Skip to content
Part 131
Civilization V

Part 131

Explore the Part 131 guide for Civilization V, detailing promotions like Mobility, Range, Volley, Amphibious, Supply, Targeting, Air Repair, and more, with their requirements and benefits.

By ···10 min read·Multi-source verified
1 reading this guide  

Explore the Part 131 guide for Civilization V, detailing promotions like Mobility, Range, Volley, Amphibious, Supply, Targeting, Air Repair, and more, with their requirements and benefits.

This section of the guide details various promotions available to units in Civilization V, categorized by their function (e.g., Mobility, Range, Healing, Scouting, Air, Naval).

Each promotion lists its requirements (other promotions or policies) and the benefits it provides to the unit.

Ground Unit Promotions

Mobility

  • Mobility — Requirements: Shock III or Drill III or Targeting I or Bombardment I. Benefits: +1 Movement.

Range

  • Range — Requirements: Accuracy III or Barrage III or Targeting III or Bombardment III. Benefits: +1 Attack Range.

Volley

  • Volley — Requirements: Accuracy I or Barrage I. Benefits: +25% Combat Strength against Fortified Units.

Naval Unit Promotions

Amphibious

  • Amphibious — Requirements: Shock I or Drill I. Benefits: No combat disadvantages when attacking from sea or river.

Supply

  • Supply — Requirements: Shock III or Drill III or Accuracy II or Barrage II. Benefits: Can heal outside Friendly Territory, 2HP per turn.

Targeting (Naval)

  • Targeting I — Requirements: None. Benefits: +20% Combat Strength against Naval Units.
  • Targeting II — Requirements: Targeting I. .
  • Targeting III — Requirements: Targeting II. .

Healing Promotions

Air Repair

  • Air Repair — Requirements: Interception II or Dogfighting II or Air Siege II or Bombardment II. Benefits: Unit heals every turn, even if it performed an action.

Heli Repair

  • Heli Repair — Requirements: Heli Ambush II or Heli Mobility II. .

March

  • March — Requirements: Shock III or Drill III or Accuracy II or Barrage II. .

Medic

  • Medic — Requirements: Shock I or Drill I or Scouting II or Survivalism II. Benefits: +1 Heal to Adjacent units.

Repair

  • Repair — Requirements: Shock III or Drill III. .

Survivalism

  • Survivalism I — Requirements: None. Benefits: +1 HP per turn when not in friendly territory.
  • Survivalism II — Requirements: Survivalism I. Benefits: +50% Combat Strength when Defending.
  • Survivalism III — Requirements: Survivalism II. , +50% Combat Strength when Defending.

Scouting Promotions

Scouting

  • Scouting I — Requirements: None. Benefits: +1 Sight.
  • Scouting II — Requirements: Scouting I. Benefits: +1 Sight.
  • Scouting III — Requirements: Scouting II. Benefits: +1 Sight.

Sentry

  • Sentry — Requirements: Shock I or Drill I or Targeting I or Bombardment I. Benefits: +1 Visibility.

Air Unit Promotions

Air Ambush

  • Air Ambush I — Requirements: Interception I or Dogfighting I or Air Siege I or Bombardment I. Benefits: +25% Combat Strength against Armoured Units.
  • Air Ambush II — Requirements: Air Ambush I. .

Air Logistics

  • Air Logistics — Requirements: Air Siege II or Bombardment II or Heli Ambush II or Heli Mobility II. Benefits: Can move after attacking and can attack twice per turn.

Air Range

  • Air Range — Requirements: Interception I or Dogfighting I or Air Siege I or Bombardment I. Benefits: +2 Range.

Air Siege

  • Air Siege I — Requirements: None. Benefits: +25% Combat Strength when attacking a city.
  • Air Siege II — Requirements: Air Siege I. .
  • Air Siege III — Requirements: Air Siege II. .

Air Targeting

  • Air Targeting I — Requirements: Interception I or Dogfighting I or Air Siege I or Bombardment I. .
  • Air Targeting II — Requirements: Air Targeting I. .

Dogfighting

  • Dogfighting I — Requirements: None. Benefits: +25% Combat Strength when performing an aerial sweep.
  • Dogfighting II — Requirements: Dogfighting I. .
  • Dogfighting III — Requirements: Dogfighting II. .

Evasion

  • Evasion — Requirements: Air Siege II or Bombardment II. Benefits: -50% Damage from Interception.

Heli Ambush

  • Heli Ambush I — Requirements: None. .
  • Heli Ambush II — Requirements: Heli Ambush I. .

Heli Mobility

  • Heli Mobility I — Requirements: None. Benefits: +1 Movement.
  • Heli Mobility II — Requirements: Heli Mobility I. Benefits: +1 Movement.

Interception

  • Interception I — Requirements: None. Benefits: +25% Combat Strength when intercepting enemy aircraft.
  • Interception II — Requirements: Interception I. .
  • Interception III — Requirements: Interception II. .

Sortie

  • Sortie — Requirements: Interception II or Dogfighting II. Benefits: +1 Sorties per turn.

Shared Promotions

Discipline

  • Discipline — Requirements: Discipline Social Policy. Benefits: +15% Combat Strength when fighting next a friendly unit.

Embarkation

  • Embarkation — Requirements: Tech. Benefits: Allows unit to embark across water.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content