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Part 21
Civilization VI

Part 21

Learn about Civilization VI unit promotions like Skirmisher III, Surgeon III, and Swamp Fox III, including their requirements and bonuses.

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Learn about Civilization VI unit promotions like Skirmisher III, Surgeon III, and Swamp Fox III, including their requirements and bonuses.

Skirmisher I

Available to: Mounted Units, Melee Units, Gunpowder Units, Naval Units

  • +20% Withdrawal Chance

Skirmisher III

Requires = Skirmisher II, Led by Great General

Available to: Mounted Units, Melee Units, Gunpowder Units, Naval Units

  • +30% Withdrawal Chance

Solid Shot I

Available to: Siege Weapons

  • +5% Settlement Bombard Damage

Solid Shot II

Requires = Solid Shot I

Available to: Siege Weapons

  • +10% Settlement Bombard Damage

Solid Shot III

Requires = Solid Shot II, Led by Great General

Available to: Siege Weapons

  • +15% Settlement Bombard Damage

Surgeon I

Requires = Veteran I

Available to: Mounted Units, Melee Units, Gunpowder Units

  • Heals Units in Same Tile an Extra 10% Damage per Turn

Surgeon II

Requires = Surgeon I

Available to: Mounted Units, Melee Units, Gunpowder Units

  • Heals Units in Adjacent Tiles an Extra 10% Damage per Turn

Surgeon III

Requires = Surgeon II, Led by Great General

Available to: Mounted Units, Melee Units, Gunpowder Units

  • Can Heal while Moving
  • Heals Units in Same Tile an Extra 15% Damage per Turn
  • Heals Units in Adjacent Tiles an Extra 15% Damage per Turn

Swamp Fox I

Available to: Melee Units, Gunpowder Units

  • +20% Marsh Attack
  • +20% Marsh Defence
  • +20% Jungle Attack
  • +20% Jungle Defence

Swamp Fox II

Requires = Swamp Fox I

Available to: Melee Units, Gunpowder Units

  • Double Movement in Marsh
  • Double Movement in Jungle
  • +25% Marsh Attack
  • +25% Marsh Defence
  • +25% Jungle Attack
  • +25% Jungle Defence

Swamp Fox III

Requires = Swamp Fox II, Led by Great General

Available to: Melee Units, Gunpowder Units

  • Can Attack Multiple Times per Turn
  • +30% Marsh Attack
  • +30% Marsh Defence
  • +30% Jungle Attack
  • +30% Jungle Defence

Veteran I

Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units

  • +10% Strength

Veteran II

Requires = Veteran I

Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units

  • +10% Strength

Veteran III

Requires = Veteran II

Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units

  • +10% Strength

Veteran IV

Requires = Veteran III

Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units

  • +10% Strength
  • Heals Extra 10% Damage a Turn in Neutral Lands

Veteran V

Requires = Veteran IV

Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units

  • +10% Strength
  • Heals Extra 10% Damage a Turn in Enemy Lands

Veteran VI

Requires = Veteran V, Led by Great General

Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units

  • +25% Strength

Winning the Revolutionary War

When you declare independence, which is available after you have reached the threshold of 50% Rebel Sentiment throughout your colonies, you can declare your independence from your mother country. They will send troops at you.

  • Build up a lot of units to defend your colonies before you declare your independence.
  • You want an extremely large navy, as well as a LOT of ground forces to defend your port cities, and more ground forces at your inland cities.
  • Roads linking your inland cities with your port cities for reinforcement.
  • Set all your colonies to produce Guns and Horses for your ground troops.
  • Cannons are also quite useful, but make sure that you put most of them in your inland cities, a few in your port cities.
  • Make sure your cities all have Fortresses in them.
  • Good relations with as many people as possible.
  • A large amount of colonies, at least one third of your colonies should be inland for protection.
  • A large navy, at least half the size of the Royal Expeditionary Force's navy.
  • A large army, at least 60% of the size of the Expeditionary Force.
  • As many soldiers as you can; all your unwanted colonists need to bear arms and get ready to fight. Most need to head to the port cities, and some need to defend your inland cities.

The Foreign Invasion

The first thing the empire is going to send at you are Man-O-War ships at your colonies, most filled with 4 units inside, ready to fight. This is where control of the Seas are quite important. You need to make sure that your Warships are there to attack the enemy warships first. If you sink a Warship, you will eliminate 4 units that were with the warship, so that places a smaller strain on your ground forces. Do not use Frigates against the Man-O-War; they are more effective against Frigates. Send your Ship of the Lines at them, and then clean up with Frigates if they still stand. It is highly unlikely that your naval forces are going to win, as the Expeditionary Force simply has too many warships. However, although you will lose a navy, you will severely cripple their forces.

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