Civ 6 “What If”: Every Unit Had a Unique Promotion Tree?

In the sweeping grand strategy of Civilization VI, units are the beating heart of an empire—the tools through which it shapes the world. They scout uncharted lands, expand borders, exploit resources, and, when needed, bring war to their foes. The current promotion system allows for some specialization, but it binds units into broad classes, each sharing the same upgrade path.

But imagine a different battlefield—one where every unit, from the modest Warrior to the formidable Modern Armor, had its own distinct promotion tree. Such a change would send shockwaves through the game’s core mechanics, unlocking new layers of strategic depth and tactical variety.

Community discussions suggest this would force players into agonizing choices: preserve a veteran unit’s hard-earned abilities or trade them for the raw power of newer technology. The result? A fundamental shift in how wars are fought, where every soldier could become a legend and every decision could alter the course of history.

The Strategic Revolution: A New Era of Unit Specialization

The introduction of unique promotion trees for every unit would be nothing short of a revolutionary change to the Civilization VI formula. No longer would a unit be a mere collection of stats and a class-based set of abilities. Instead, every unit would become a unique entity, its history and battlefield experience reflected in a bespoke set of promotions. A popular strategy is to consider how this would fundamentally alter the cost-benefit analysis of unit production and upgrades. A highly promoted but technologically obsolete unit might be more valuable than a freshly trained, advanced unit. This creates a fascinating dynamic where a player’s army is not just a collection of units, but a roster of individual veterans, each with their own story and specialized skills.

The Upgrade Dilemma: Experience vs. Technology

One of the most profound strategic shifts would be the “upgrade dilemma.” In the current system, upgrading a unit is almost always a straightforward decision. A promoted Archer becomes a promoted Crossbowman, retaining its hard-won experience. With unique promotion trees, this decision becomes a moment of strategic agony. Does a player upgrade their “Long-Range Sharpshooter” Archer, a unit with a unique promotion that grants +1 range, to a Crossbowman with a generic promotion tree? The Crossbowman is more powerful on paper, but the Archer’s unique promotion might be a tactical game-changer. This dilemma would force players to constantly evaluate the trade-offs between raw power and specialized utility.

The Rise of “Hero” Units and Specialized Corps

A system of unique promotion trees would naturally lead to the emergence of “hero” units. A single, highly promoted unit could become a cornerstone of a player’s army, a legendary warrior whose unique abilities turn the tide of battle. Many professional gamers suggest that this would encourage a more narrative-driven approach to gameplay, where players become attached to their veteran units and go to great lengths to protect them. Furthermore, it would allow for the creation of highly specialized corps. A player could cultivate a group of “City Sieger” Swordsmen, each with promotions geared towards overwhelming urban defenses, or a squadron of “Scout-Killer” Horsemen, designed to hunt down and eliminate enemy reconnaissance units.

Recon Units: The Eyes and Ears of the Empire

Recon units are the unsung heroes of the early game, their explorations shaping the destiny of an empire. With unique promotion trees, their role could be expanded even further, transforming them from disposable scouts into invaluable intelligence assets.

Scout: The Trailblazer

The humble Scout, the first unit an empire sends into the unknown, could have a promotion tree focused on survival and enhanced exploration.

  • Tier 1: Survivalist vs. Cartographer
    • Survivalist: +10 HP healed per turn in friendly territory.
    • Cartographer: +1 sight range.
  • Tier 2: Guerilla vs. Naturalist
    • Guerilla: No movement cost to pillage.
    • Naturalist: Can enter foreign territory without open borders.
  • Tier 3: Pathfinder vs. Ambusher
    • Pathfinder: +1 movement.
    • Ambusher: +10 combat strength when attacking.

Ranger: The Wilderness Specialist

The Ranger, the industrial-era recon unit, could have a promotion tree that makes it a master of its environment and a potent guerilla fighter.

  • Tier 1: Woodsman vs. Mountaineer
    • Woodsman: +1 movement in Woods and Rainforest.
    • Mountaineer: Can traverse mountains.
  • Tier 2: Sapper vs. Infiltrator
    • Sapper: Can build roads.
    • Infiltrator: Can see into adjacent enemy cities.
  • Tier 3: Commando vs. Saboteur
    • Commando: Can move after attacking.
    • Saboteur: Can sabotage enemy districts, causing them to produce no yield for one turn.

Melee Units: The Backbone of the Army

Melee units are the workhorses of any army, the frontline soldiers who clash with the enemy and seize territory. Unique promotion trees would allow for a greater degree of specialization, creating distinct roles for different melee units.

Warrior: The Barbarian Slayer

The Warrior, the first melee unit, could have a promotion tree that makes it a specialist in dealing with the early-game threat of barbarians.

  • Tier 1: Brawler vs. Defender
    • Brawler: +5 combat strength vs. melee units.
    • Defender: +5 combat strength when defending.
  • Tier 2: Scourge of the Wilds vs. Disciplined
    • Scourge of the Wilds: +7 combat strength vs. barbarians.
    • Disciplined: +5 combat strength when adjacent to another friendly unit.
  • Tier 3: Headhunter vs. Pillager
    • Headhunter: Gains culture equal to 50% of the combat strength of a defeated enemy unit.
    • Pillager: +50% resources from pillaging.

Swordsman: The City Sieger

The Swordsman, the classical-era melee unit, could have a promotion tree that makes it a specialist in urban warfare.

  • Tier 1: Urban Assault vs. Phalanx
    • Urban Assault: +7 combat strength when attacking a city.
    • Phalanx: +5 combat strength when defending vs. cavalry.
  • Tier 2: Sapper vs. Shock Trooper
    • Sapper: +10 combat strength when attacking a district.
    • Shock Trooper: +5 combat strength when attacking a full-health unit.
  • Tier 3: Breacher vs. Praetorian
    • Breacher: Ignores walls when attacking a city.
    • Praetorian: +7 combat strength when defending in a district.

Ranged Units: Death from a Distance

Ranged units are the masters of standoff warfare, raining destruction upon the enemy from a safe distance. Unique promotion trees would allow for a greater variety of tactical roles, from long-range snipers to rapid-fire skirmishers.

Archer: The Sharpshooter

The Archer, the ancient-era ranged unit, could have a promotion tree that emphasizes accuracy and range.

  • Tier 1: Volley vs. Garrison
    • Volley: +5 ranged strength vs. land units.
    • Garrison: +7 ranged strength when occupying a district or fort.
  • Tier 2: Suppressive Fire vs. Hilltop Sniper
    • Suppressive Fire: Enemy units that are attacked cannot heal for one turn.
    • Hilltop Sniper: +1 range when on a hill.
  • Tier 3: Arcing Shot vs. Bodkin Arrow
    • Arcing Shot: Can fire over hills.
    • Bodkin Arrow: +10 ranged strength vs. knights.

Crossbowman: The Repeater

The Crossbowman, the medieval-era ranged unit, could have a promotion tree that focuses on rate of fire and overwhelming the enemy with a hail of bolts.

  • Tier 1: Rapid Fire vs. Armor Piercing
    • Rapid Fire: Can attack twice in one turn if it has not moved.
    • Armor Piercing: +7 ranged strength vs. heavy cavalry.
  • Tier 2: Skirmisher vs. Marksman
    • Skirmisher: Can move after attacking.
    • Marksman: +5 ranged strength when attacking a damaged unit.
  • Tier 3: Logistics vs. Sniper
    • Logistics: Can attack twice per turn.
    • Sniper: +1 range.

Anti-Cavalry Units: The Unyielding Wall

Anti-cavalry units are the defensive stalwarts of an army, their purpose to hold the line against charging horsemen. Unique promotion trees could expand their role, making them more versatile and effective in a variety of situations.

Spearman: The Formation Fighter

The Spearman, the ancient-era anti-cavalry unit, could have a promotion tree that emphasizes formation fighting and mutual support.

  • Tier 1: Shield Wall vs. Brace
    • Shield Wall: +5 combat strength when adjacent to another Spearman.
    • Brace: +7 combat strength when defending vs. cavalry.
  • Tier 2: Combined Arms vs. Hold the Line
    • Combined Arms: +5 combat strength when adjacent to a friendly ranged unit.
    • Hold the Line: +5 combat strength when defending in friendly territory.
  • Tier 3: Hoplite vs. Phalanx
    • Hoplite: +7 combat strength vs. melee units.
    • Phalanx: +10 combat strength when defending vs. cavalry.

Pikeman: The Fortress Defender

The Pikeman, the medieval-era anti-cavalry unit, could have a promotion tree that makes it a specialist in defending fortified positions.

  • Tier 1: Bastion vs. Pike and Shot
    • Bastion: +7 combat strength when defending in a district.
    • Pike and Shot: +5 combat strength when adjacent to a friendly gunpowder unit.
  • Tier 2: Sentry vs. Drill
    • Sentry: +1 sight range.
    • Drill: +5 combat strength when at full health.
  • Tier 3: Unbreakable vs. Rout
    • Unbreakable: Does not suffer combat penalties when damaged.
    • Rout: +5 combat strength vs. damaged units.

Light Cavalry: The Swift Raiders

Light cavalry are the fast-moving raiders and skirmishers of an army, their speed their greatest asset. Unique promotion trees could further enhance their mobility and their ability to disrupt the enemy’s plans.

Horseman: The Scout Hunter

The Horseman, the classical-era light cavalry unit, could have a promotion tree that makes it a specialist in hunting down and eliminating enemy recon units.

  • Tier 1: Coursers vs. Harasser
    • Coursers: +5 combat strength vs. recon units.
    • Harasser: Can move after pillaging.
  • Tier 2: Flanker vs. Raider
    • Flanker: +5 combat strength when attacking a unit from the side or rear.
    • Raider: +100% resources from pillaging.
  • Tier 3: Depredation vs. Pursuit
    • Depredation: Pillaging costs only 1 movement point.
    • Pursuit: +1 movement.

Courser: The Skirmisher

The Courser, the medieval-era light cavalry unit, could have a promotion tree that makes it a master of hit-and-run tactics.

  • Tier 1: Evasion vs. Charge
    • Evasion: +7 combat strength when defending vs. ranged attacks.
    • Charge: +10 combat strength when attacking a fortified defender.
  • Tier 2: Spurring vs. Double Time
    • Spurring: +1 movement if starting in friendly territory.
    • Double Time: +2 movement if starting on a road.
  • Tier 3: Escapade vs. Marauder
    • Escapade: Can move after attacking.
    • Marauder: +5 combat strength for every 2 movement points expended in a turn.

Heavy Cavalry: The Shock Troops

Heavy cavalry are the armored fist of an army, their charge capable of shattering enemy formations. Unique promotion trees could further enhance their power and their role as breakthrough units.

Knight: The Juggernaut

The Knight, the medieval-era heavy cavalry unit, could have a promotion tree that makes it an unstoppable force on the battlefield.

  • Tier 1: Crusader’s Zeal vs. Chivalry
    • Crusader’s Zeal: +5 combat strength when fighting in or adjacent to a city of a different religion.
    • Chivalry: +5 combat strength when fighting in friendly territory.
  • Tier 2: Breakthrough vs. Rout
    • Breakthrough: Can attack a second time if the first attack destroys the enemy unit.
    • Rout: +5 combat strength vs. damaged units.
  • Tier 3: Barding vs. Full Charge
    • Barding: +7 combat strength when defending vs. ranged attacks.
    • Full Charge: +10 combat strength when attacking.

Cuirassier: The Armored Behemoth

The Cuirassier, the industrial-era heavy cavalry unit, could have a promotion tree that makes it a truly terrifying presence on the battlefield.

  • Tier 1: Plate Armor vs. Pistol Shot
    • Plate Armor: +10 combat strength when defending.
    • Pistol Shot: Can make a ranged attack with 1 range and 30 ranged strength.
  • Tier 2: Intimidation vs. Trample
    • Intimidation: Enemy units adjacent to the Cuirassier suffer -5 combat strength.
    • Trample: +5 combat strength for each adjacent enemy unit.
  • Tier 3: Unstoppable Force vs. Immovable Object
    • Unstoppable Force: +10 combat strength when attacking a full-health unit.
    • Immovable Object: +10 combat strength when defending vs. a full-health unit.

Siege Units: The City Breakers

Siege units are the key to unlocking enemy cities, their powerful attacks capable of reducing the strongest walls to rubble. Unique promotion trees could make them even more effective in their specialized role.

Catapult: The Wall Cracker

The Catapult, the classical-era siege unit, could have a promotion tree that makes it a specialist in taking down early-game defenses.

  • Tier 1: Crew Weapons vs. Forward Observers
    • Crew Weapons: +7 ranged strength vs. districts.
    • Forward Observers: Cannot be targeted by city ranged attacks.
  • Tier 2: Shrapnel vs. Incendiary
    • Shrapnel: +5 ranged strength vs. land units.
    • Incendiary: Districts damaged by the Catapult take damage over time.
  • Tier 3: Siege Engines vs. Expert Crew
    • Siege Engines: +10 ranged strength vs. walls.
    • Expert Crew: +1 range.

Bombard: The Fortress Buster

The Bombard, the medieval-era siege unit, could have a promotion tree that makes it a master of reducing even the most formidable fortifications to dust.

  • Tier 1: Heavy Shot vs. Mortar
    • Heavy Shot: +10 ranged strength vs. districts.
    • Mortar: Can fire over hills.
  • Tier 2: Sappers vs. Engineers
    • Sappers: +10 ranged strength vs. encampments.
    • Engineers: +1 movement.
  • Tier 3: Concussion vs. Demolition
    • Concussion: Enemy units damaged by the Bombard suffer -5 combat strength for one turn.
    • Demolition: +10 ranged strength vs. walls.

Naval Units: The Rulers of the Waves

Naval units are the key to controlling the seas, their power and range allowing them to project an empire’s influence across the globe. Unique promotion trees could create a more diverse and interesting naval game.

Galley: The Coastal Raider

The Galley, the ancient-era naval unit, could have a promotion tree that makes it a specialist in coastal raiding and early-game naval dominance.

  • Tier 1: Boarding Party vs. Helmsman
    • Boarding Party: +7 combat strength vs. naval units.
    • Helmsman: +1 movement.
  • Tier 2: Coastal Raider vs. Sentry
    • Coastal Raider: +100% resources from pillaging coastal tiles.
    • Sentry: +1 sight range.
  • Tier 3: Ram vs. Fireship
    • Ram: +10 combat strength when attacking.
    • Fireship: Enemy units damaged by the Galley take damage over time.

Frigate: The Ship of the Line

The Frigate, the renaissance-era naval unit, could have a promotion tree that makes it the dominant warship of its era.

  • Tier 1: Broadside vs. Long Guns
    • Broadside: +7 ranged strength vs. naval units.
    • Long Guns: +1 range.
  • Tier 2: Chain Shot vs. Grapeshot
    • Chain Shot: Enemy naval units damaged by the Frigate suffer -1 movement for one turn.
    • Grapeshot: +7 ranged strength vs. land units.
  • Tier 3: Weatherly vs. Flagship
    • Weatherly: +1 movement in friendly territory.
    • Flagship: +5 combat strength to all friendly naval units within 2 tiles.

Conclusion: A New Frontier of Strategy

The concept of unique promotion trees for every unit in Civilization VI is a tantalizing one. It promises a new frontier of strategic depth, a game where every unit has the potential to become a legend, and every battle is a clash of not just armies, but of individual veterans. While the complexity of such a system would be a significant challenge, the potential rewards are immense. It would transform Civilization VI from a game of grand strategy into a game of grand strategy and intimate tactics, where the smallest unit can make the biggest difference. According to the player community, this is a change that would be welcomed by those who crave a deeper, more engaging, and more personal Civilization experience.