged Strength vs. land and naval units.This promotion also applies to attacks against district defenses. 	Volley
II 	Incendiaries 	+7 Ranged Strength vs. defenses. 	Garrison
III 	Suppression 	Exercise zone of control. 	Arrow Storm or Incendiaries
III 	Emplacement 	+10 Combat Strength when defending vs. attacks.This promotion applies only against attacks from City Centers. Attacks from Encampments and other defensible districts are unaffected. 	Arrow Storm or Incendiaries
IV 	Expert Marksman	+1 additional attack per turn if unit has not moved.This means the unit cannot make the additional attack if it moves after making its first attack. It can still move before it attacks, however. The Voi Chiến is the exception: with this promotion, it can attack, move and then still be able to attack a second time.	Suppression or Emplacement
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Echelon 	+5 Combat Strength vs. cavalry units.This promotion applies only against light and heavy cavalry units. Ranged cavalry units, as indicated by their use of the ranged units' promotion table, are treated as a distinct unit class and are unaffected.	-
I 	Thrust 	+5 Combat Strength vs. melee units. 	-
II 	Square 	Double Support bonus. 	Echelon
II 	Schiltron 	+10 Combat Strength when defending vs. melee class units. 	Thrust
III 	Redeploy 	+1 . 	Square or Schiltron
III 	Choke Points 	+7 Combat Strength when defending in , , , or . 	Square or Schiltron
IV 	Hold the Line	Adjacent units of a different class get +10 Combat Strength vs. cavalry.The Combat Strength bonus is cumulative if multiple anti-cavalry units have this promotion. 	Redeploy or Choke Points
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Caparison 	+5 Combat Strength vs. anti-cavalry. 	-
I 	Coursers 	+5 Combat Strength when attacking ranged and siege units.	-
II 	Depredation 	Pillaging costs only 1 point. 	Caparison
II 	Double Envelopment	2x flanking bonus. 	Coursers
III 	Spiking the Guns 	+7 Combat Strength vs. siege units. 	Depredation or Double Envelopment
III 	Pursuit 	+1 . 	Depredation or Double Envelopment
IV 	Escort Mobility 	Formation units all inherit escort's speed. 	Spiking the Guns or Pursuit
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Charge 	+10 Combat Strength vs. fortified defender. 	-
I 	Barding 	+7 Combat Strength when defending vs. ranged attacks. 	-
II 	Marauding 	+7 Combat Strength vs. units in s. 	Charge or Rout
II 	Rout 	+5 Combat Strength against damaged units. 	Barding or Marauding
III 	Armor Piercing	+7 Combat Strength against other heavy cavalry units. 	Marauding or Rout
III 	Reactive Armor	+7 Combat Strength when defending against heavy cavalry and anti-cavalry.	Rout
IV 	Breakthrough 	+1 additional attack per turn if allows. 	Armor Piercing or Reactive Armor
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Grape Shot 	+7 Combat Strength vs. land units.This promotion applies both when attacking and defending against melee and ranged attacks. 	-
I 	Crew Weapons 	+7 Combat Strength when defending. 	-
II 	Shrapnel 	+10 Combat Strength vs. land units.This promotion applies both when attacking and defending against melee and ranged attacks. 	Grape Shot
II 	Shells 	+10 Combat Strength vs. defenses.The Combat Strength bonus applies to both attack and defense. 	Crew Weapons
III 	Advanced Rangefinding	+10 Combat Strength vs. naval units.The Combat Strength bonus applies only to attack. 	Shrapnel or Shells
III 	Expert Crew 	Can attack after moving.A siege unit without this promotion can still attack after moving, but only if its maximum is at least 1 point higher than normal (e.g., boosted by a Great General or a Supply Convoy).	Shrapnel or Shells
IV 	Forward Observers 	+1 . 	Advanced Rangefinding or Expert Crew
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Helmsman 	+1 . 	-
I 	Embolon 	+7 Combat Strength vs. naval units. 	-
II 	Rutter 	+1 sight range. 	Helmsman
II 	Reinforced Hull	+10 Combat Strength when defending vs. ranged attacks. 	Embolon
III 	Convoy 	+10 Combat Strength when in a formation. 	Rutter or Reinforced Hull
III 	Auxiliary Ships	Heal outside of friendly .The healing bonus from this promotion stacks with Norway's civilization ability.	Rutter or Reinforced Hull
IV 	Creeping Attack	+14 Combat Strength vs. naval raider units. 	Convoy or Auxiliary Ships
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Line of Battle 	+7 Combat Strength vs. naval units. 	-
I 	Bombardment 	+7 Combat Strength vs. defenses. 	-
II 	Preparatory Fire 	+7 Combat Strength vs. land units. 	Line of Battle
II 	Rolling Barrage 	+10 Combat Strength vs. defenses. 	Bombardment
III 	Supply Fleet 	Heal outside of friendly . 	Preparatory Fire or Rolling Barrage
III 	Proximity Fuses 	+7 Combat Strength when defending vs. air attacks.	Preparatory Fire or Rolling Barrage
IV 	Coincidence Rangefinding	+1 . 	Supply Fleet or Proximity Fuses
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Loot 	+50 from coastal raids (on Standard speed). 	-
I 	Boarding 	Obtain from naval victories. 	-
II 	Swift Keel 	+1 . 	Loot or Homing Torpedoes
II 	Homing Torpedoes	+10 Combat Strength vs. naval units. 	Boarding or Swift Keel
III 	Observation 	+1 sight range. 	Swift Keel
III 	Silent Running 	Can move after attacking.Attacking doesn't consume , so a unit with this promotion can use its full after making an attack.	Homing Torpedoes
IV 	Wolfpack 	+1 additional attack per turn. 	Observation or Silent Running
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Flight Deck 	+1 additional aircraft slot.	-
I 	Scout Planes 	+1 sight range. 	-
II 	Hangar Deck 	+1 additional aircraft slot.	Flight Deck or Advanced Engines
II 	Advanced Engines	+1 . 	Scout Planes or Hangar Deck
III 	Folding Wings 	+1 additional aircraft slot.	Hangar Deck or Deck Crews
III 	Deck Crews 	Can heal after attacking. 	Advanced Engines or Folding Wings
IV 	Supercarrier 	Heal outside of friendly . 	Deck Crews or Folding Wings
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Dogfighting 	+7 Combat Strength vs. fighter class units. 	-
I 	Cockpit Armor	+7 Combat Strength when defending vs. anti-air. 	-
II 	Interceptor 	+7 Combat Strength vs. bomber class units. 	Dogfighting
II 	Strafe 	+17 Combat Strength vs. non-cavalry units. 	Cockpit Armor
III 	Ground Crews 	Heal while patrolling or deployed. 	Interceptor
III 	Tank Buster 	+17 Combat Strength vs. cavalry units.This promotion applies only against light and heavy cavalry units. Ranged cavalry units, as indicated by their use of the ranged units' promotion table, are treated as a distinct unit class and are unaffected.	Strafe
IV 	Drop Tanks 	+2 . 	Ground Crews or Tank Buster
=== ===
Tier	Promotion 	Effect 	Required Promotions
I 	Box Formation 	+7 Combat Strength when defending vs. fighter class units.	-
I 	Evasive Maneuvers 	+7 Combat Strength when defending vs. anti-air. 	-
II 	Torpedo Bomber 	+17 Combat Strength vs. naval units. 	Box Formation or Evasive Maneuvers
II 	Close Air Support 	+12 Combat Strength vs. land units. 	Box Formation or Evasive Maneuvers
III 	Tactical Maintenance	Can heal after attacking. 	Torpedo Bomber
III 	Long Range 	+2 . 	Close Air Support
IV 	Superfortress 	No minimum health requirement to air pillage. 	Tactical Maintenance or Long Range
=== s ===
Tier	Promotion 	Effect 	Required Promotions
I 	Shadow Strike 	2x flanking bonus. 	-
I 	Twilight Veil 	Only adjacent enemy units can reveal this unit. 	-
II 	Exploding Palms	+10 Combat Strength in all situations. 	Shadow Strike or Twilight Veil
II 	Disciples 	This unit spreads its Religion to nearby cities when it defeats an enemy unit.A unit with this promotion applies 250 Religious Pressure to cities within 10 hexes when it kills a non-barbarian unit. This effect doesn't stack with Byzantium's civilization ability.	Shadow Strike or Twilight Veil
III 	Sweeping Wind 	+1 additional attack per turn if allows. 	Exploding Palms or Disciples
III 	Dancing Crane 	+1 . 	Exploding Palms or Disciples
IV 	Cobra Strike 	+15 Combat Strength in all situations. 	Sweeping Wind or Dancing Crane
=== Nihang ===
Tier	Promotion 	Effect 	Required Promotions
I 	Tegh 	+7 Combat Strength when flanked.This promotion applies both when attacking and defending against melee and ranged attacks.	-
I 	Trehsool Mukh	When defeating an enemy unit, gain equal to 50% that unit's base Combat Strength. 	-
II 	Jangi Mojeh 	+1 . 	Tegh or Sanjo
II 	Sanjo 	No combat penalty when damaged. 	Trehsool Mukh or Jangi Mojeh
III 	Jangi Kara 	+10 Combat Strength while Suzerain of Lahore. 	Jangi Mojeh or Sanjo
=== Units with promotion lists ===
Some units have promotions which are not dependent on each other. Instead of a promotion tree they have a promotion list.
==== s ====
Apostle promotions
==== Spies ====
Spy promotions
==== s ====
Rock Band promotions
==== s ====
Giant Death Robot promotions
==== Soothsayers (Apocalypse mode) ====
Soothsayer promotions
== Scenario-specific promotions ==
=== ===
==== Missionary ====
Tier	Promotion 	Effect 	Required Promotions
I 	Walk on Water	No penalty to when moving from sea or river. 	-
I 	Traveler 	Faster in Woods, Rainforest, Hills, or Marsh. 	-
II 	Propagator 	+2 . 	Walk on Water
II 	Interpreter 	Gain 75 if this unit converts a city to your Religion for the first time.	Traveler
=== ===
==== Zombie Horde ====
Tier	Promotion	Effect 	Required Promotions
I 	Brains! 	+5 Combat Strength	-
I 	Grah! 	+1 	-
I 	Ugh! 	No Decay Damage 	-
II 	Brains!! 	+5 Combat Strength	Brains!
II 	Grah!! 	+1 	Grah!
III 	Brains!!!	+5 Combat Strength	Brains!!
III 	Grah!!! 	+1 	Grah!!
==== Undying Eye ====
Tier	Promotion	Effect 	Required Promotions
I 	 	+8 Combat Strength	-
I 	 	+10 heal rate 	-
I 	 	+1 	-
II 	 	+8 Combat Strength	Replace Rifle Barrels
II 	 	+2 	Refill Repair Nanites or Replace Launcher Tubes
III 	 	+8 Combat Strength	Replace Targeting Computer
====Other units====
Other units in the Red Death scenario use promotions existing in the standard game (i.e., from the unit class the unit belongs to), but they are organized differently. The only new promotion is Scout Regiment.
File:Infantry promotions (Red Death) (Civ6).png|Infantry promotion tree
File:Machine Gun promotions (Red Death) (Civ6).png|Machine Gun promotion tree
File:Rocket Artillery promotions (Red Death) (Civ6).png|Rocket Artillery promotion tree
File:Helicopter promotions (Red Death) (Civ6).png|Helicopter promotion tree
File:Tank promotions (Red Death) (Civ6).png|Tank promotion tree
File:AT Crew promotions (Red Death) (Civ6).png|AT Crew promotion tree
=== ===
==== Brigantine ====
Tier	Promotion 	Effect 	Required Promotions
I 	Copper-plated Hull	Can move after attacking.Attacking doesn't consume , so a unit with this promotion can use its full after making an attack.	-
I 	Swift Keel 	+1 . 	-
I 	Swivel Gun 	Obtain from naval victories. 	-
II 	Exploding Shot 	+10 Combat Strength vs. naval units. 	Copper-plated Hull
II 	Venetian Spyglass 	+1 range. 	Swift Keel
II 	Flintlock Muskets 	+50 from coastal raids (on Standard speed). 	Swivel Gun
III 	Pirate Code 	+1 additional attack per turn. 	Exploding Shot
==== Sloop and Galleon ====
Tier	Promotion 	Effect 	Required Promotions
I 	Copper-plated Hull	Can move after attacking.Attacking doesn't consume , so a unit with this promotion can use its full after making an attack.	-
II 	Pirate Code 	+1 additional attack per turn. 	Copper-plated Hull
 
Category:Lists (Civ6)
Category:Civilization VI