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Better unique documentation - resolves #11842
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@ -640,7 +640,8 @@ enum class UniqueType(
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/////// general conditionals
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ConditionalTimedUnique("for [amount] turns", UniqueTarget.Conditional),
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ConditionalTimedUnique("for [amount] turns", UniqueTarget.Conditional,
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docDescription = "Turns this unique into a trigger, activating this unique as a *global* unique for a number of turns"),
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ConditionalChance("with [amount]% chance", UniqueTarget.Conditional),
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ConditionalEveryTurns("every [positiveAmount] turns", UniqueTarget.Conditional),
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ConditionalBeforeTurns("before [amount] turns", UniqueTarget.Conditional),
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@ -696,9 +697,12 @@ enum class UniqueType(
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ConditionalWithoutResource("without [resource]", UniqueTarget.Conditional),
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// Supports also stockpileable resources (Gold, Faith, Culture, Science)
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ConditionalWhenAboveAmountStatResource("when above [amount] [stat/resource]", UniqueTarget.Conditional, flags = setOf(UniqueFlag.AcceptsSpeedModifier)),
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ConditionalWhenBelowAmountStatResource("when below [amount] [stat/resource]", UniqueTarget.Conditional, flags = setOf(UniqueFlag.AcceptsSpeedModifier)),
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ConditionalWhenBetweenStatResource("when between [amount] and [amount] [stat/resource]", UniqueTarget.Conditional, flags = setOf(UniqueFlag.AcceptsSpeedModifier)),
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ConditionalWhenAboveAmountStatResource("when above [amount] [stat/resource]", UniqueTarget.Conditional, flags = setOf(UniqueFlag.AcceptsSpeedModifier),
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docDescription = "Stats refers to the accumulated stat, not stat-per-turn"),
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ConditionalWhenBelowAmountStatResource("when below [amount] [stat/resource]", UniqueTarget.Conditional, flags = setOf(UniqueFlag.AcceptsSpeedModifier),
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docDescription = "Stats refers to the accumulated stat, not stat-per-turn"),
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ConditionalWhenBetweenStatResource("when between [amount] and [amount] [stat/resource]", UniqueTarget.Conditional, flags = setOf(UniqueFlag.AcceptsSpeedModifier),
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docDescription = "Stats refers to the accumulated stat, not stat-per-turn"),
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// The game speed-adjusted versions of above
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