Explore Part 21 of the Civilization Beyond Earth guide, detailing unit promotions like Skirmisher, Solid Shot, Surgeon, Swamp Fox, and Veteran, and their strategic benefits.
This guide covers unit promotions available in Civilization Beyond Earth, detailing their requirements, unit availability, and specific bonuses.
Skirmisher I
- Available to: Mounted Units, Melee Units, Gunpowder Units, Naval Units
- Bonus: +20% Withdrawal Chance
Skirmisher III
- Requires: Skirmisher II, Led by Great General
- Available to: Mounted Units, Melee Units, Gunpowder Units, Naval Units
- Bonus: +30% Withdrawal Chance
Solid Shot I
- Available to: Siege Weapons
- Bonus: +5% Settlement Bombard Damage
Solid Shot II
- Requires: Solid Shot I
- Available to: Siege Weapons
- Bonus: +10% Settlement Bombard Damage
Solid Shot III
- Requires: Solid Shot II, Led by Great General
- Available to: Siege Weapons
- Bonus: +15% Settlement Bombard Damage
Surgeon I
- Requires: Veteran I
- Available to: Mounted Units, Melee Units, Gunpowder Units
- Bonus: Heals Units in Same Tile an Extra 10% Damage per Turn
Surgeon II
- Requires: Surgeon I
- Available to: Mounted Units, Melee Units, Gunpowder Units
- Bonus: 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
- Bonuses: 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
- Bonuses: +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
- Bonuses: 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
- Bonuses: 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
- Bonus: +10% Strength
Veteran II
- Requires: Veteran I
- Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
- Bonus: +10% Strength
Veteran III
- Requires: Veteran II
- Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
- Bonus: +10% Strength
Veteran IV
- Requires: Veteran III
- Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
- Bonuses: +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
- Bonuses: +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
- Bonus: +25% Strength
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