Promotions

Promotions_Atlas_1_1 Accuracy

Promotion

Requires

City Raider ICity Raider I
01c6+15% City Attack
or Barrage IBarrage I
01c6+20% Collateral Damage

Leads To

Effects

01c6+8% City Bombard Damage

Available To

Promotions_Atlas_1_5

Beyond_the_Sword_Atlas_5_15 Ace

Promotion

Requires

Combat IIICombat III
01c6+10% Strength

Leads To

Effects

01c6+25% Evasion Chance

Available To

Beyond_the_Sword_Atlas_6_15

SuperSpies_Atlas_2_1 Alchemist I

Promotion

Requires

Deception IDeception I
01c610% Detection Evasion Bonus

Leads To

Alchemist IIAlchemist II
01c650% Bonus Unhealthiness From Missions

Effects

01c650% Bonus Unhealthiness From Missions

Available To

Spy_Units

SuperSpies_Atlas_3_1 Alchemist II

Promotion

Requires

Alchemist IAlchemist I
01c650% Bonus Unhealthiness From Missions

Leads To

Effects

01c650% Bonus Unhealthiness From Missions

Available To

Spy_Units

Promotions_Atlas_2_1 Ambush

Promotion

Requires

Combat IICombat II
01c6+10% Strength
or Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage
RocketryRocketry
01c6Can Train Anti-Tank, SAM Infantry, Mobile SAM, Guided Missile
01c6Can Construct Bunker
01c6Can Create Ballistic Missile
01c6Enables Ambush
90000114

Leads To

Effects

01c6+25% vs. Armored Units

Available To

Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Beyond_the_Sword_Atlas_6_15

Promotions_Atlas_3_1 Amphibious

Promotion

Requires

Combat IICombat II
01c6+10% Strength
SeafaringSeafaring
01c6Can Create Harvest Boats
01c6Enables 01cc on Coast
01c6Can Train Galley
01c6Enables Amphibious
1000114

Leads To

Effects

01c6No Combat Penalty for Attacking from Sea
01c6No movement loss when entering enemy waters
01c6No Combat Penalty for Crossing River

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_7

Promotions_Atlas_4_1 Barrage I

Promotion

Requires

Leads To

Barrage IIBarrage II
01c6+30% Collateral Damage
01c6+10% vs. Melee Units
AccuracyAccuracy
01c6+8% City Bombard Damage

Effects

01c6+20% Collateral Damage

Available To

Promotions_Atlas_1_5Promotions_Atlas_2_1Promotions_Atlas_3_7

Promotions_Atlas_5_1 Barrage II

Promotion

Requires

Barrage IBarrage I
01c6+20% Collateral Damage

Leads To

Barrage IIIBarrage III
01c6+50% Collateral Damage
01c6+10% vs. Gunpowder Units

Effects

01c6+30% Collateral Damage
01c6+10% vs. Melee Units

Available To

Promotions_Atlas_1_5Promotions_Atlas_2_1Promotions_Atlas_3_7

Promotions_Atlas_6_1 Barrage III

Promotion

Requires

Barrage IIBarrage II
01c6+30% Collateral Damage
01c6+10% vs. Melee Units

Leads To

Effects

01c6+50% Collateral Damage
01c6+10% vs. Gunpowder Units

Available To

Promotions_Atlas_1_5Promotions_Atlas_2_1Promotions_Atlas_3_7

Promotions_Atlas_8_1 Blitz

Promotion

Requires

Combat IIICombat III
01c6+10% Strength
InfrastructureInfrastructure
01c6Can Build a Highway
01c6Can Train Transport
01c6Can Construct Public Transportation, Golden Gate Bridge
01c6Required for the spread of Automobile Industry
01c6Enables Blitz
70000114

Leads To

Effects

01c6Can Attack Multiple Times per Turn

Available To

Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_1_5 Charge

Promotion

Requires

Combat ICombat I
01c6+10% Strength

Leads To

Effects

01c6+25% vs. Siege Weapons

Available To

Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_2_1Promotions_Atlas_2_7

Promotions_Atlas_2_2 City Garrison I

Promotion

Requires

Leads To

City Garrison IICity Garrison II
01c6+25% City Defense

Effects

01c6+20% City Defense

Available To

Promotions_Atlas_2_5Promotions_Atlas_3_5

Promotions_Atlas_3_2 City Garrison II

Promotion

Requires

City Garrison ICity Garrison I
01c6+20% City Defense

Leads To

City Garrison IIICity Garrison III
01c6+30% City Defense
01c6+10% vs. Melee Units

Effects

01c6+25% City Defense

Available To

Promotions_Atlas_2_5Promotions_Atlas_3_5

Promotions_Atlas_4_2 City Garrison III

Promotion

Requires

City Garrison IICity Garrison II
01c6+25% City Defense

Leads To

Effects

01c6+30% City Defense
01c6+10% vs. Melee Units

Available To

Promotions_Atlas_2_5Promotions_Atlas_3_5

Promotions_Atlas_5_2 City Raider I

Promotion

Requires

Leads To

City Raider IICity Raider II
01c6+15% City Attack
AccuracyAccuracy
01c6+8% City Bombard Damage

Effects

01c6+15% City Attack

Available To

Promotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_2_1

Promotions_Atlas_6_2 City Raider II

Promotion

Requires

City Raider ICity Raider I
01c6+15% City Attack

Leads To

City Raider IIICity Raider III
01c6+20% City Attack

Effects

01c6+15% City Attack

Available To

Promotions_Atlas_1_2Promotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1

Promotions_Atlas_7_2 City Raider III

Promotion

Requires

City Raider IICity Raider II
01c6+15% City Attack

Leads To

Effects

01c6+20% City Attack

Available To

Promotions_Atlas_1_2Promotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1

Promotions_Atlas_8_2 Combat I

Promotion

Requires

Leads To

Combat IICombat II
01c6+10% Strength
CoverCover
01c6+25% vs. Archery Units
ShockShock
01c6+25% vs. Melee Units
PinchPinch
01c6+25% vs. Gunpowder Units
ChargeCharge
01c6+25% vs. Siege Weapons
SkirmishSkirmish
01c6+25% vs. Light Cavalry Units
Medic IMedic I
01c6Heals Units in Same Tile Extra 10% Damage/Turn
Flanking IFlanking I
01c6+20% Open Terrain Attack

Effects

01c6+10% Strength

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7Beyond_the_Sword_Atlas_6_15

Promotions_Atlas_1_6 Combat II

Promotion

Requires

Combat ICombat I
01c6+10% Strength

Leads To

Combat IIICombat III
01c6+10% Strength
FormationFormation
01c6+25% vs. Heavy Cavalry Units
AmbushAmbush
01c6+25% vs. Armored Units
AmphibiousAmphibious
01c6No Combat Penalty for Attacking from Sea
01c6No movement loss when entering enemy waters
01c6No Combat Penalty for Crossing River
Range IRange I
01c6+1 Operational Range

Effects

01c6+10% Strength

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7Beyond_the_Sword_Atlas_6_15

Promotions_Atlas_2_6 Combat III

Promotion

Requires

Combat IICombat II
01c6+10% Strength

Leads To

Combat IVCombat IV
01c6Heals Extra 10% Damage/Turn in Neutral Lands
01c6+10% Strength
MarchMarch
01c6Can Heal while Moving
BlitzBlitz
01c6Can Attack Multiple Times per Turn
SentrySentry
01c6+1 Visibility Range
AceAce
01c6+25% Evasion Chance

Effects

01c6+10% Strength

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7Beyond_the_Sword_Atlas_6_15

Promotions_Atlas_3_6 Combat IV

Promotion

Requires

Combat IIICombat III
01c6+10% Strength

Leads To

Combat VCombat V
01c6Heals Extra 10% Damage/Turn in Enemy Lands
01c6+10% Strength
CommandoCommando
01c6Can Use Enemy Roads

Effects

01c6Heals Extra 10% Damage/Turn in Neutral Lands
01c6+10% Strength

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7Beyond_the_Sword_Atlas_6_15

Promotions_Atlas_4_6 Combat V

Promotion

Requires

Combat IVCombat IV
01c6Heals Extra 10% Damage/Turn in Neutral Lands
01c6+10% Strength

Leads To

Combat VICombat VI
01c6+25% Strength

Effects

01c6Heals Extra 10% Damage/Turn in Enemy Lands
01c6+10% Strength

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7Beyond_the_Sword_Atlas_6_15

Warlords_Atlas_1_6_15 Combat VI

Promotion

Requires

Lead by WarlordLead by Warlord
01c6Free upgrades
and Combat VCombat V
01c6Heals Extra 10% Damage/Turn in Enemy Lands
01c6+10% Strength

Leads To

Effects

01c6+25% Strength

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_1_3 Commando

Promotion

Requires

Combat IVCombat IV
01c6Heals Extra 10% Damage/Turn in Neutral Lands
01c6+10% Strength
Combined ArmsCombined Arms
Obsoletes The Great Wall
Obsoletes Krak des Chevaliers
Obsoletes Alamut Fortress
01c6Can Train Pistolier, Camel Gunner, Cuirassier
01c6Can Construct Harmandir Sahib
01c6Enables Commando
16000114

Leads To

Effects

01c6Can Use Enemy Roads

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_3_5Promotions_Atlas_2_1

Promotions_Atlas_2_5 Cover

Promotion

Requires

Combat ICombat I
01c6+10% Strength
or Drill IDrill I
01c61 Extra First Strike Chance

Leads To

Effects

01c6+25% vs. Archery Units

Available To

Promotions_Atlas_2_5Promotions_Atlas_4_5Promotions_Atlas_3_5

SuperSpies_Atlas_5_1 Deception I

Promotion

Requires

Leads To

Deception IIDeception II
01c610% Detection Evasion Bonus
Instigator IInstigator I
01c650% Bonus Unrest From Missions
Alchemist IAlchemist I
01c650% Bonus Unhealthiness From Missions

Effects

01c610% Detection Evasion Bonus

Available To

Spy_Units

SuperSpies_Atlas_6_1 Deception II

Promotion

Requires

Deception IDeception I
01c610% Detection Evasion Bonus

Leads To

Deception IIIDeception III
01c610% Detection Evasion Bonus

Effects

01c610% Detection Evasion Bonus

Available To

Spy_Units

SuperSpies_Atlas_7_1 Deception III

Promotion

Requires

Deception IIDeception II
01c610% Detection Evasion Bonus

Leads To

Effects

01c610% Detection Evasion Bonus

Available To

Spy_Units

DesertAdaptation Desert Adaptation

Promotion

Requires

Leads To

Effects

01c6Double Movement in Desert

Available To

Promotions_Atlas_6_3 Disengage I

Promotion

Requires

Leads To

Flanking IFlanking I
01c6+20% Open Terrain Attack
Disengage IIDisengage II
01c6Immune to First Strikes
01c6+30% Withdrawal Chance
SentrySentry
01c6+1 Visibility Range
Navigation INavigation I
01c6+1 Movement Range
Navigation IINavigation II
01c6+1 Movement Range

Effects

01c6+20% Withdrawal Chance

Available To

Promotions_Atlas_1_7Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_7_3 Disengage II

Promotion

Requires

Disengage IDisengage I
01c6+20% Withdrawal Chance

Leads To

MobilityMobility
01c6-1 Terrain Movement Cost

Effects

01c6Immune to First Strikes
01c6+30% Withdrawal Chance

Available To

Promotions_Atlas_1_7Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_2_3 Drill I

Promotion

Requires

Leads To

CoverCover
01c6+25% vs. Archery Units
ShockShock
01c6+25% vs. Melee Units
PinchPinch
01c6+25% vs. Gunpowder Units
SkirmishSkirmish
01c6+25% vs. Light Cavalry Units
Medic IMedic I
01c6Heals Units in Same Tile Extra 10% Damage/Turn
Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage

Effects

01c61 Extra First Strike Chance

Available To

Promotions_Atlas_2_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_3_3 Drill II

Promotion

Requires

Drill IDrill I
01c61 Extra First Strike Chance

Leads To

FormationFormation
01c6+25% vs. Heavy Cavalry Units
AmbushAmbush
01c6+25% vs. Armored Units
Drill IIIDrill III
01c6+2 First Strike Chances
01c6Suffers 20% less Collateral Damage

Effects

01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage

Available To

Promotions_Atlas_2_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_4_3 Drill III

Promotion

Requires

Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage

Leads To

Drill IVDrill IV
01c6+2 First Strikes
01c6Suffers 20% less Collateral Damage
01c6+10% vs. Heavy Cavalry Units

Effects

01c6+2 First Strike Chances
01c6Suffers 20% less Collateral Damage

Available To

Promotions_Atlas_2_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_5_3 Drill IV

Promotion

Requires

Drill IIIDrill III
01c6+2 First Strike Chances
01c6Suffers 20% less Collateral Damage

Leads To

Effects

01c6+2 First Strikes
01c6Suffers 20% less Collateral Damage
01c6+10% vs. Heavy Cavalry Units

Available To

Promotions_Atlas_2_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

SuperSpies_Atlas_8_1 Escape Artist I

Promotion

Requires

Informant IInformant I
01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions

Leads To

LoyaltyLoyalty
01c6Never Reveals Nationality
Escape Artist IIEscape Artist II
01c625% Bonus Escape Chance

Effects

01c625% Bonus Escape Chance

Available To

Spy_Units

SuperSpies_Atlas_1_2 Escape Artist II

Promotion

Requires

Informant IIInformant II
01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions
and Escape Artist IEscape Artist I
01c625% Bonus Escape Chance

Leads To

Effects

01c625% Bonus Escape Chance

Available To

Spy_Units

Flanking1 Flanking I

Promotion

Requires

Combat ICombat I
01c6+10% Strength
or Disengage IDisengage I
01c6+20% Withdrawal Chance

Leads To

Flanking IIFlanking II
01c6+20% Open Terrain Attack

Effects

01c6+20% Open Terrain Attack

Available To

Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_1Promotions_Atlas_2_7

Flanking2 Flanking II

Promotion

Requires

Flanking IFlanking I
01c6+20% Open Terrain Attack

Leads To

Flanking IIIFlanking III
01c6+25% Withdrawal Chance
01c6+25% Open Terrain Defense

Effects

01c6+20% Open Terrain Attack

Available To

Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_1Promotions_Atlas_2_7

Flanking3 Flanking III

Promotion

Requires

Flanking IIFlanking II
01c6+20% Open Terrain Attack

Leads To

Effects

01c6+25% Withdrawal Chance
01c6+25% Open Terrain Defense

Available To

Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_1Promotions_Atlas_2_7

Promotions_Atlas_1_2 Formation

Promotion

Requires

Combat IICombat II
01c6+10% Strength
or Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage
GeneralshipGeneralship
01c6Can Build a Fort
01c6Enables Hegemony
01c6Can Train War Elephant
01c6Enables Formation
3500114

Leads To

Effects

Available To

Promotions_Atlas_2_5Promotions_Atlas_1_2Promotions_Atlas_4_5Promotions_Atlas_3_5

Promotions_Atlas_5_5 Guerilla I

Promotion

Requires

Leads To

Guerilla IIGuerilla II
01c6Double Movement in Hills
01c6+30% Hills Defense

Effects

01c6+20% Hills Defense

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_3_5

Promotions_Atlas_6_5 Guerilla II

Promotion

Requires

Guerilla IGuerilla I
01c6+20% Hills Defense

Leads To

Guerilla IIIGuerilla III
01c6+50% Withdrawal Chance
01c6+25% Hills Attack

Effects

01c6Double Movement in Hills
01c6+30% Hills Defense

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_4_5Promotions_Atlas_3_5

Promotions_Atlas_7_5 Guerilla III

Promotion

Requires

Guerilla IIGuerilla II
01c6Double Movement in Hills
01c6+30% Hills Defense

Leads To

Effects

01c6+50% Withdrawal Chance
01c6+25% Hills Attack

Available To

Promotions_Atlas_2_5Promotions_Atlas_4_5Promotions_Atlas_3_5

SuperSpies_Atlas_3_2 Improviser I

Promotion

Requires

Leads To

Improviser IIImproviser II
01c65% Free Preparation Bonus

Effects

01c610% Free Preparation Bonus

Available To

Spy_Units

SuperSpies_Atlas_4_2 Improviser II

Promotion

Requires

Improviser IImproviser I
01c610% Free Preparation Bonus

Leads To

Improviser IIIImproviser III
01c65% Free Preparation Bonus

Effects

01c65% Free Preparation Bonus

Available To

Spy_Units

SuperSpies_Atlas_5_2 Improviser III

Promotion

Requires

Improviser IIImproviser II
01c65% Free Preparation Bonus

Leads To

Improviser IVImproviser IV
01c65% Free Preparation Bonus

Effects

01c65% Free Preparation Bonus

Available To

Spy_Units

SuperSpies_Atlas_6_2 Improviser IV

Promotion

Requires

Improviser IIIImproviser III
01c65% Free Preparation Bonus

Leads To

Improviser VImproviser V
01c65% Free Preparation Bonus

Effects

01c65% Free Preparation Bonus

Available To

Spy_Units

SuperSpies_Atlas_7_2 Improviser V

Promotion

Requires

Improviser IVImproviser IV
01c65% Free Preparation Bonus

Leads To

Effects

01c65% Free Preparation Bonus

Available To

Spy_Units

SuperSpies_Atlas_6_3 Informant I

Promotion

Requires

Leads To

Informant IIInformant II
01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions
Escape Artist IEscape Artist I
01c625% Bonus Escape Chance

Effects

01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions

Available To

Spy_Units

SuperSpies_Atlas_7_3 Informant II

Promotion

Requires

Informant IInformant I
01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions

Leads To

Informant IIIInformant III
01c6+1 Visibility Range
01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions
Escape Artist IIEscape Artist II
01c625% Bonus Escape Chance

Effects

01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions

Available To

Spy_Units

SuperSpies_Atlas_8_3 Informant III

Promotion

Requires

Informant IIInformant II
01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions

Leads To

Effects

01c6+1 Visibility Range
01c610% Enemy Spy Detection Bonus
01c650% Bonus To Counter Espionage Missions

Available To

Spy_Units

SuperSpies_Atlas_8_2 Instigator I

Promotion

Requires

Deception IDeception I
01c610% Detection Evasion Bonus

Leads To

Instigator IIInstigator II
01c650% Bonus Unrest From Missions

Effects

01c650% Bonus Unrest From Missions

Available To

Spy_Units

SuperSpies_Atlas_1_3 Instigator II

Promotion

Requires

Instigator IInstigator I
01c650% Bonus Unrest From Missions

Leads To

Instigator IIIInstigator III
01c6100% Bonus City Revolt From Missions

Effects

01c650% Bonus Unrest From Missions

Available To

Spy_Units

SuperSpies_Atlas_2_3 Instigator III

Promotion

Requires

Instigator IIInstigator II
01c650% Bonus Unrest From Missions

Leads To

Effects

01c6100% Bonus City Revolt From Missions

Available To

Spy_Units

Beyond_the_Sword_Atlas_3_15 Interception I

Promotion

Requires

Leads To

Interception IIInterception II
01c6+20% Interception Chance

Effects

01c6+10% Interception Chance

Available To

Promotions_Atlas_3_5Beyond_the_Sword_Atlas_6_15

Beyond_the_Sword_Atlas_4_15 Interception II

Promotion

Requires

Interception IInterception I
01c6+10% Interception Chance

Leads To

Effects

01c6+20% Interception Chance

Available To

Promotions_Atlas_3_5Beyond_the_Sword_Atlas_6_15

Warlords_Atlas_1_5_16 Leadership

Promotion

Requires

Lead by WarlordLead by Warlord
01c6Free upgrades

Leads To

Effects

01c6Gains +100% Experience from Combat

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

SuperSpies_Atlas_3_3 Logistics I

Promotion

Requires

Leads To

Logistics IILogistics II
01c6Can Use Enemy Roads
01c6-1 Terrain Movement Cost

Effects

01c6+1 Movement Range

Available To

Spy_Units

SuperSpies_Atlas_4_3 Logistics II

Promotion

Requires

Logistics ILogistics I
01c6+1 Movement Range

Leads To

Logistics IIILogistics III
01c6+1 Movement Range

Effects

01c6Can Use Enemy Roads
01c6-1 Terrain Movement Cost

Available To

Spy_Units

SuperSpies_Atlas_5_3 Logistics III

Promotion

Requires

Logistics IILogistics II
01c6Can Use Enemy Roads
01c6-1 Terrain Movement Cost

Leads To

Effects

01c6+1 Movement Range

Available To

Spy_Units

SuperSpies_Atlas_3_4 Loyalty

Promotion

Requires

Escape Artist IEscape Artist I
01c625% Bonus Escape Chance

Leads To

Effects

01c6Never Reveals Nationality

Available To

Spy_Units

Promotions_Atlas_2_4 March

Promotion

Requires

Combat IIICombat III
01c6+10% Strength
or Medic IMedic I
01c6Heals Units in Same Tile Extra 10% Damage/Turn

Leads To

Effects

01c6Can Heal while Moving

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5

Promotions_Atlas_3_4 Medic I

Promotion

Requires

Combat ICombat I
01c6+10% Strength
or Drill IDrill I
01c61 Extra First Strike Chance
MedicineMedicine
01c6Can Construct Bath, Gondeshapur
01c6Enables Medic I
3800114

Leads To

MarchMarch
01c6Can Heal while Moving
Medic IIMedic II
01c6Heals Units in Adjacent Tiles Extra 10% Damage/Turn

Effects

01c6Heals Units in Same Tile Extra 10% Damage/Turn

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_3_7

Promotions_Atlas_4_4 Medic II

Promotion

Requires

Medic IMedic I
01c6Heals Units in Same Tile Extra 10% Damage/Turn

Leads To

Medic IIIMedic III
01c6Heals Units in Same Tile Extra 15% Damage/Turn
01c6Heals Units in Adjacent Tiles Extra 15% Damage/Turn

Effects

01c6Heals Units in Adjacent Tiles Extra 10% Damage/Turn

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_3_7

Warlords_Atlas_1_8_16 Medic III

Promotion

Requires

Lead by WarlordLead by Warlord
01c6Free upgrades
and Medic IIMedic II
01c6Heals Units in Adjacent Tiles Extra 10% Damage/Turn
LogisticsLogistics
Obsoletes Theodosian Walls
01c6Can Construct Customs House, The Red Fort, Itsukushima Shrine
01c6Enables Medic III
13000114

Leads To

Effects

01c6Heals Units in Same Tile Extra 15% Damage/Turn
01c6Heals Units in Adjacent Tiles Extra 15% Damage/Turn

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_3_7

Mercenary Mercenary

Promotion

Requires

Leads To

Effects

01c6Cannot Be Upgraded
01c6Costs 2 0113 Additional Upkeep

Available To

Promotions_Atlas_5_4 Mobility

Promotion

Requires

Disengage IIDisengage II
01c6Immune to First Strikes
01c6+30% Withdrawal Chance

Leads To

Effects

01c6-1 Terrain Movement Cost

Available To

Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_1

Warlords_Atlas_1_7_16 Morale

Promotion

Requires

Lead by WarlordLead by Warlord
01c6Free upgrades
or ReconnaissanceReconnaissance
01c6Can Heal while Moving
01c6-1 Terrain Movement Cost

Leads To

Effects

01c6+1 Movement Range

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Promotion

Requires

Disengage IDisengage I
01c6+20% Withdrawal Chance

Leads To

Navigation IINavigation II
01c6+1 Movement Range

Effects

01c6+1 Movement Range

Available To

Promotions_Atlas_3_7

Promotion

Requires

Disengage IDisengage I
01c6+20% Withdrawal Chance
and Navigation INavigation I
01c6+1 Movement Range

Leads To

Effects

01c6+1 Movement Range

Available To

Promotions_Atlas_3_7

Promotions_Atlas_3_5 Pinch

Promotion

Requires

Combat ICombat I
01c6+10% Strength
or Drill IDrill I
01c61 Extra First Strike Chance
FirearmsFirearms
01c6Camp: +10102
01c6Can Train Arquebusier
01c6Can Construct St. Basil's Cathedral
01c6Enables Pinch
12000114

Leads To

Effects

01c6+25% vs. Gunpowder Units

Available To

Promotions_Atlas_1_2SkirmishPromotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Beyond_the_Sword_Atlas_6_15

Beyond_the_Sword_Atlas_1_15 Range I

Promotion

Requires

Combat IICombat II
01c6+10% Strength

Leads To

Range IIRange II
01c6+1 Operational Range

Effects

01c6+1 Operational Range

Available To

Beyond_the_Sword_Atlas_6_15

Beyond_the_Sword_Atlas_2_15 Range II

Promotion

Requires

Range IRange I
01c6+1 Operational Range

Leads To

Effects

01c6+1 Operational Range

Available To

Beyond_the_Sword_Atlas_6_15

Reconnaissance Reconnaissance

Promotion

Requires

Leads To

MoraleMorale
01c6+1 Movement Range

Effects

01c6Can Heal while Moving
01c6-1 Terrain Movement Cost

Available To

Promotions_Atlas_1_7

RiverCombat River Combat

Promotion

Requires

Leads To

Effects

01c6+25% Attack Along Rivers

Available To

Promotions_Atlas_5_6 Sentry

Promotion

Requires

Disengage IDisengage I
01c6+20% Withdrawal Chance
or Combat IIICombat III
01c6+10% Strength
OpticsOptics
Obsoletes House of Wisdom
01c6+1 Sight Across Water
01c6Enables 01cc on Ocean
01c6Can Construct Torre de Belem
01c6Enables Sentry
12000114

Leads To

Effects

01c6+1 Visibility Range

Available To

Promotions_Atlas_1_7Promotions_Atlas_1_2SkirmishPromotions_Atlas_2_7Promotions_Atlas_3_7

Promotions_Atlas_4_5 Shock

Promotion

Requires

Combat ICombat I
01c6+10% Strength
or Drill IDrill I
01c61 Extra First Strike Chance

Leads To

Effects

01c6+25% vs. Melee Units

Available To

Promotions_Atlas_2_5Promotions_Atlas_1_2Promotions_Atlas_4_5Promotions_Atlas_1_5

Skirmish Skirmish

Promotion

Requires

Combat ICombat I
01c6+10% Strength
or Drill IDrill I
01c61 Extra First Strike Chance
RidingRiding
01c6Can Train Horseman, Camel Rider, War Elephant
01c6Can Construct Stable
01c6Enables Skirmish
1200114

Leads To

Effects

Available To

Promotions_Atlas_2_5Promotions_Atlas_1_2Skirmish

SteppeAdaptation Steppe Adaptation

Promotion

Requires

Leads To

Effects

01c6Double Movement in Steppe

Available To

Warlords_Atlas_1_6_16 Tactics

Promotion

Requires

Lead by WarlordLead by Warlord
01c6Free upgrades

Leads To

Effects

01c6+30% Withdrawal Chance

Available To

Promotions_Atlas_1_7Promotions_Atlas_2_5Promotions_Atlas_1_2SkirmishPromotions_Atlas_4_5Promotions_Atlas_1_5Promotions_Atlas_3_5Promotions_Atlas_2_1Promotions_Atlas_2_7Promotions_Atlas_3_7

Volunteer Volunteer

Promotion

Requires

Leads To

Effects

01c6Cannot Be Upgraded
01c6Garrisoned City 25% less likely to Revolt
01c6Costs -1 0113 Additional Upkeep

Available To

Promotions_Atlas_6_6 Woodsman I

Promotion

Requires

Leads To

Woodsman IIWoodsman II
01c6Double Movement in Jungle
01c6Double Movement in Forest
01c6Double Movement in Rainforest
01c6+30% Jungle Defense
01c6+30% Forest Defense
01c6+30% Rainforest Defense

Effects

01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense

Available To

Promotions_Atlas_1_7Promotions_Atlas_4_5Promotions_Atlas_3_5

Promotions_Atlas_7_6 Woodsman II

Promotion

Requires

Woodsman IWoodsman I
01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense

Leads To

Woodsman IIIWoodsman III
01c6+2 First Strikes
01c6Heals Units in Same Tile Extra 15% Damage/Turn
01c6+50% Jungle Attack
01c6+50% Forest Attack
01c6+50% Rainforest Attack

Effects

01c6Double Movement in Jungle
01c6Double Movement in Forest
01c6Double Movement in Rainforest
01c6+30% Jungle Defense
01c6+30% Forest Defense
01c6+30% Rainforest Defense

Available To

Promotions_Atlas_1_7Promotions_Atlas_4_5Promotions_Atlas_3_5

Promotions_Atlas_8_6 Woodsman III

Promotion

Requires

Woodsman IIWoodsman II
01c6Double Movement in Jungle
01c6Double Movement in Forest
01c6Double Movement in Rainforest
01c6+30% Jungle Defense
01c6+30% Forest Defense
01c6+30% Rainforest Defense

Leads To

Effects

01c6+2 First Strikes
01c6Heals Units in Same Tile Extra 15% Damage/Turn
01c6+50% Jungle Attack
01c6+50% Forest Attack
01c6+50% Rainforest Attack

Available To

Promotions_Atlas_4_5Promotions_Atlas_3_5