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NEW PROMOTIONS
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Boarding I (requires Combat I)
-Reserved for Water Units
-Strength: +10% of the Strength transported
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Boarding II (requires Boarding I & Tech. Piracy)
-Reserved for Water Units
-Strength: +10% of the Strength transported
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Camouflage (requires Guerilla II & Tech. Guerilla Warfare)
-Reserved for recon, archery, melee, and gunpowder units
-Invisible in Jungle and Forest
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Carapace (requires Combat I or City Garrison I & Tech. Architecture)
-Reserved for archery, mounted, melee, siege, gunpowder, armored, and hélicoptere units
-Collateral damages suffered: -33%
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Honnor (requires Combat I & Tech. Anthropomophism)
-Reserved for archery, mounted, melee, and gunpowder units
-Can't be asserved
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Panic (requires Tech. Athletism)
-Reserved for siege units
-Bombardements have +10% chances to demoralize enemy units
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Plunderer (requires Combat I)
-Reserved for recon, archery, mounted, melee, siege, gunpower, armored, water, and helicoptere units
-Gold from plunder (improvements): +50%
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Piracy (requires Combat I)
-Reserved for Water units
-Chances to gain a loot after a victory: +75%
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Professionnal (requires Combat II)
-Reserved for recon, archery, mounted, melee, siege, gunpower, armored, water, and helicoptere units
-Upgrade cost: -25%
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SPIES PROMOTIONS
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Alchemist I (requires Deception I)
-Effects of "Poison the water": +50% (of sickness)
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Alchemist II (requires Alchemist I)
-Effects of "Poison the water": +50% (of sickness)
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Alchemist III (requires Alchemist II)
-Creates fallout on sabotaged improvements
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Improvise I
-Cost of missions: -10%
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Improvise II (requires Improvise I)
-Cost of missions: -10%
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Improvise III (requires Improvise II)
-Cost of missions: -10%
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Improvise IV (requires Improvise III)
-Cost of missions: -10%
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Improvise V (requires Improvise IV)
-Cost of missions: -10%
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Loyalty (requires Deception II)
-Never captured (but can die)
-Doesn't reveal his nationality
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Deception I
-Probabilities of being intercepted: -10%
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Deception II (requires Deception I)
-Probabilities of being intercepted: -10%
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Deception III (requires Deception II)
-Probabilities of being intercepted: -15%
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Instigator I (requires Deception I)
-Effects of "Foment Unhappiness": +50% (of unhappiness)
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Instigator II (requires Instigator I)
-Effects of "Foment Unhappiness": +50% (of unhappiness)
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Instigator III (requires Instigator II)
-Effects of "Foment Unhappiness": +100% (of turns)
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Logistics I
-Movement Range: +1
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Logistics II (requires Logistics I)
-Can use enemies' routes
-Movement cost: -1
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Logistics III (requires Logistics II)
-Movement Range: +1
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Security I
-Visibility Range: +1
-Enemy Spy Detection Bonus: +10%
-Bonus To Counter Espionage Missions<: +50%
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Security II (requires Security I)
-Visibility Range: +1
-Enemy Spy Detection Bonus: +10%
-Bonus To Counter Espionage Missions<: +50%
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Security III (requires Security II)
-Visibility Range: +1
-Enemy Spy Detection Bonus: +10%
-Bonus To Counter Espionage Missions<: +50%
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