Promotion Tree





































































































































Combat I
+10% Strength
Combat II
+10% Strength
Charge
+25% vs. Siege Weapons
Combat III
+10% Strength
Range I
+1 Operational Range
Amphibious
No Combat Penalty for Attacking from Sea
No movement loss when entering enemy waters
No Combat Penalty for Crossing River
Drill I
1 Extra First Strike Chance
Disengage I
+20% Withdrawal Chance
Combat IV
Heals Extra 10% Damage/Turn in Neutral Lands
+10% Strength
Blitz
Can Attack Multiple Times per Turn
Ace
+25% Evasion Chance
Range II
+1 Operational Range
Medic I
Heals Units in Same Tile Extra 10% Damage/Turn
Drill II
1 Extra First Strike
Suffers 20% less Collateral Damage
Shock
+25% vs. Melee Units
Pinch
+25% vs. Gunpowder Units
Skirmish
+25% vs. Light Cavalry Units
Cover
+25% vs. Archery Units
Sentry
+1 Visibility Range
Flanking I
+20% Open Terrain Attack
Disengage II
Immune to First Strikes
+30% Withdrawal Chance
Navigation I
+1 Movement Range
Combat V
Heals Extra 10% Damage/Turn in Enemy Lands
+10% Strength
Commando
Can Use Enemy Roads
Lead by Warlord
Free upgrades
Reconnaissance
Can Heal while Moving
-1 Terrain Movement Cost
Medic II
Heals Units in Adjacent Tiles Extra 10% Damage/Turn
March
Can Heal while Moving
Formation
+25% vs. Heavy Cavalry Units
Ambush
+25% vs. Armored Units
Drill III
+2 First Strike Chances
Suffers 20% less Collateral Damage
Flanking II
+20% Open Terrain Attack
Mobility
-1 Terrain Movement Cost
Navigation II
+1 Movement Range
Combat VI
+25% Strength
Leadership
Gains +100% Experience from Combat
Tactics
+30% Withdrawal Chance
Morale
+1 Movement Range
Medic III
Heals Units in Same Tile Extra 15% Damage/Turn
Heals Units in Adjacent Tiles Extra 15% Damage/Turn
Drill IV
+2 First Strikes
Suffers 20% less Collateral Damage
+10% vs. Heavy Cavalry Units
Flanking III
+25% Withdrawal Chance
+25% Open Terrain Defense 













Deception I
10% Detection Evasion Bonus
Instigator I
50% Bonus Unrest From Missions
Alchemist I
50% Bonus Unhealthiness From Missions
Deception II
10% Detection Evasion Bonus
Instigator II
50% Bonus Unrest From Missions
Alchemist II
50% Bonus Unhealthiness From Missions
Deception III
10% Detection Evasion Bonus
Instigator III
100% Bonus City Revolt From Missions 











City Raider I
+15% City Attack
Barrage I
+20% Collateral Damage
City Raider II
+15% City Attack
Accuracy
+8% City Bombard Damage
Barrage II
+30% Collateral Damage
+10% vs. Melee Units
City Raider III
+20% City Attack
Barrage III
+50% Collateral Damage
+10% vs. Gunpowder Units 











Informant I
10% Enemy Spy Detection Bonus
50% Bonus To Counter Espionage Missions
Escape Artist I
25% Bonus Escape Chance
Informant II
10% Enemy Spy Detection Bonus
50% Bonus To Counter Espionage Missions
Loyalty
Never Reveals Nationality
Escape Artist II
25% Bonus Escape Chance
Informant III
+1 Visibility Range
10% Enemy Spy Detection Bonus
50% Bonus To Counter Espionage Missions 







Improviser I
10% Free Preparation Bonus
Improviser II
5% Free Preparation Bonus
Improviser III
5% Free Preparation Bonus
Improviser IV
5% Free Preparation Bonus
Improviser V
5% Free Preparation Bonus 



Guerilla I
+20% Hills Defense
Guerilla II
Double Movement in Hills
+30% Hills Defense
Guerilla III
+50% Withdrawal Chance
+25% Hills Attack 



Woodsman I
+20% Jungle Defense
+20% Forest Defense
+20% Rainforest Defense
Woodsman II
Double Movement in Jungle
Double Movement in Forest
Double Movement in Rainforest
+30% Jungle Defense
+30% Forest Defense
+30% Rainforest Defense
Woodsman III
+2 First Strikes
Heals Units in Same Tile Extra 15% Damage/Turn
+50% Jungle Attack
+50% Forest Attack
+50% Rainforest Attack 



City Garrison I
+20% City Defense
City Garrison II
+25% City Defense
City Garrison III
+30% City Defense
+10% vs. Melee Units 



Logistics I
+1 Movement Range
Logistics II
Can Use Enemy Roads
-1 Terrain Movement Cost
Logistics III
+1 Movement Range 

Interception I
+10% Interception Chance
Interception II
+20% Interception Chance