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NEW PROMOTIONS

  Boarding I (requires Combat I)

     -Reserved for Water Units
     -Strength: +10% of the Strength transported


  Boarding II (requires Boarding I & Tech. Piracy)

     -Reserved for Water Units
     -Strength: +10% of the Strength transported


  Camouflage (requires Guerilla II & Tech. Guerilla Warfare)

     -Reserved for recon, archery, melee, and gunpowder units
     -Invisible in Jungle and Forest


  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%


  Honnor (requires Combat I & Tech. Anthropomophism)

     -Reserved for archery, mounted, melee, and gunpowder units
     -Can't be asserved


  Panic (requires Tech. Athletism)

     -Reserved for siege units
     -Bombardements have +10% chances to demoralize enemy units


  Plunderer (requires Combat I)

     -Reserved for recon, archery, mounted, melee, siege, gunpower, armored, water, and helicoptere units
     -Gold from plunder (improvements): +50%


  Piracy (requires Combat I)

     -Reserved for Water units
     -Chances to gain a loot after a victory: +75%


  Professionnal (requires Combat II)

     -Reserved for recon, archery, mounted, melee, siege, gunpower, armored, water, and helicoptere units
     -Upgrade cost: -25%



SPIES PROMOTIONS

  Alchemist I (requires Deception I)

     -Effects of "Poison the water": +50% (of sickness)


  Alchemist II (requires Alchemist I)

     -Effects of "Poison the water": +50% (of sickness)


  Alchemist III (requires Alchemist II)

     -Creates fallout on sabotaged improvements


  Improvise I

     -Cost of missions: -10%


  Improvise II (requires Improvise I)

     -Cost of missions: -10%


  Improvise III (requires Improvise II)

     -Cost of missions: -10%


  Improvise IV (requires Improvise III)

     -Cost of missions: -10%


  Improvise V (requires Improvise IV)

     -Cost of missions: -10%


  Loyalty (requires Deception II)

     -Never captured (but can die)
     -Doesn't reveal his nationality


  Deception I

     -Probabilities of being intercepted: -10%


  Deception II (requires Deception I)

     -Probabilities of being intercepted: -10%


  Deception III (requires Deception II)

     -Probabilities of being intercepted: -15%


  Instigator I (requires Deception I)

     -Effects of "Foment Unhappiness": +50% (of unhappiness)


  Instigator II (requires Instigator I)

     -Effects of "Foment Unhappiness": +50% (of unhappiness)


  Instigator III (requires Instigator II)

     -Effects of "Foment Unhappiness": +100% (of turns)


  Logistics I

     -Movement Range: +1


  Logistics II (requires Logistics I)

     -Can use enemies' routes
     -Movement cost: -1


  Logistics III (requires Logistics II)

     -Movement Range: +1


  Security I

     -Visibility Range: +1
     -Enemy Spy Detection Bonus: +10%
     -Bonus To Counter Espionage Missions<: +50%


  Security II (requires Security I)

     -Visibility Range: +1
     -Enemy Spy Detection Bonus: +10%
     -Bonus To Counter Espionage Missions<: +50%


  Security III (requires Security II)

     -Visibility Range: +1
     -Enemy Spy Detection Bonus: +10%
     -Bonus To Counter Espionage Missions<: +50%