Original wurden diese Infos hier gepostet und stammen aus dem Strategie-Guide.
Übersetzt hab' ich's noch nicht, ist aktuell etwas spät...also hier, die Liste:
Nahkampf:
Achtung Spoiler:
MELEE
Ambush I- +25% combat strenth vs. armored units, requires Shock II, Drill II
Ambush II- +25% combat strength vs. armores units, requires Ambush I
Blitz- unit may attack multiple times per turn, requires Shock III, Drill III
Charge- +25% combat strength vs. wounded units, requires Shock II, Drill II
Cover I- +25% defence against all ranged attacks, requires Shock II, Drill II, accuracy I, barrage I
Cover II- +25% against all ranged attacks, requires cover I
Drill I- +20% combat strength when fighting in rough terrain (hills/forest/jungle), no prerequisite
Drill II- +20% combat strength when fighting in rough terrain (hills/forest/jungle), requires Drill I
Drill III- +25% combat strength when fighting in rough terrain (hills/forest/jungle), requires Drill II
Formation I- +25% combat strength vs. mounted units, requires Shock II, Drill II, Accuracy II, Barrage II
Formation II- +25% combat strength vs. mounted units, requires Formation I
Shock I- +20% combat strength when fighting in open terrain (NO hills/forest/jungle), no prerequisite
Shock II- +20% combat strength when fighting in open terrain (NO hills/forest/jungle), requires Shock I
Shock III- +25% combat strength when fighting in open terrain (NO hills/forest/jungle), requires Shock II
Siege- +25% combat strength vs. cities, requires Shock I,Drill I, Accuracy I, Barrage I
Bombardierungs-Beförderungen:
Achtung Spoiler:
Accuracy I- +20% ranged combat strength against unit in open terrain (no hills/forest/jungle), no prerequisite
Accuracy II- +20% ranged combat strength against unit in open terrain (no hills/forest/jungle), requires Accuracy I
Accuracy III- +25% ranged combat strength against unit in open terrain (no hills/forest/jungle), requires Accuracy II
Barrage I- +25% ranged combat strength unit in rough terrain (hills/forest/jungle), no prerequisite
Barrage II- +25% ranged combat strength unit in rough terrain (hills/forest/jungle), requires Barrage I
Barrage III- +25% ranged combat strength unit in rough terrain (hills/forest/jungle), requires Barrage II
Bombartment I- +20% combat strength against land unit, no prerequisite
Bombardment II- +20% combat strength against land unit, requires Bombardment I
Bombardment III- +20% combat strength against land unit, requires Bombardment II
Logistics- +1 additional attack per turn, requires Accuracy III, Barrage III, Targeting III, Bombardment III
Mobility- +1 movement, requires Shock III, Drill III, Targeting I, Bombardment I
Range- +1 range, requires Accuracy III, Barrage III, Targeting II, Bombardment II
Volley- +25% combat strength vs. fortified units, requires Accuracy I, Barrage I
Maritime Beförderungen:
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Amphibious- eliminates combat penalty for attacking from the sea or over a river, requires Shock II, Drill II
Supply- may heal damage outside of friendly territory, 2 HP healed per turn, requires Targeting II, Bombardment II
Targeting I- +20% combat strength against naval unit, no prerequisite
Targeting II- +20% combat strength against naval unit, requires Targeting I
Targeting III- +20% combat strength against naval unit, requires Targeting II
Heilung:
Achtung Spoiler:
Heal Instantly- heal this unit completely, doing so will consume this oppertunity to choose a promotion, no prerequisite
March- unit will heal every turn, even if it performs an action, requires Shock III, Drill III, Accuracy II, Barrage II
Medic- this unit and all other in adjacent tiles heal 1 additional HP per turn, requires Shock I, Drill I, Scouting II, Survivalism II
Repair- air repair, requires Interception II, Dogfighting II, Siege II, Bombardment II
Repair- unit will heal every turn even if it performs an action, requires Shock III, Drill III
Survivalism I- +1 HP healed per turn outside of friendly territory, no prerequisite
Survivalism II- +50% defence, requires Survivalism I
Survivalism III- +50% defence, unit will heal every turn even if it performs an action, requires Survivalism II
Aufklärung:
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Scouting I- +1 visibility range, no prerequisite
Scouting II- +1 movement, requires Scouting I
Scouting III- +1 visibility range, requires Scouting II
Sentry- +1 visibility range, requires Shock I, Drill I, Targeting I, Bombardment I
Luft:
Achtung Spoiler:
Ambush I- +25% strength vs armored units, requires Interception I, Dogfighting I, Siege I, Bombardment I
Anbush II- +25% strength vs armored units, requires Ambush I
Dogfighting I- +25% strength when performing an air sweep, no prerequisite
Dogfighting II- +25% strength when performing an air sweep, requires dogfighting I
Dogfighting III- +25% strength when performing an air sweep, requires dogfighting II
Evasion- reduces damage taken from interception by 50%, requires Siege II, Bombardment II
Interception I- +25% combat strength when intercepting an enemy aircraft, no prerequisite
Interception II- +25% combat strength when intercepting an enemy aircraft, requires Interception I
Interception III- +25% combat strength when intercepting an enemy aircraft, requires Interception II
Logistics- +1 additional attack per turn, requires Siege II, Bombardment II, Ambush II, MobilityII
Mobility I- +1 movement, no prerequisite
Mobility II- +1 movement, requires Mobility I
Range- +2 operational range, requires Interception I, Dogfighting I, Siege I, Bombardment I
Siege I- +25% combat strength vs cities, no prerequisite
Siege II- +25% combat strength vs cities, requires Siege I
Siege III- +25% combat strength vs cities, requires Siege II
Sortie- +1 extra interception may be made per turn, requires Interception II, Dogfighting II
Targeting I- +20% combat strength vs naval unit, requires Interception I, Dogfighting I, Siege I, Bombardment I
Targeting II- +20% combat strength vs naval unit, requires Targeting I
Sonstige:
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Discipline- +15% combat strength when adjacent to a friendly unit, requires you adopt this Honor policy
Embarkation- can embark onto water tiles, requires research of Optics
Great Lighthouse- +1movement & +1 sight, requires Great Lighthouse
Himeji Castle- +25% combat strength in friendly territory, requires Himeji Castle
Indirect Fire- ranged attacks can be performed over obstacles, requires Targeting I, Bombardment I, Accuracy I, Barrage I
Morale- +15% combat strength, requires unit to be built in same city as your Heroic Epic
Nationalism- +25% combat strength in friendly territory, requires you adopt this Order policy
Naval Tradition- +1 movement and +1 sight, requires you adopt this Commerce policy
Oligarchy- +33% combat strength in friendly territory, adopt this Tradition policy