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3.18.17
This commit is contained in:
232
docs/uniques.md
232
docs/uniques.md
@ -2,6 +2,7 @@
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- [Global uniques](#global-uniques)
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- [Nation uniques](#nation-uniques)
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- [Tech uniques](#tech-uniques)
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- [FollowerBelief uniques](#followerbelief-uniques)
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- [Building uniques](#building-uniques)
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- [Unit uniques](#unit-uniques)
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@ -70,6 +71,16 @@ Example: "[20]% [Culture]"
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Applicable to: Global, FollowerBelief
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#### [amount]% [stat] from every [tileFilter/specialist/buildingName]
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Example: "[20]% [Culture] from every [tileFilter/specialist/buildingName]"
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Applicable to: Global, FollowerBelief
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#### [amount]% Yield from every [tileFilter]
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Example: "[20]% Yield from every [Farm]"
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Applicable to: Global, FollowerBelief
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#### [amount]% [stat] from City-States
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Example: "[20]% [Culture] from City-States"
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@ -95,16 +106,16 @@ Example: "[20]% Production when constructing [Melee] units [in all cities]"
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Applicable to: Global, FollowerBelief
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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, FollowerBelief
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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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#### Militaristic City-States grant units [amount] times as fast when you are at war with a common nation
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Example: "Militaristic City-States grant units [20] times as fast when you are at war with a common nation"
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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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@ -121,6 +132,31 @@ Applicable to: Global
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#### Allied City-States will occasionally gift Great People
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Applicable to: Global
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#### [amount]% City-State Influence degradation
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Example: "[20]% City-State Influence degradation"
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Applicable to: Global
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#### Resting point for Influence with City-States is increased by [amount]
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Example: "Resting point for Influence with City-States is increased by [20]"
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Applicable to: Global
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#### Allied City-States provide [stat] equal to [amount]% of what they produce for themselves
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Example: "Allied City-States provide [Culture] equal to [20]% of what they produce for themselves"
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Applicable to: Global
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#### [amount]% resources gifted by City-States
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Example: "[20]% resources gifted by City-States"
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Applicable to: Global
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#### [amount]% Happiness from luxury resources gifted by City-States
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Example: "[20]% Happiness from luxury resources gifted by City-States"
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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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@ -146,6 +182,16 @@ Example: "May choose [20] additional belief(s) of any type when [foundingOrEnhan
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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, FollowerBelief
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#### [amount]% unhappiness from specialists [cityFilter]
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Example: "[20]% unhappiness from specialists [in all cities]"
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Applicable to: Global, FollowerBelief
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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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@ -196,6 +242,31 @@ Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their
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Applicable to: Global, FollowerBelief
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#### [stat] cost of purchasing items in cities [amount]%
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Example: "[Culture] cost of purchasing items in cities [20]%"
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Applicable to: Global, FollowerBelief
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#### [stat] cost of purchasing [buildingFilter] buildings [amount]%
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Example: "[Culture] cost of purchasing [buildingFilter] buildings [20]%"
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Applicable to: Global, FollowerBelief
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#### [stat] cost of purchasing [baseUnitFilter] units in cities [amount]%
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Example: "[Culture] cost of purchasing [Melee] units in cities [20]%"
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Applicable to: Global, FollowerBelief
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#### [amount]% maintenance on road & railroads
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Example: "[20]% maintenance on road & railroads"
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Applicable to: Global
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#### [amount]% maintenance cost for buildings [cityFilter]
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Example: "[20]% maintenance cost for buildings [in all cities]"
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Applicable to: Global, FollowerBelief
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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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@ -209,9 +280,29 @@ Example: "Retain [20]% of the happiness from a luxury after the last copy has be
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Applicable to: Global
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#### [amount] Happiness from each type of luxury resource
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Example: "[20] Happiness from each type of luxury resource"
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Applicable to: Global
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#### Each city founded increases culture cost of policies [amount]% less than normal
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Example: "Each city founded increases culture cost of policies [20]% less than normal"
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Applicable to: Global
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#### [amount]% Culture cost of adopting new policies
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Example: "[20]% Culture cost of adopting new policies"
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Applicable to: Global
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#### Enables Research agreements
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Applicable to: Global
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#### Science gained from research agreements [amount]%
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Example: "Science gained from research agreements [20]%"
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Applicable to: Global
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#### Triggers victory
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Applicable to: Global
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@ -228,6 +319,31 @@ Example: "[20]% City Strength from defensive buildings"
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Applicable to: Global
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#### [amount]% tile improvement construction time
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Example: "[20]% tile improvement construction time"
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Applicable to: Global
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#### [amount]% Gold from Great Merchant trade missions
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Example: "[20]% Gold from Great Merchant trade missions"
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Applicable to: Global
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#### [amount]% Golden Age length
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Example: "[20]% Golden Age length"
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Applicable to: Global
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#### [amount]% Strength for cities
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Example: "[20]% Strength for cities"
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Applicable to: Global
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#### New [baseUnitFilter] units start with [amount] Experience [cityFilter]
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Example: "New [Melee] units start with [20] Experience [in all cities]"
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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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@ -258,9 +374,32 @@ Example: "[20]% Spread Religion Strength"
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Applicable to: Global, Unit
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#### No defensive terrain bonus
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Applicable to: Global, Unit
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#### No defensive terrain penalty
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Applicable to: Global, Unit
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#### No movement cost to pillage
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Applicable to: Global, Unit
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#### May heal outside of friendly territory
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Applicable to: Global, Unit
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#### All healing effects doubled
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Applicable to: Global, Unit
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#### Heals [amount] damage if it kills a unit
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Example: "Heals [20] damage if it kills a unit"
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Applicable to: Global, Unit
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#### Normal vision when embarked
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Applicable to: Global, Unit
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#### Defense bonus when embarked
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Applicable to: Global, Unit
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#### Embarked units can defend themselves
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Applicable to: Global
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@ -269,6 +408,11 @@ Example: "[20]% maintenance costs"
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Applicable to: Global, Unit
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#### [amount]% Gold cost of upgrading
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Example: "[20]% Gold cost of upgrading"
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Applicable to: Global, Unit
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#### [greatPerson] is earned [amount]% faster
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Example: "[greatPerson] is earned [20]% faster"
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@ -374,6 +518,12 @@ Applicable to: Global
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#### Will not be chosen for new games
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Applicable to: Nation
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## Tech uniques
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#### Incompatible with [policy/tech/promotion]
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Example: "Incompatible with [policy/tech/promotion]"
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Applicable to: Tech, Policy, Promotion
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## FollowerBelief uniques
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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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@ -427,6 +577,14 @@ Example: "Not displayed as an available construction without [buildingName/tech/
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Applicable to: Building, Unit
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#### Excess Food converted to Production when under construction
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Applicable to: Building, Unit
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#### Requires at least [amount] population
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Example: "Requires at least [20] population"
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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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@ -501,45 +659,36 @@ Applicable to: Unit
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#### May create improvements on water resources
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Applicable to: Unit
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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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#### May found a religion
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Applicable to: Unit
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#### May enhance a religion
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Applicable to: Unit
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#### Can only attack [combatantFilter] units
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Example: "Can only attack [combatantFilter] units"
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Applicable to: Unit
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#### Cannot attack
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Applicable to: Unit
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#### Must set up to ranged attack
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Applicable to: Unit
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#### No defensive terrain bonus
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Applicable to: Unit
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#### No defensive terrain penalty
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Applicable to: Unit
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#### Uncapturable
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Applicable to: Unit
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#### Self-destructs when attacking
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Applicable to: Unit
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#### May heal outside of friendly territory
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#### Unit will heal every turn, even if it performs an action
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Applicable to: Unit
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#### All healing effects doubled
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#### Can move after attacking
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Applicable to: Unit
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#### Defense bonus when embarked
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Applicable to: Unit
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#### 6 tiles in every direction always visible
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#### Can move immediately once bought
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Applicable to: Unit
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#### Blast radius [amount]
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@ -547,6 +696,9 @@ Example: "Blast radius [20]"
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Applicable to: Unit
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#### 6 tiles in every direction always visible
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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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@ -568,6 +720,16 @@ Applicable to: Unit
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#### Invisible to non-adjacent units
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Applicable to: Unit
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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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#### May upgrade to [baseUnitFilter] through ruins-like effects
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Example: "May upgrade to [Melee] through ruins-like effects"
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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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@ -810,8 +972,8 @@ Example: "Costs [20] gold per turn when in your territory"
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Applicable to: Improvement
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#### Adjacent enemy units ending their turn take [30] damage
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Example: "Adjacent enemy units ending their turn take [30] damage"
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#### Adjacent enemy units ending their turn take [amount] damage
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Example: "Adjacent enemy units ending their turn take [20] damage"
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Applicable to: Improvement
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@ -1035,6 +1197,11 @@ Applicable to: Conditional
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#### <on foreign continents>
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Applicable to: Conditional
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#### <when adjacent to a [mapUnitFilter] unit>
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Example: "<when adjacent to a [Wounded] unit>"
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Applicable to: Conditional
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#### <when above [amount] HP>
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Example: "<when above [20] HP>"
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@ -1085,14 +1252,30 @@ Applicable to: Conditional
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## Deprecated uniques
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- "[stats] per turn from cities before [tech/policy]" - Deprecated As of 3.18.14, replace with "[stats] [in all cities] <before discovering [tech]> OR [stats] [in all cities] <before adopting [policy]>"
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- "+[amount]% [stat] from every [tileFilter/specialist/buildingName]" - Deprecated As of 3.18.17,
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- "+[amount]% yield from every [tileFilter]" - Deprecated As of 3.18.17, replace with "[+amount]% Yield from every [tileFilter]"
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- "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]"
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- "+[amount]% [stat] in all cities" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [in all cities]"
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- "[amount]% [stat] while the empire is happy" - Deprecated As of 3.17.1, replace with "[amount]% [stat] [in all cities] <while the empire is happy>"
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- "City-State Influence degrades [amount]% slower" - Deprecated As of 3.18.17, replace with "[-amount]% City-State Influence degradation"
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- "Quantity of Resources gifted by City-States increased by [amount]%" - Deprecated As of 3.18.17, replace with "[+amount]% resources gifted by City-States"
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- "Happiness from Luxury Resources gifted by City-States increased by [amount]%" - Deprecated As of 3.18.17, replace with "[+amount]% Happiness from luxury resources gifted by City-States"
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- "Provides a free [buildingName] [cityFilter]" - Deprecated As of 3.17.7, replace with "Gain a free [buildingName] [cityFilter]"
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- "-[amount]% food consumption by specialists [cityFilter]" - Deprecated As of 3.18.2, replace with "[-amount]% food consumption by specialists [cityFilter]"
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- "50% of excess happiness added to culture towards policies" - Deprecated As of 3.18.2, replace with "[50]% of excess happiness converted to [Culture]"
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- "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] starting from the [era] at an increasing price ([amount])" - Deprecated As of 3.17.9, replace with "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount]) <starting from the [era]>"
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- "Maintenance on roads & railroads reduced by [amount]%" - Deprecated As of 3.18.17, replace with "[-amount]% maintenance on road & railroads"
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- "-[amount]% maintenance cost for buildings [cityFilter]" - Deprecated As of 3.18.17, replace with "[-amount]% maintenace cost for buildings [cityFilter]"
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- "+[amount] happiness from each type of luxury resource" - Deprecated As of 3.18.17, replace with "[+amount] Happiness from each type of luxury resource"
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- "Culture cost of adopting new Policies reduced by [amount]%" - Deprecated As of 3.18.17, replace with "[amount]% Culture cost of adopting new policies"
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- "Defensive buildings in all cities are 25% more effective" - Deprecated As of 3.18.17, replace with "[+25]% City Strength from defensive buildings"
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- "[amount]% Strength for [mapUnitFilter] units which have another [mapUnitFilter] unit in an adjacent tile" - Deprecated As of 3.18.17, replace with "[amount]% Strength <for [mapUnitFilter] units> <when adjacent to a [mapUnitFilter] unit>"
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- "Gold cost of upgrading [baseUnitFilter] units reduced by [amount]%" - Deprecated As of 3.18.17, replace with "[-amount]% Gold cost of upgrading <for [baseUnitFilter] units>"
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- "Double gold from Great Merchant trade missions" - Deprecated As of 3.18.17, replace with "[+100]% Gold from Great Merchant trade missions"
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- "Golden Age length increased by [amount]%" - Deprecated As of 3.18.17, replace with "[+amount]% Golden Age length"
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- "+[amount]% Defensive Strength for cities" - Deprecated As of 3.18.17, replace with "[+amount]% Strength for cities <when defending>"
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- "[amount]% Attacking Strength for cities" - Deprecated As of 3.18.17, replace with "[amount]% Strength for cities <when attacking>"
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- "Melee units pay no movement cost to pillage" - Deprecated As of 3.18.17, replace with "No movement cost to pillage <for [Melee] units>"
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- "[mapUnitFilter] units gain [amount]% more Experience from combat" - Deprecated As of 3.18.12, replace with "[amount]% XP gained from combat <for [mapUnitFilter] units>"
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- "[amount]% maintenance costs for [mapUnitFilter] units" - Deprecated As of 3.18.14, replace with "[amount]% maintenance costs <for [mapUnitFilter] units>"
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- "Immediately creates the cheapest available cultural building in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides the cheapest [stat] building in your first [amount] cities for free"
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@ -1141,4 +1324,5 @@ Applicable to: Conditional
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- "Limited Visibility" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[-1] Sight"
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- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
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- "Cannot be built on [tileFilter] tiles until [tech] is discovered" - Deprecated As of 3.18.5, replace with "Cannot be built on [tileFilter] tiles <before discovering [tech]>"
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- "Deal [amount] damage to adjacent enemy units" - Deprecated As of 3.18.17, replace with "Adjacent enemy units ending their turn take [30] damage"
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- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage"
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