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Combat I All Combat Units +10% Strength   Combat II
Cover
Shock
Pinch
Medic I

Combat II All Combat Units +10% Strength Combat I Combat III
Formation
Charge
Ambush
Amphibious

Combat III All Combat Units +10% Strength Combat II Combat IV
March
Blitz
Sentry

Combat IV All Combat Units +10% Strength
Heals extra 10% damage / turn in neutral lands
Combat III Combat V
Commando

Combat V All Combat Units +10% Strength
Heals extra 10% damage / turn in enemy lands
Combat IV  

Cover Archery Units
Melee Units
Gunpowder Units
+25% Strength vs. Archery Units Combat I  

Shock Archery Units
Mounted Units
Melee Units
Siege Weapons
+25% Strength vs. Melee Units Combat I  

Pinch Mounted Units
Gunpowder Units
Armored Units
Helicopter Units
+25% Strength vs. Gunpowder Units Combat I  

Formation Archery Units
Mounted Units
Melee Units
Gunpowder Units
+25% Strength vs. Mounted Units Combat II  

Charge Mounted Units
Melee Units
Armored Units
Helicopter Units
+25% Strength vs. Siege Weapons
Combat II  

Ambush Siege Weapons
Gunpowder Units
Armored Units
Helicopter Units
+25% Strength vs. Armored Units Combat II  

Amphibious Archery Units
Mounted Units
Melee Units
Siege Weapons
Gunpowder Units
Recon Units
No combat penalty for attacking accros river
No combat penalty forattacking from sea
Combat II  

March Archery Units
Mounted Units
Melee Units
Siege Weapons
Gunpowder Units
Recon Units
Can heal while moving
Combat III
or Medic I
 

Blitz Mounted Units
Armored Units
Helicopter Units
Can attack multiple times per turn
Combat III  

Commando Archery Units
Mounted Units
Melee Units
Gunpowder Units
Armored Units
Recon Units
Can use enemy roads
Combat IV  

Medic I Archery Units
Mounted Units
Melee Units
Siege Weapons
Gunpowder Units
Recon Units
Naval Units
Heals Units in Same Tile Extra 10% Damage/Turn Combat I Medic II
March

Medic II Archery Units
Mounted Units
Melee Units
Siege Weapons
Gunpowder Units
Recon Units
Naval Units
Heals Units in Adjacent Tiles Extra 10% Demage/Turn Medic I  

Guerilla I Archery Units
Gunpowder Units
Recon Units
+20% Hills Defense   Guerilla II

Guerilla II Archery Units
Gunpowder Units
Recon Units
Double Movement In Hills
+30% Hills Defense
Guerilla I

Woodsman I Melee Units
Gunpowder Units
Recon Units
+20% Jungle Defense
+20% Forest Defense
  Woodsman II

Woodsman II Melee Units
Gunpowder Units
Recon Units
+30% Jungle Defense
+30% Forest Defense
Double movement speed in Jungle & Forest
Woodsman I

City Raider I Melee Units
Siege Weapons
Armored Units
+20% City Attack   City Raider II
Accuracy

City Raider II Melee Units
Siege Weapons
Armored Units
+25% City Attack City Raider I City Raider III

City Raider III Melee Units
Siege Weapons
Armored Units
+30% City Attack
+10% Strength vs. Gunpowder Units
City Raider II  

City Garrison I Archery Units
Gunpowder Units
+20% city defense   City Garrison II

City Garrison II Archery Units
Gunpowder Units
+25% city defense City Garrison I City Garrison III

City Garrison III Archery Units
Gunpowder Units
+30% city defense
+10% Strength vs. Melee Units
City Garrison II  

Drill I Archery Units
Siege Weapons
Armored Units
Helicopter Units
Naval Units
+1 Extra First Strike Chance   Drill II

Drill II Archery Units
Siege Weapons
Armored Units
Helicopter Units
Naval Units
+1 Extra First Strike Drill I Drill III

Drill III Archery Units
Siege Weapons
Armored Units
Helicopter Units
Naval Units
+2 Extra First Strikes Chances Drill II Drill IV

Drill IV Archery Units
Siege Weapons
Armored Units
Helicopter Units
Naval Units
+2 Extra First Strikes
+10% vs. Mounted Units
Drill III  

Barrage I Siege Weapons
Armored Units
Naval Units
+20% collateral damage   Barrage II
Accuracy

Barrage II Siege Weapons
Armored Units
Naval Units
+30% collateral damage
+10% Strength vs. Melee Units
Barrage I Barrage III

Barrage III Siege Weapons
Armored Units
Naval Units
+50% Collateral Damage
+10% Strength vs Gunpowder Units
Barrage II  

Accuracy Siege Weapons +10% City Bombard Damage City Raider I
Barrage I
 

Flanking I Mounted Units
Armored Units
Helicopter Units
Naval Units
+10% Withdrawal Chance   Flanking II
Sentry
Navigation I

Flanking II Mounted Units
Armored Units
Helicopter Units
Naval Units
+20% Withdrawal Chance
Immune to First Strikes
Flanking I Mobility

Sentry Mounted Units
Helicopter Units
Naval Units
Recon Units
+1 Visibility Range Flanking I
Combat III
 

Mobility Mounted Units
Armored Units
-1 Terrain Movement Cost Flanking II  

Navigation I Naval Units +1 Movement Range Flanking I Navigation II

Navigation II Naval Units +1 Movement Range Navigation I  



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