This commit is contained in:
yairm210
2022-01-14 10:49:22 +02:00
parent 6e95a07572
commit 462ae2dad0
33 changed files with 2291 additions and 1349 deletions

View File

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