mirror of
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Unique autodocs ++
This commit is contained in:
parent
92fd72d895
commit
1b0eaa8a71
@ -6,13 +6,27 @@ import java.io.File
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class UniqueDocsWriter {
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fun toLink(string: String): String {
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return "#" + string.split(' ').map { it.lowercase() }.joinToString("-")
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return "#" + string.split(' ').joinToString("-") { it.lowercase() }
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}
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fun write() {
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val lines = ArrayList<String>()
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val targetTypesToUniques = UniqueType.values().groupBy { it.targetTypes.first() }
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fun replaceExamples(text:String):String {
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return text.replace("[amount]", "[20]")
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.replace("[stat]", "[Culture]")
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.replace("[stats]", "[+1 Gold, +2 Production]")
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.replace("[cityFilter]", "[in all cities]")
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.replace("[buildingName]", "[Library]")
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.replace("[tileFilter]", "[Farm]")
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.replace("[terrainFilter]", "[Grassland]")
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.replace("[baseUnitFilter]", "[Melee]")
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.replace("[mapUnitFilter]", "[Wounded]")
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.replace("[resource]", "[Iron]")
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.replace("[beliefType]", "[Follower]")
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}
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lines += "## Table of Contents\n"
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for (targetType in targetTypesToUniques) {
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val sectionName = targetType.key.name + " uniques"
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@ -22,6 +36,7 @@ class UniqueDocsWriter {
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lines += ""
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val deprecatedUniques = ArrayList<UniqueType>()
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for (targetType in targetTypesToUniques) {
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lines += "## " + targetType.key.name + " uniques"
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@ -35,6 +50,7 @@ class UniqueDocsWriter {
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}
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lines += "#### " + uniqueType.text
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lines += "Example: \"${replaceExamples(uniqueType.text)}\""
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lines += "Applicable to: " + uniqueType.targetTypes.joinToString()
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lines += ""
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}
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206
docs/uniques.md
206
docs/uniques.md
@ -15,631 +15,837 @@
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## Global uniques
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#### [stats]
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Example: "[+1 Gold, +2 Production]"
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Applicable to: Global, FollowerBelief, Improvement
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#### [stats] [cityFilter]
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Example: "[+1 Gold, +2 Production] [in all cities]"
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Applicable to: Global
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#### [stats] from every specialist [cityFilter]
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Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
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Applicable to: Global
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#### [stats] per [amount] population [cityFilter]
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Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"
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Applicable to: Global
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#### [stats] in cities with [amount] or more population
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Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
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Applicable to: Global, FollowerBelief
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#### [stats] in cities on [terrainFilter] tiles
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Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles"
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Applicable to: Global, FollowerBelief
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#### [stats] per turn from cities before [tech/policy]
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Example: "[+1 Gold, +2 Production] per turn from cities before [tech/policy]"
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Applicable to: Global
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#### [stats] whenever a Great Person is expended
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Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"
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Applicable to: Global
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#### [stats] from [tileFilter] tiles [cityFilter]
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Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
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Applicable to: Global
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#### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
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Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
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Applicable to: Global, FollowerBelief
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#### [stats] from every [tileFilter/specialist/buildingName]
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Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]"
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Applicable to: Global, FollowerBelief
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#### [amount]% [stat]
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Example: "[20]% [Culture]"
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Applicable to: Global
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#### [amount]% [stat] from City-States
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Example: "[20]% [Culture] from City-States"
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Applicable to: Global
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#### [amount]% [stat] [cityFilter]
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Example: "[20]% [Culture] [in all cities]"
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Applicable to: Global
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#### [amount]% [stat] from every follower, up to [amount]%
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Example: "[20]% [Culture] from every follower, up to [20]%"
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Applicable to: Global, FollowerBelief
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#### [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
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Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]"
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Applicable to: Global, Resource, FollowerBelief
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#### [amount]% Production when constructing [buildingFilter] buildings [cityFilter]
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Example: "[20]% Production when constructing [buildingFilter] buildings [in all cities]"
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Applicable to: Global
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#### [amount]% Production when constructing [baseUnitFilter] units [cityFilter]
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Example: "[20]% Production when constructing [Melee] units [in all cities]"
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Applicable to: Global
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#### [amount]% unhappiness from population [cityFilter]
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Example: "[20]% unhappiness from population [in all cities]"
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Applicable to: Global
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#### Military Units gifted from City-States start with [amount] XP
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Example: "Military Units gifted from City-States start with [20] XP"
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Applicable to: Global
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#### Gifts of Gold to City-States generate [amount]% more Influence
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Example: "Gifts of Gold to City-States generate [20]% more Influence"
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Applicable to: Global
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#### Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.
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Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [20] turns."
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Applicable to: Global
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#### City-State territory always counts as friendly territory
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Example: "City-State territory always counts as friendly territory"
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Applicable to: Global
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#### Allied City-States will occasionally gift Great People
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Example: "Allied City-States will occasionally gift Great People"
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Applicable to: Global
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#### [amount] units cost no maintenance
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Example: "[20] units cost no maintenance"
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Applicable to: Global
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#### [amount]% maintenance costs for [mapUnitFilter] units
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Example: "[20]% maintenance costs for [Wounded] units"
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Applicable to: Global
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#### [amount]% growth [cityFilter]
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Example: "[20]% growth [in all cities]"
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Applicable to: Global, FollowerBelief
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#### Gain a free [buildingName] [cityFilter]
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Example: "Gain a free [Library] [in all cities]"
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Applicable to: Global
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#### May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion
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Example: "May choose [20] additional [Follower] beliefs when [foundingOrEnhancing] a religion"
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Applicable to: Global
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#### May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion
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Example: "May choose [20] additional belief(s) of any type when [foundingOrEnhancing] a religion"
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Applicable to: Global
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#### [amount]% food consumption by specialists [cityFilter]
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Example: "[20]% food consumption by specialists [in all cities]"
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Applicable to: Global
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#### [amount]% of excess happiness converted to [stat]
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Example: "[20]% of excess happiness converted to [Culture]"
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Applicable to: Global
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#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])
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Example: "May buy [Melee] units for [20] [Culture] [in all cities] at an increasing price ([20])"
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Applicable to: Global
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#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
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Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities] at an increasing price ([20])"
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Applicable to: Global
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#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
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Example: "May buy [Melee] units for [20] [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
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Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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#### May buy [baseUnitFilter] units with [stat] [cityFilter]
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Example: "May buy [Melee] units with [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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#### May buy [buildingFilter] buildings with [stat] [cityFilter]
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Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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#### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
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Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"
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Applicable to: Global, FollowerBelief
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#### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
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Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost"
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Applicable to: Global, FollowerBelief
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#### [amount]% Strength
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Example: "[20]% Strength"
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Applicable to: Global, Unit
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#### [amount] Movement
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Example: "[20] Movement"
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Applicable to: Global, Unit
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#### [amount] Sight
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Example: "[20] Sight"
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Applicable to: Global, Unit
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#### [amount]% Spread Religion Strength
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Example: "[20]% Spread Religion Strength"
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Applicable to: Global, Unit
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#### Normal vision when embarked
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Example: "Normal vision when embarked"
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Applicable to: Global, Unit
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#### Free [baseUnitFilter] appears
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Example: "Free [Melee] appears"
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Applicable to: Global
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#### [amount] free [baseUnitFilter] units appear
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Example: "[20] free [Melee] units appear"
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Applicable to: Global
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#### Free Social Policy
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Example: "Free Social Policy"
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Applicable to: Global
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#### [amount] Free Social Policies
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Example: "[20] Free Social Policies"
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Applicable to: Global
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#### Empire enters golden age
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Example: "Empire enters golden age"
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Applicable to: Global
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#### Free Great Person
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Example: "Free Great Person"
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Applicable to: Global
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#### [amount] population [cityFilter]
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Example: "[20] population [in all cities]"
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Applicable to: Global
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#### Free Technology
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Example: "Free Technology"
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Applicable to: Global
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#### [amount] Free Technologies
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Example: "[20] Free Technologies"
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Applicable to: Global
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#### Reveals the entire map
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Example: "Reveals the entire map"
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Applicable to: Global
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#### Triggers voting for the Diplomatic Victory
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Example: "Triggers voting for the Diplomatic Victory"
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Applicable to: Global
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#### This Unit upgrades for free
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Example: "This Unit upgrades for free"
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Applicable to: Global
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#### This Unit gains the [promotion] promotion
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Example: "This Unit gains the [promotion] promotion"
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Applicable to: Global
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#### [mapUnitFilter] units gain the [promotion] promotion
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Example: "[Wounded] units gain the [promotion] promotion"
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Applicable to: Global
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#### Quantity of strategic resources produced by the empire +[amount]%
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Example: "Quantity of strategic resources produced by the empire +[20]%"
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Applicable to: Global
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#### +[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns
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Example: "+[20]% attack strength to all [Wounded] Units for [20] turns"
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Applicable to: Global
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#### Provides the cheapest [stat] building in your first [amount] cities for free
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Example: "Provides the cheapest [Culture] building in your first [20] cities for free"
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Applicable to: Global
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#### Provides a [buildingName] in your first [amount] cities for free
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Example: "Provides a [Library] in your first [20] cities for free"
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Applicable to: Global
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## Building uniques
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#### Remove extra unhappiness from annexed cities
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Example: "Remove extra unhappiness from annexed cities"
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Applicable to: Building
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#### Consumes [amount] [resource]
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Example: "Consumes [20] [Iron]"
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Applicable to: Building, Unit, Improvement
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#### Provides [amount] [resource]
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Example: "Provides [20] [Iron]"
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Applicable to: Building, Improvement
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#### Unbuildable
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Example: "Unbuildable"
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Applicable to: Building, Unit
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#### Cannot be purchased
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Example: "Cannot be purchased"
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Applicable to: Building, Unit
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#### Can be purchased with [stat] [cityFilter]
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Example: "Can be purchased with [Culture] [in all cities]"
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Applicable to: Building, Unit
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#### Can be purchased for [amount] [stat] [cityFilter]
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Example: "Can be purchased for [20] [Culture] [in all cities]"
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Applicable to: Building, Unit
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#### Cost increases by [amount] per owned city
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Example: "Cost increases by [20] per owned city"
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Applicable to: Building
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#### Cannot be built with [buildingName]
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Example: "Cannot be built with [Library]"
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Applicable to: Building
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#### Requires a [buildingName] in this city
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Example: "Requires a [Library] in this city"
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Applicable to: Building
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#### Not displayed as an available construction without [buildingName/tech/resource/policy]
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Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
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Applicable to: Building, Unit
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#### Must be on [terrainFilter]
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Example: "Must be on [Grassland]"
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Applicable to: Building
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#### Must not be on [terrainFilter]
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Example: "Must not be on [Grassland]"
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Applicable to: Building
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#### Must be next to [terrainFilter]
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Example: "Must be next to [Grassland]"
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Applicable to: Building
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#### Must not be next to [terrainFilter]
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Example: "Must not be next to [Grassland]"
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Applicable to: Building
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## CityState uniques
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#### Provides [stats] per turn
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Example: "Provides [+1 Gold, +2 Production] per turn"
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Applicable to: CityState
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#### Provides [stats] [cityFilter] per turn
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Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn"
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Applicable to: CityState
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#### Provides [amount] Happiness
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Example: "Provides [20] Happiness"
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Applicable to: CityState
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#### Provides military units every ≈[amount] turns
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Example: "Provides military units every ≈[20] turns"
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Applicable to: CityState
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#### Provides a unique luxury
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Example: "Provides a unique luxury"
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Applicable to: CityState
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## Nation uniques
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#### Will not be chosen for new games
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Example: "Will not be chosen for new games"
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Applicable to: Nation
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#### Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once.
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Example: "Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once."
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Applicable to: Nation
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#### Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
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Example: "Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count."
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Applicable to: Nation
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## Unit uniques
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#### Founds a new city
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Example: "Founds a new city"
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Applicable to: Unit
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#### Can build [improvementFilter/terrainFilter] improvements on tiles
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Example: "Can build [improvementFilter/terrainFilter] improvements on tiles"
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Applicable to: Unit
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#### May create improvements on water resources
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||||
Example: "May create improvements on water resources"
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||||
Applicable to: Unit
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||||
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||||
#### Can see invisible [mapUnitFilter] units
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Example: "Can see invisible [Wounded] units"
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Applicable to: Unit
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||||
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||||
#### [amount]% Strength decreasing with distance from the capital
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Example: "[20]% Strength decreasing with distance from the capital"
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Applicable to: Unit
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||||
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||||
#### May found a religion
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||||
Example: "May found a religion"
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Applicable to: Unit
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||||
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#### May enhance a religion
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||||
Example: "May enhance a religion"
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Applicable to: Unit
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||||
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||||
#### Cannot attack
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||||
Example: "Cannot attack"
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Applicable to: Unit
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#### Must set up to ranged attack
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Example: "Must set up to ranged attack"
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Applicable to: Unit
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#### Blast radius [amount]
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Example: "Blast radius [20]"
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Applicable to: Unit
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#### Can carry [amount] [mapUnitFilter] units
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Example: "Can carry [20] [Wounded] units"
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Applicable to: Unit
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#### Can carry [amount] extra [mapUnitFilter] units
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Example: "Can carry [20] extra [Wounded] units"
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Applicable to: Unit
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#### Cannot be carried by [mapUnitFilter] units
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Example: "Cannot be carried by [Wounded] units"
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Applicable to: Unit
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#### [amount]% maintenance costs
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Example: "[20]% maintenance costs"
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Applicable to: Unit
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#### Double movement in [terrainFilter]
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Example: "Double movement in [Grassland]"
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Applicable to: Unit
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#### All tiles cost 1 movement
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||||
Example: "All tiles cost 1 movement"
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||||
Applicable to: Unit
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#### Can pass through impassable tiles
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Example: "Can pass through impassable tiles"
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Applicable to: Unit
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#### Ignores terrain cost
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||||
Example: "Ignores terrain cost"
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Applicable to: Unit
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#### Ignores Zone of Control
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||||
Example: "Ignores Zone of Control"
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Applicable to: Unit
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||||
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||||
#### Rough terrain penalty
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||||
Example: "Rough terrain penalty"
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Applicable to: Unit
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||||
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||||
#### Can enter ice tiles
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||||
Example: "Can enter ice tiles"
|
||||
Applicable to: Unit
|
||||
|
||||
#### Cannot enter ocean tiles
|
||||
Example: "Cannot enter ocean tiles"
|
||||
Applicable to: Unit
|
||||
|
||||
#### Cannot enter ocean tiles until Astronomy
|
||||
Example: "Cannot enter ocean tiles until Astronomy"
|
||||
Applicable to: Unit
|
||||
|
||||
#### Never appears as a Barbarian unit
|
||||
Example: "Never appears as a Barbarian unit"
|
||||
Applicable to: Unit
|
||||
|
||||
## Terrain uniques
|
||||
#### Must be adjacent to [amount] [simpleTerrain] tiles
|
||||
Example: "Must be adjacent to [20] [simpleTerrain] tiles"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
|
||||
Example: "Must be adjacent to [20] to [20] [simpleTerrain] tiles"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Must not be on [amount] largest landmasses
|
||||
Example: "Must not be on [20] largest landmasses"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Must be on [amount] largest landmasses
|
||||
Example: "Must be on [20] largest landmasses"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
|
||||
Example: "Occurs on latitudes from [20] to [20] percent of distance equator to pole"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs in groups of [amount] to [amount] tiles
|
||||
Example: "Occurs in groups of [20] to [20] tiles"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Neighboring tiles will convert to [baseTerrain]
|
||||
Example: "Neighboring tiles will convert to [baseTerrain]"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Neighboring tiles except [baseTerrain] will convert to [baseTerrain]
|
||||
Example: "Neighboring tiles except [baseTerrain] will convert to [baseTerrain]"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Units ending their turn on this terrain take [amount] damage
|
||||
Example: "Units ending their turn on this terrain take [20] damage"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game
|
||||
Example: "Grants [promotion] ([comment]) to adjacent [Wounded] units for the rest of the game"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### [amount] Strength for cities built on this terrain
|
||||
Example: "[20] Strength for cities built on this terrain"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Provides a one-time Production bonus to the closest city when cut down
|
||||
Example: "Provides a one-time Production bonus to the closest city when cut down"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Tile provides yield without assigned population
|
||||
Example: "Tile provides yield without assigned population"
|
||||
Applicable to: Terrain, Improvement
|
||||
|
||||
#### Nullifies all other stats this tile provides
|
||||
Example: "Nullifies all other stats this tile provides"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Only [improvementFilter] improvements may be built on this tile
|
||||
Example: "Only [improvementFilter] improvements may be built on this tile"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Blocks line-of-sight from tiles at same elevation
|
||||
Example: "Blocks line-of-sight from tiles at same elevation"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Has an elevation of [amount] for visibility calculations
|
||||
Example: "Has an elevation of [20] for visibility calculations"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Always Fertility [amount] for Map Generation
|
||||
Example: "Always Fertility [20] for Map Generation"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### [amount] to Fertility for Map Generation
|
||||
Example: "[20] to Fertility for Map Generation"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]
|
||||
Example: "A Region is formed with at least [20]% [simpleTerrain] tiles, with priority [20]"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]
|
||||
Example: "A Region is formed with at least [20]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [20]"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles
|
||||
Example: "A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Base Terrain on this tile is not counted for Region determination
|
||||
Example: "Base Terrain on this tile is not counted for Region determination"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Considered [terrainQuality] when determining start locations
|
||||
Example: "Considered [terrainQuality] when determining start locations"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Doesn't generate naturally
|
||||
Example: "Doesn't generate naturally"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]
|
||||
Example: "Occurs at temperature between [20] and [20] and humidity between [20] and [20]"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs in chains at high elevations
|
||||
Example: "Occurs in chains at high elevations"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs in groups around high elevations
|
||||
Example: "Occurs in groups around high elevations"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Rare feature
|
||||
Example: "Rare feature"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Resistant to nukes
|
||||
Example: "Resistant to nukes"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Can be destroyed by nukes
|
||||
Example: "Can be destroyed by nukes"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Fresh water
|
||||
Example: "Fresh water"
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Rough terrain
|
||||
Example: "Rough terrain"
|
||||
Applicable to: Terrain
|
||||
|
||||
## Resource uniques
|
||||
#### Appears in [regionType] regions with weight [amount]
|
||||
Example: "Appears in [regionType] regions with weight [20]"
|
||||
Applicable to: Resource
|
||||
|
||||
#### Appears near City States with weight [amount]
|
||||
Example: "Appears near City States with weight [20]"
|
||||
Applicable to: Resource
|
||||
|
||||
#### Special placement during map generation
|
||||
Example: "Special placement during map generation"
|
||||
Applicable to: Resource
|
||||
|
||||
#### Deposits in [tileFilter] tiles always provide [amount] resources
|
||||
Example: "Deposits in [Farm] tiles always provide [20] resources"
|
||||
Applicable to: Resource
|
||||
|
||||
#### Deposits in [tileFilter] tiles always provide [amount] resources
|
||||
Example: "Deposits in [Farm] tiles always provide [20] resources"
|
||||
Applicable to: Resource
|
||||
|
||||
#### Can only be created by Mercantile City-States
|
||||
Example: "Can only be created by Mercantile City-States"
|
||||
Applicable to: Resource
|
||||
|
||||
## Improvement uniques
|
||||
#### Can also be built on tiles adjacent to fresh water
|
||||
Example: "Can also be built on tiles adjacent to fresh water"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### [stats] from [tileFilter] tiles
|
||||
Example: "[+1 Gold, +2 Production] from [Farm] tiles"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### [stats] for each adjacent [tileFilter]
|
||||
Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Can be built outside your borders
|
||||
Example: "Can be built outside your borders"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Can be built just outside your borders
|
||||
Example: "Can be built just outside your borders"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Cannot be built on [tileFilter] tiles until [tech] is discovered
|
||||
Example: "Cannot be built on [Farm] tiles until [tech] is discovered"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Cannot be built on [tileFilter] tiles
|
||||
Example: "Cannot be built on [Farm] tiles"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Does not need removal of [tileFilter]
|
||||
Example: "Does not need removal of [Farm]"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Gives a defensive bonus of [amount]%
|
||||
Example: "Gives a defensive bonus of [20]%"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Costs [amount] gold per turn when in your territory
|
||||
Example: "Costs [20] gold per turn when in your territory"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Deal [amount] damage to adjacent enemy units
|
||||
Example: "Deal [20] damage to adjacent enemy units"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Great Improvement
|
||||
Example: "Great Improvement"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Provides a random bonus when entered
|
||||
Example: "Provides a random bonus when entered"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Unpillagable
|
||||
Example: "Unpillagable"
|
||||
Applicable to: Improvement
|
||||
|
||||
#### Indestructible
|
||||
Example: "Indestructible"
|
||||
Applicable to: Improvement
|
||||
|
||||
## Conditional uniques
|
||||
#### when at war
|
||||
Example: "when at war"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### when not at war
|
||||
Example: "when not at war"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### while the empire is happy
|
||||
Example: "while the empire is happy"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### during a Golden Age
|
||||
Example: "during a Golden Age"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### during the [era]
|
||||
Example: "during the [era]"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### before the [era]
|
||||
Example: "before the [era]"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### starting from the [era]
|
||||
Example: "starting from the [era]"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### after discovering [tech]
|
||||
Example: "after discovering [tech]"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### before discovering [tech]
|
||||
Example: "before discovering [tech]"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### after adopting [policy]
|
||||
Example: "after adopting [policy]"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### before adopting [policy]
|
||||
Example: "before adopting [policy]"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### if this city has at least [amount] specialists
|
||||
Example: "if this city has at least [20] specialists"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### for [mapUnitFilter] units
|
||||
Example: "for [Wounded] units"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### vs cities
|
||||
Example: "vs cities"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### vs [mapUnitFilter] units
|
||||
Example: "vs [Wounded] units"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### when fighting units from a Civilization with more Cities than you
|
||||
Example: "when fighting units from a Civilization with more Cities than you"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### when attacking
|
||||
Example: "when attacking"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### when defending
|
||||
Example: "when defending"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### when fighting in [tileFilter] tiles
|
||||
Example: "when fighting in [Farm] tiles"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### on foreign continents
|
||||
Example: "on foreign continents"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### with [amount] to [amount] neighboring [tileFilter] tiles
|
||||
Example: "with [20] to [20] neighboring [Farm] tiles"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles
|
||||
Example: "with [20] to [20] neighboring [Farm] [Farm] tiles"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### on water maps
|
||||
Example: "on water maps"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### in [regionType] Regions
|
||||
Example: "in [regionType] Regions"
|
||||
Applicable to: Conditional
|
||||
|
||||
#### in all except [regionType] Regions
|
||||
Example: "in all except [regionType] Regions"
|
||||
Applicable to: Conditional
|
||||
|
||||
## Ruins uniques
|
||||
#### Free [baseUnitFilter] found in the ruins
|
||||
Example: "Free [Melee] found in the ruins"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### [amount] population in a random city
|
||||
Example: "[20] population in a random city"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### [amount] free random researchable Tech(s) from the [era]
|
||||
Example: "[20] free random researchable Tech(s) from the [era]"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain [amount] [stat]
|
||||
Example: "Gain [20] [Culture]"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain [amount]-[amount] [stat]
|
||||
Example: "Gain [20]-[20] [Culture]"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain enough Faith for a Pantheon
|
||||
Example: "Gain enough Faith for a Pantheon"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain enough Faith for [amount]% of a Great Prophet
|
||||
Example: "Gain enough Faith for [20]% of a Great Prophet"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius
|
||||
Example: "Reveal up to [amount/'all'] [Farm] within a [20] tile radius"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance
|
||||
Example: "From a randomly chosen tile [20] tiles away from the ruins, reveal tiles up to [20] tiles away with [20]% chance"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### This Unit gains [amount] XP
|
||||
Example: "This Unit gains [20] XP"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### This Unit upgrades for free including special upgrades
|
||||
Example: "This Unit upgrades for free including special upgrades"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Hidden when religion is disabled
|
||||
Example: "Hidden when religion is disabled"
|
||||
Applicable to: Ruins, Building, Unit
|
||||
|
||||
#### Hidden before founding a Pantheon
|
||||
Example: "Hidden before founding a Pantheon"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Hidden after founding a Pantheon
|
||||
Example: "Hidden after founding a Pantheon"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Hidden after generating a Great Prophet
|
||||
Example: "Hidden after generating a Great Prophet"
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Only available after [amount] turns
|
||||
Example: "Only available after [20] turns"
|
||||
Applicable to: Ruins
|
||||
|
||||
## Promotion uniques
|
||||
#### Heal this unit by [amount] HP
|
||||
Example: "Heal this unit by [20] HP"
|
||||
Applicable to: Promotion
|
||||
|
||||
## Deprecated uniques
|
||||
|
Loading…
Reference in New Issue
Block a user