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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