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UNCIV · PROMOTIONS

Every Promotion and Effect

All 81 standard promotions, read straight from Unciv's data.

01

Conclusion

Units in Unciv's built-in ruleset can earn 81 standard promotions, split by unit type. Below is every one with its prerequisites, which unit types can take it, and its effect.

The data also holds unique-unit abilities as hidden promotions — that's where most unique units get their edge. Those are listed on the Civilizations page next to each unit.

An analysis-based guide: this guide is based on our analysis of Unciv's UnitPromotions data file. It describes what the data shows and is not a guarantee of results.
02

Every Promotion

PromotionRequiresUnit typesEffect
Heal Instantly—Sword, Gunpowder, Mounted, Scout, Siege, Archery, Ranged Gunpowder, Armored, Melee Water, Ranged Water, Submarine
  • This Unit heals 50 HP
  • Doing so will consume this opportunity to choose a Promotion
Accuracy I—Siege, Archery, Ranged Gunpowder
  • +15% Strength (when fighting in Open terrain tiles) (when attacking)
Accuracy IIAccuracy ISiege, Archery, Ranged Gunpowder
  • +15% Strength (when fighting in Open terrain tiles) (when attacking)
Accuracy IIIAccuracy IISiege, Archery, Ranged Gunpowder
  • +15% Strength (when fighting in Open terrain tiles) (when attacking)
Barrage I—Siege, Archery, Ranged Gunpowder
  • +15% Strength (when fighting in Rough terrain tiles) (when attacking)
Barrage IIBarrage ISiege, Archery, Ranged Gunpowder
  • +15% Strength (when fighting in Rough terrain tiles) (when attacking)
Barrage IIIBarrage IISiege, Archery, Ranged Gunpowder
  • +15% Strength (when fighting in Rough terrain tiles) (when attacking)
VolleyAccuracy I, Barrage ISiege
  • +50% Strength (vs cities)
Extended RangeAccuracy III, Barrage III, Targeting II, Bombardment II, Wolfpack IIArchery, Ranged Gunpowder, Siege, Ranged Water, Submarine
  • +1 Range
Indirect FireAccuracy III, Barrage III, Bombardment II, Targeting IIArchery, Ranged Gunpowder, Siege, Ranged Water
  • Ranged attacks may be performed over obstacles
Shock I—Sword, Gunpowder, Mounted, Armored
  • +15% Strength (when fighting in Open terrain tiles)
Shock IIShock ISword, Gunpowder, Mounted, Armored
  • +15% Strength (when fighting in Open terrain tiles)
Shock IIIShock IISword, Gunpowder, Mounted, Armored
  • +15% Strength (when fighting in Open terrain tiles)
Drill I—Sword, Gunpowder, Mounted, Armored
  • +15% Strength (when fighting in Rough terrain tiles)
Drill IIDrill ISword, Gunpowder, Mounted, Armored
  • +15% Strength (when fighting in Rough terrain tiles)
Drill IIIDrill IISword, Gunpowder, Mounted, Armored
  • +15% Strength (when fighting in Rough terrain tiles)
ChargeShock II, Drill IIMounted, Armored
  • +33% Strength (vs Wounded units)
BesiegeShock II, Drill IISword, Gunpowder
  • +50% Strength (vs cities)
Formation IShock II, Drill IISword, Gunpowder, Mounted
  • +33% Strength (vs Mounted units)
Formation IIFormation ISword, Gunpowder, Mounted
  • +33% Strength (vs Mounted units)
BlitzShock III, Drill IIISword, Gunpowder, Mounted, Armored
  • 1 additional attacks per turn
WoodsmanShock III, Drill IIISword, Gunpowder
  • Double movement in Forest
  • Double movement in Jungle
AmphibiousShock I, Drill ISword, Gunpowder
  • Eliminates combat penalty for attacking over a river
  • Eliminates combat penalty for attacking across a coast
MedicShock I, Drill I, Scouting II, Survivalism IISword, Gunpowder, Mounted, Scout
  • All adjacent units heal +5 HP when healing
Medic IIMedicSword, Gunpowder, Mounted, Scout
  • +5 HP when healing (in Foreign Land tiles)
  • All adjacent units heal +5 HP when healing
Scouting I—Scout
  • +1 Sight
Scouting IIScouting IScout
  • +1 Sight
Scouting IIIScouting IIScout
  • +1 Movement
Survivalism I—Scout
  • +5 HP when healing (in Foreign Land tiles)
  • +25% Strength (when defending)
Survivalism IISurvivalism IScout
  • +5 HP when healing (in Foreign Land tiles)
  • +25% Strength (when defending)
Survivalism IIISurvivalism IIScout
  • Unit will heal every turn, even if it performs an action
  • Withdraws before melee combat (with 75% chance)
Boarding Party I—Melee Water
  • +15% Strength (vs Water units)
Boarding Party IIBoarding Party IMelee Water
  • +15% Strength (vs Water units)
Boarding Party IIIBoarding Party IIMelee Water
  • +15% Strength (vs Water units)
Coastal Raider I—Melee Water
  • +20% Strength (vs cities)
  • Earn 33% of the damage done to City units as Gold
Coastal Raider IICoastal Raider IMelee Water
  • +20% Strength (vs cities)
  • Earn 33% of the damage done to City units as Gold
Coastal Raider IIICoastal Raider IIMelee Water
  • +20% Strength (vs cities)
  • Earn 33% of the damage done to City units as Gold
Landing Party—Melee Water
  • Eliminates combat penalty for attacking across a coast
Targeting I—Ranged Water
  • +15% Strength (vs Water units)
Targeting IITargeting IRanged Water
  • +15% Strength (vs Water units)
Targeting IIITargeting IIRanged Water
  • +15% Strength (vs Water units)
Wolfpack I—Submarine
  • +25% Strength (when attacking)
Wolfpack IIWolfpack ISubmarine
  • +25% Strength (when attacking)
Wolfpack IIIWolfpack IISubmarine
  • +25% Strength (when attacking)
Armor Plating I—Aircraft Carrier
  • +25% Strength (when defending)
Armor Plating IIArmor Plating IAircraft Carrier
  • +25% Strength (when defending)
Armor Plating IIIArmor Plating IIAircraft Carrier
  • +25% Strength (when defending)
Flight Deck I—Aircraft Carrier
  • Can carry 1 extra Aircraft units
Flight Deck IIFlight Deck IAircraft Carrier
  • Can carry 1 extra Aircraft units
Flight Deck IIIFlight Deck IIAircraft Carrier
  • Can carry 1 extra Aircraft units
SupplyBombardment III, Targeting III, Boarding Party III, Coastal Raider IIIMelee Water, Ranged Water
  • May heal outside of friendly territory
  • +15 HP when healing (in Foreign Land tiles)
Siege I—Bomber
  • +33% Strength (vs cities)
Siege IISiege IBomber
  • +33% Strength (vs cities)
Siege IIISiege IIBomber
  • +34% Strength (vs cities)
EvasionSiege II, Bombardment IIBomber
  • Damage taken from interception reduced by 50%
Interception I—Fighter
  • +33% Damage when intercepting
Interception IIInterception IFighter
  • +33% Damage when intercepting
Interception IIIInterception IIFighter
  • +34% Damage when intercepting
Dogfighting I—Fighter
  • +33% Strength when performing Air Sweep
Dogfighting IIDogfighting IFighter
  • +33% Strength when performing Air Sweep
Dogfighting IIIDogfighting IIFighter
  • +34% Strength when performing Air Sweep
Air Targeting IInterception I, Siege I, Bombardment I, Dogfighting IFighter, Bomber
  • +33% Strength (vs Water units)
Air Targeting IIAir Targeting IFighter, Bomber
  • +33% Strength (vs Water units)
SortieInterception II, Dogfighting IIFighter
  • 1 extra interceptions may be made per turn
Operational RangeInterception I, Dogfighting I, Siege I, Bombardment IFighter, Bomber
  • +2 Range
Air RepairInterception II, Dogfighting II, Siege II, Bombardment II, Mobility II, Anti-Armor IIFighter, Bomber, Helicopter
  • Unit will heal every turn, even if it performs an action
Mobility I—Helicopter
  • +1 Movement
Mobility IIMobility IHelicopter
  • +1 Movement
Anti-Armor I—Helicopter
  • +25% Strength (vs Armored units)
Anti-Armor IIAnti-Armor IHelicopter
  • +25% Strength (vs Armored units)
Cover I—Sword, Gunpowder, Archery, Ranged Gunpowder, Siege
  • +33% Strength (vs Ranged units) (when defending)
Cover IICover ISword, Gunpowder, Archery, Ranged Gunpowder, Siege
  • +33% Strength (vs Ranged units) (when defending)
MarchAccuracy II, Barrage II, Shock III, Drill IIISword, Gunpowder, Archery, Ranged Gunpowder, Siege, Mounted
  • Unit will heal every turn, even if it performs an action
MobilityShock II, Drill II, Targeting I, Bombardment I, Boarding Party I, Coastal Raider I, Wolfpack IMounted, Melee Water, Ranged Water, Armored, Submarine
  • +1 Movement
SentryAccuracy I, Barrage I, Shock II, Drill II, Bombardment I, Targeting I, Boarding Party I, Coastal Raider ISword, Gunpowder, Mounted, Ranged Water, Armored, Melee Water
  • +1 Sight
LogisticsAccuracy III, Barrage III, Targeting III, Wolfpack III, Bombardment III, Coastal Raider III, Boarding Party III, Siege III, Mobility II, Anti-Armor IIArchery, Ranged Gunpowder, Siege, Melee Water, Ranged Water, Submarine, Fighter, Bomber, Helicopter
  • 1 additional attacks per turn
  • Can move after attacking
Ambush I—Sword, Gunpowder, Fighter, Bomber
  • +33% Strength (vs Armored units)
Ambush IIAmbush ISword, Gunpowder, Fighter, Bomber
  • +33% Strength (vs Armored units)
Bombardment I—Ranged Water, Fighter, Bomber
  • +33% Strength (vs Land units)
Bombardment IIBombardment IRanged Water, Fighter, Bomber
  • +33% Strength (vs Land units)
Bombardment IIIBombardment IIRanged Water, Fighter, Bomber
  • +34% Strength (vs Land units)

Data from the game's own files (Civ V: Gods & Kings ruleset that ships with Unciv), read from the source at the commit of 2026-10-02. Updates and mods can change these numbers.

03

FAQ

How do units earn promotions?

From experience gained in combat; barracks-type buildings and some policies give starting experience.

Why can't my unit take a promotion?

It may need a prerequisite promotion, or the promotion may belong to a different unit type.

What does “Heal Instantly” do?

It heals 50 HP but uses up that promotion choice.

More Unciv guides

Unciv guide home · All 34 Civilizations · City Growth and Happiness · City-States: Bonuses and Quests · Combat: Damage Formula and Calculator · Difficulty Levels Explained · Early Game: Key Numbers and Ancient Ruins · Every Building: Cost, Upkeep and Effects · Every Religion Belief · Every Unit's Stats by Era · Every World and National Wonder · Game Speed and Starting Era · Great People: Points and the Shared Pool · Mods: Installing and Popular Picks · Multiplayer: Playing Online · Social Policies and Policy Cost · Tech Tree: Every Tech and Unlock · Terrain, Resources and Improvements · Unciv vs Civilization V · Victory Conditions