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Civilization 4 Warlords: Promotions

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  • Civilization 4 Warlords: Promotions

    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 Combat VI

    Combat VI All Combat Units +25% Strength Combat V
    Lead by Warlord
     

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

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

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

    Formation Archery Units
    Mounted Units
    Melee Units
    Gunpowder Units
    +25% Strength vs. Mounted Units Combat II or
    Drill 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
    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  Medic III

    Medic III Archery Units
    Mounted Units
    Melee Units
    Siege Weapons
    Gunpowder Units
    Recon Units
    Naval Units
    Heals Units in Same Tile Extra 15% Damage/Turn
    Heals Units in Adjacent Tiles Extra 15% Demage/Turn
    Medic II
    Lead by Warlord
     

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

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

    Guerilla III Archery Units
    Gunpowder Units
    Melee Units
    +30% Withdrawel Chance
    +25% Hills Attack
     Guerilla II  

    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
    Cover
    Shock
    Pinch

    Drill II Archery Units
    Siege Weapons
    Armored Units
    Helicopter Units
    Naval Units
    +1 Extra First Strike
    Suffers 20% less Collatoral Damage
    Drill I Drill III
    Formation

    Drill III Archery Units
    Siege Weapons
    Armored Units
    Helicopter Units
    Naval Units
    +2 Extra First Strikes Chances
    Suffers 20% less Collatoral Damage
    Drill II Drill IV

    Drill IV Archery Units
    Siege Weapons
    Armored Units
    Helicopter Units
    Naval Units
    +2 Extra First Strikes
    Suffers 20% less Collatoral Damage
    +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
    Navigation II

    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 Flanking I and
    Navigation I
     

    Lead by Warlord All Combat Units Free Upgrades
    No Experience Loss when Upgrading
    Access to Special Promotions
    Warlods Unit
    Combat VI
    Medic III
    Leadership
    Tactics
    Morale

    Leadership All Combat Units Gains +100% Experience from Combat Lead by Warlord
     

    Tactics All Combat Units +30% Withdrawal Chance Lead by Warlord
     

    Morale All Combat Units +1 Movement Range Lead by Warlord
     
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