| Promotion
| Available to |
Effect |
Requires |
Leads to |

|
Combat I |
All Combat Units |
+10% Strength |
|
Combat II Cover Shock Pinch Medic I |

|
Combat II |
All Combat Units |
+10% Strength |
Combat I |
Combat III Formation Charge Ambush Amphibious |

|
Combat III |
All Combat Units |
+10% Strength |
Combat II |
Combat IV March Blitz Sentry |

|
Combat IV |
All Combat Units |
+10% Strength Heals extra 10% damage / turn in neutral lands |
Combat III |
Combat V Commando |

|
Combat V |
All Combat Units |
+10% Strength Heals extra 10% damage / turn in enemy lands |
Combat IV |
|

|
Cover |
Archery Units Melee Units Gunpowder Units |
+25% Strength vs. Archery Units |
Combat I |
|

|
Shock |
Archery Units Mounted Units Melee Units Siege Weapons |
+25% Strength vs. Melee Units |
Combat I |
|

|
Pinch |
Mounted Units Gunpowder Units Armored Units Helicopter Units |
+25% Strength vs. Gunpowder Units |
Combat I |
|

|
Formation |
Archery Units Mounted Units Melee Units Gunpowder Units |
+25% Strength vs. Mounted Units |
Combat II |
|

|
Charge |
Mounted Units Melee Units Armored Units Helicopter Units |
+25% Strength vs. Siege Weapons
|
Combat II |
|

|
Ambush |
Siege Weapons Gunpowder Units Armored Units Helicopter Units |
+25% Strength vs. Armored Units |
Combat II |
|

|
Amphibious |
Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units |
No combat penalty for attacking accros river No combat penalty forattacking from sea |
Combat II |
|

|
March |
Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units |
Can heal while moving
|
Combat III or Medic I |
|

|
Blitz |
Mounted Units Armored Units Helicopter Units |
Can attack multiple times per turn
|
Combat III |
|

|
Commando |
Archery Units Mounted Units Melee Units Gunpowder Units Armored Units Recon Units |
Can use enemy roads
|
Combat IV |
|

|
Medic I |
Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units Naval Units |
Heals Units in Same Tile Extra 10% Damage/Turn |
Combat I |
Medic II March |

|
Medic II |
Archery Units Mounted Units Melee Units Siege Weapons Gunpowder Units Recon Units Naval Units |
Heals Units in Adjacent Tiles Extra 10% Demage/Turn |
Medic I |
|

|
Guerilla I |
Archery Units Gunpowder Units Recon Units |
+20% Hills Defense |
|
Guerilla II |

|
Guerilla II |
Archery Units Gunpowder Units Recon Units |
Double Movement In Hills +30% Hills Defense |
Guerilla I |
|

|
Woodsman I |
Melee Units Gunpowder Units Recon Units |
+20% Jungle Defense +20% Forest Defense |
|
Woodsman II |

|
Woodsman II |
Melee Units Gunpowder Units Recon Units |
+30% Jungle Defense +30% Forest Defense Double movement speed in Jungle & Forest |
Woodsman I |
|

|
City Raider I |
Melee Units Siege Weapons Armored Units |
+20% City Attack |
|
City Raider II Accuracy |

|
City Raider II |
Melee Units Siege Weapons Armored Units |
+25% City Attack |
City Raider I |
City Raider III |

|
City Raider III |
Melee Units Siege Weapons Armored Units |
+30% City Attack +10% Strength vs. Gunpowder Units |
City Raider II |
|

|
City Garrison I |
Archery Units Gunpowder Units |
+20% city defense |
|
City Garrison II |

|
City Garrison II |
Archery Units Gunpowder Units |
+25% city defense |
City Garrison I |
City Garrison III |

|
City Garrison III |
Archery Units Gunpowder Units |
+30% city defense +10% Strength vs. Melee Units |
City Garrison II |
|

|
Drill I |
Archery Units Siege Weapons Armored Units Helicopter Units Naval Units |
+1 Extra First Strike Chance |
|
Drill II |

|
Drill II |
Archery Units Siege Weapons Armored Units Helicopter Units Naval Units |
+1 Extra First Strike |
Drill I |
Drill III |

|
Drill III |
Archery Units Siege Weapons Armored Units Helicopter Units Naval Units |
+2 Extra First Strikes Chances |
Drill II |
Drill IV |

|
Drill IV |
Archery Units Siege Weapons Armored Units Helicopter Units Naval Units |
+2 Extra First Strikes +10% vs. Mounted Units |
Drill III |
|

|
Barrage I |
Siege Weapons Armored Units Naval Units |
+20% collateral damage |
|
Barrage II Accuracy |

|
Barrage II |
Siege Weapons Armored Units Naval Units |
+30% collateral damage +10% Strength vs. Melee Units |
Barrage I |
Barrage III |

|
Barrage III |
Siege Weapons Armored Units Naval Units |
+50% Collateral Damage +10% Strength vs Gunpowder Units |
Barrage II |
|

|
Accuracy |
Siege Weapons |
+10% City Bombard Damage |
City Raider I Barrage I |
|

|
Flanking I |
Mounted Units Armored Units Helicopter Units Naval Units |
+10% Withdrawal Chance |
|
Flanking II Sentry Navigation I |

|
Flanking II |
Mounted Units Armored Units Helicopter Units Naval Units |
+20% Withdrawal Chance Immune to First Strikes |
Flanking I |
Mobility |

|
Sentry |
Mounted Units Helicopter Units Naval Units Recon Units |
+1 Visibility Range |
Flanking I Combat III |
|

|
Mobility |
Mounted Units Armored Units |
-1 Terrain Movement Cost |
Flanking II |
|

|
Navigation I |
Naval Units |
+1 Movement Range |
Flanking I |
Navigation II |

|
Navigation II |
Naval Units |
+1 Movement Range |
Navigation I |
|