[ { name:"Heal Instantly", effect:"Heal this Unit by 50 HP; Doing so will consume this opportunity to choose a Promotion", unitTypes:["Melee","Mounted","Scout","Siege","Ranged","Armor","WaterMelee","WaterRanged","WaterSubmarine"] } // Ranged+Siege { name:"Accuracy I", effect:"Bonus vs units in open terrain 15%", unitTypes:["Siege","Ranged"] } { name:"Accuracy II", prerequisites:["Accuracy I"], effect:"Bonus vs units in open terrain 15%", unitTypes:["Siege","Ranged"] } { name:"Accuracy III", prerequisites:["Accuracy II"], effect:"Bonus vs units in open terrain 15%", unitTypes:["Siege","Ranged"] } { name:"Barrage I", effect:"Bonus vs units in rough terrain 15%", unitTypes:["Siege","Ranged"] } { name:"Barrage II", prerequisites:["Barrage I"], effect:"Bonus vs units in rough terrain 15%", unitTypes:["Siege","Ranged"] } { name:"Barrage III", prerequisites:["Barrage II"], effect:"Bonus vs units in rough terrain 15%", unitTypes:["Siege","Ranged"] } { name:"Volley", prerequisites:["Accuracy I","Barrage I"], effect:"Bonus vs City 50%", unitTypes:["Ranged","Siege"] } { name:"Range", prerequisites:["Accuracy III","Barrage III","Targeting II","Bombardment II", "Wolfpack II"], effect:"+1 Range", unitTypes:["Ranged","Siege","WaterRanged","WaterSubmarine"] } { name:"Indirect Fire", prerequisites:["Accuracy III","Barrage III"], effect:"Ranged attacks may be performed over obstacles", unitTypes:["Ranged","Siege"] } // Melee, Mounted+Armor { name:"Shock I", effect:"Bonus vs units in open terrain 15%", unitTypes:["Melee","Mounted","Armor"] } { name:"Shock II", prerequisites:["Shock I"], effect:"Bonus vs units in open terrain 15%", unitTypes:["Melee","Mounted","Armor"] } { name:"Shock III", prerequisites:["Shock II"], effect:"Bonus vs units in open terrain 15%", unitTypes:["Melee","Mounted","Armor"] } { name:"Drill I", effect:"Bonus vs units in rough terrain 15%", unitTypes:["Melee","Mounted","Armor"] } { name:"Drill II", prerequisites:["Drill I"], effect:"Bonus vs units in rough terrain 15%", unitTypes:["Melee","Mounted","Armor"] } { name:"Drill III", prerequisites:["Drill II"], effect:"Bonus vs units in rough terrain 15%", unitTypes:["Melee","Mounted","Armor"] } { name:"Charge", prerequisites:["Shock II","Drill II"], effect:"Bonus vs wounded units 33%", unitTypes:["Mounted","Armor"] } { name:"Siege", prerequisites:["Shock II","Drill II"], effect:"Bonus vs City 50%", unitTypes:["Melee"] } { name:"Formation I", prerequisites:["Shock II","Drill II"], effect:"Bonus vs Mounted 33%", unitTypes:["Melee","Mounted"] } { name:"Formation II", prerequisites:["Formation I"], effect:"Bonus vs Mounted 33%", unitTypes:["Melee","Mounted"] } { name:"Blitz", prerequisites:["Shock III","Drill III"], effect:"1 additional attack per turn", unitTypes:["Melee","Mounted","Armor"] } { name:"Woodsman", prerequisites:["Shock III","Drill III"], effect:"Double movement rate through Forest and Jungle", unitTypes:["Melee"] } { name:"Medic", prerequisites:["Shock I", "Drill I", "Scouting II"], effect:"This unit and all others in adjacent tiles heal 5 additional HP per turn", unitTypes:["Melee","Mounted","Scout"] } { name:"Medic II", prerequisites:["Medic"], effect:"This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.", unitTypes:["Melee","Mounted","Scout"] } // Scout { name:"Scouting I", effect:"+1 Visibility Range", unitTypes:["Scout"] } { name:"Scouting II", prerequisites:["Scouting I"], effect:"+1 Movement", unitTypes:["Scout"] } { name:"Scouting III", prerequisites:["Scouting II"], effect:"+1 Visibility Range", unitTypes:["Scout"] } // Water melee { name:"Boarding Party I", effect:"Bonus vs water units 15%", unitTypes:["WaterMelee"] } { name:"Boarding Party II", prerequisites:["Boarding Party I"], effect:"Bonus vs water units 15%", unitTypes:["WaterMelee"] } { name:"Boarding Party III", prerequisites:["Boarding Party II"], effect:"Bonus vs water units 15%", unitTypes:["WaterMelee"] } { name:"Coastal Raider I", effect:"Bonus vs City 15%", unitTypes:["WaterMelee"] } { name:"Coastal Raider II", prerequisites:["Coastal Raider I"], effect:"Bonus vs City 15%", unitTypes:["WaterMelee"] } { name:"Coastal Raider III", prerequisites:["Coastal Raider II"], effect:"Bonus vs City 15%", unitTypes:["WaterMelee"] } // Submarine { name:"Wolfpack I", effect:"Bonus as Attacker [25]%", unitTypes:["WaterSubmarine"] } { name:"Wolfpack II", prerequisites:["Wolfpack I"], effect:"Bonus as Attacker [25]%", unitTypes:["WaterSubmarine"] } { name:"Wolfpack III", prerequisites:["Wolfpack II"], effect:"Bonus as Attacker [25]%", unitTypes:["WaterSubmarine"] } // Bomber { name:"Siege I", effect:"Bonus vs City 33%", unitTypes:["Bomber"] } { name:"Siege II", prerequisites:["Siege I"], effect:"Bonus vs City 33%", unitTypes:["Bomber"] } { name:"Siege III", prerequisites:["Siege II"], effect:"Bonus vs City 34%", unitTypes:["Bomber"] } { name:"Evasion", prerequisites:["Siege II", "Bombardment II"] effect:"Reduces damage taken from interception by 50%", unitTypes:["Bomber"] } // Fighter { name:"Interception I", effect:"Bonus when intercepting [33]%", unitTypes:["Fighter"] } { name:"Interception II", prerequisites:["Interception I"], effect:"Bonus when intercepting [33]%", unitTypes:["Fighter"] } { name:"Interception III", prerequisites:["Interception II"], effect:"Bonus when intercepting [34]%", unitTypes:["Fighter"] } /* { name:"Dogfighting I", effect:"Bonus when performing air sweep [33]%", // todo unitTypes:["Fighter"] } { name:"Dogfighting II", prerequisites:["Dogfighting I"], effect:"Bonus when performing air sweep [33]%", unitTypes:["Fighter"] } { name:"Dogfighting III", prerequisites:["Dogfighting II"], effect:"Bonus when performing air sweep [34]%", unitTypes:["Fighter"] } */ { name:"Sortie", prerequisites:["Interception II", "Dogfighting II"] effect:"1 extra Interception may be made per turn", unitTypes:["Fighter"] } { name:"Operational Range", prerequisites:["Interception I", /*"Dogfighting I",*/ "Siege I", "Bombardment I"], effect:"+2 Range", unitTypes:["Fighter","Bomber"] } { name:"Air Repair", prerequisites:["Interception II", /*"Dogfighting II",*/ "Siege II", "Bombardment II"], effect:"Unit will heal every turn, even if it performs an action", unitTypes:["Fighter","Bomber"] } // Mixed { name:"Cover I", effect:"+25% Defence against ranged attacks", unitTypes:["Melee","Ranged","Siege"] } { name:"Cover II", prerequisites:["Cover I"], effect:"+25% Defence against ranged attacks", unitTypes:["Melee","Ranged","Siege"] } { name:"March", prerequisites:["Accuracy II","Barrage II","Shock III","Drill III"], effect:"Unit will heal every turn, even if it performs an action", unitTypes:["Melee","Ranged","Siege","Mounted"] } { name:"Mobility", prerequisites:["Shock II","Drill II","Targeting I", "Bombardment I","Boarding Party I", "Coastal Raider I", "Wolfpack I"], effect:"+1 Movement", unitTypes:["Mounted","WaterMelee","WaterRanged","Armor","WaterSubmarine"] } { name:"Sentry", prerequisites:["Accuracy I","Barrage I","Shock II","Drill II","Bombardment I","Targeting I","Boarding Party I","Coastal Raider I"], effect:"+1 Visibility Range", unitTypes:["Melee","Mounted","WaterRanged","Armor","WaterMelee"] } { name:"Logistics", prerequisites:["Accuracy III","Barrage III","Targeting III", "Wolfpack III", "Bombardment III", "Coastal Raider III","Boarding Party III","Siege III"], effect:"1 additional attack per turn", unitTypes:["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine","Fighter","Bomber"] } { name:"Ambush I", effect:"Bonus vs Armor 25%", unitTypes:["Melee","Fighter","Bomber"] } { name:"Ambush II", prerequisites:["Ambush I"], effect:"Bonus vs Armor 25%", unitTypes:["Melee","Fighter","Bomber"] } // Water ranged and air units { name:"Bombardment I", effect:"Bonus vs land units 33%", unitTypes:["WaterRanged","Fighter","Bomber"] } { name:"Bombardment II", prerequisites:["Bombardment I"], effect:"Bonus vs land units 33%", unitTypes:["WaterRanged","Fighter","Bomber"] } { name:"Bombardment III", prerequisites:["Bombardment II"], effect:"Bonus vs land units 34%", unitTypes:["WaterRanged","Fighter","Bomber"] } // Targeting I has different requirements for air and waterranged units, this was the cleanest way to do so { name:"Targeting I", effect:"Bonus vs water units 15%", unitTypes:["WaterRanged"] } { name:"Targeting I (air)", prerequisites:["Interception I","Dogfighting I", "Siege I","Bombardment I"] effect:"Bonus vs water units 15%", unitTypes:["Fighter","Bomber"] } { name:"Targeting II", prerequisites:["Targeting I","Targeting I (air)"], effect:"Bonus vs water units 15%", unitTypes:["WaterRanged","Fighter","Bomber"] } { name:"Targeting III", prerequisites:["Targeting II"], effect:"Bonus vs water units 15%", unitTypes:["WaterRanged"] } // Uniques { name:"Haka War Dance", // only for Maori Warrior and subsequent upgrades effect:"-10% combat strength for adjacent enemy units" } ]