## Table of Contents - [Global uniques](#global-uniques) - [Nation uniques](#nation-uniques) - [Tech uniques](#tech-uniques) - [FollowerBelief uniques](#followerbelief-uniques) - [Building uniques](#building-uniques) - [Unit uniques](#unit-uniques) - [Promotion uniques](#promotion-uniques) - [Terrain uniques](#terrain-uniques) - [Improvement uniques](#improvement-uniques) - [Resource uniques](#resource-uniques) - [Ruins uniques](#ruins-uniques) - [CityState uniques](#citystate-uniques) - [Conditional uniques](#conditional-uniques) - [Deprecated uniques](#deprecated-uniques) ## Global uniques #### [stats] Example: "[+1 Gold, +2 Production]" Applicable to: Global, FollowerBelief, Improvement #### [stats] [cityFilter] Example: "[+1 Gold, +2 Production] [in all cities]" Applicable to: Global, FollowerBelief #### [stats] from every specialist [cityFilter] Example: "[+1 Gold, +2 Production] from every specialist [in all cities]" Applicable to: Global, FollowerBelief #### [stats] per [amount] population [cityFilter] Example: "[+1 Gold, +2 Production] per [20] population [in all cities]" Applicable to: Global, FollowerBelief #### [stats] in cities with [amount] or more population Example: "[+1 Gold, +2 Production] in cities with [20] or more population" Applicable to: Global, FollowerBelief #### [stats] in cities on [terrainFilter] tiles Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles" Applicable to: Global, FollowerBelief #### [stats] whenever a Great Person is expended Example: "[+1 Gold, +2 Production] whenever a Great Person is expended" Applicable to: Global #### [stats] from [tileFilter] tiles [cityFilter] Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]" Applicable to: Global, FollowerBelief #### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter] Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]" Applicable to: Global, FollowerBelief #### [stats] from every [tileFilter/specialist/buildingName] Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]" Applicable to: Global, FollowerBelief #### [amount]% [stat] 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" Applicable to: Global #### [amount]% [stat] [cityFilter] Example: "[20]% [Culture] [in all cities]" Applicable to: Global, FollowerBelief #### [amount]% Production when constructing [buildingFilter] wonders [cityFilter] Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]" Applicable to: Global, FollowerBelief, Resource #### [amount]% Production when constructing [buildingFilter] buildings [cityFilter] Example: "[20]% Production when constructing [buildingFilter] buildings [in all cities]" Applicable to: Global, FollowerBelief #### [amount]% Production when constructing [baseUnitFilter] units [cityFilter] Example: "[20]% Production when constructing [Melee] units [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" Applicable to: Global #### Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns. Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [20] turns." Applicable to: Global #### City-State territory always counts as friendly territory 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" Applicable to: Global #### [amount]% growth [cityFilter] Example: "[20]% growth [in all cities]" Applicable to: Global, FollowerBelief #### Gain a free [buildingName] [cityFilter] Example: "Gain a free [Library] [in all cities]" Applicable to: Global #### May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion Example: "May choose [20] additional [Follower] beliefs when [foundingOrEnhancing] a religion" Applicable to: Global #### May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion Example: "May choose [20] additional belief(s) of any type when [foundingOrEnhancing] a religion" 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]" Applicable to: Global, FollowerBelief #### [amount]% of excess happiness converted to [stat] Example: "[20]% of excess happiness converted to [Culture]" Applicable to: Global #### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount]) Example: "May buy [Melee] units for [20] [Culture] [in all cities] at an increasing price ([20])" Applicable to: Global, FollowerBelief #### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities] at an increasing price ([20])" Applicable to: Global, FollowerBelief #### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] Example: "May buy [Melee] units for [20] [Culture] [in all cities]" Applicable to: Global, FollowerBelief #### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]" Applicable to: Global, FollowerBelief #### May buy [baseUnitFilter] units with [stat] [cityFilter] Example: "May buy [Melee] units with [Culture] [in all cities]" Applicable to: Global, FollowerBelief #### May buy [buildingFilter] buildings with [stat] [cityFilter] Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]" Applicable to: Global, FollowerBelief #### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost" Applicable to: Global, FollowerBelief #### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost" Applicable to: Global, FollowerBelief #### Enables conversion of city production to gold Applicable to: Global #### Enables conversion of city production to science Applicable to: Global #### [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 #### Improves movement speed on roads Applicable to: Global #### Roads connect tiles across rivers Applicable to: Global #### [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." Applicable to: Global #### Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count. Applicable to: Global #### Retain [amount]% of the happiness from a luxury after the last copy has been traded away Example: "Retain [20]% of the happiness from a luxury after the last copy has been traded away" 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 Open Borders agreements 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 #### Triggers a Cultural Victory upon completion Applicable to: Global #### Cannot build [baseUnitFilter] units Example: "Cannot build [Melee] units" Applicable to: Global #### [amount]% City Strength from defensive buildings 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 #### Enables embarkation for land units Applicable to: Global #### Enables embarked units to enter ocean tiles Applicable to: Global #### Can be continually researched Applicable to: Global #### [amount]% Strength Example: "[20]% Strength" Applicable to: Global, Unit #### [amount]% Strength decreasing with distance from the capital Example: "[20]% Strength decreasing with distance from the capital" Applicable to: Global, Unit #### [amount] Movement Example: "[20] Movement" Applicable to: Global, Unit #### [amount] Sight Example: "[20] Sight" Applicable to: Global, Unit, Terrain #### [amount] Range Example: "[20] Range" Applicable to: Global, Unit #### [amount]% Spread Religion Strength 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 #### [amount]% maintenance costs 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" Applicable to: Global, Unit #### Upon capturing a city, receive [amount] times its [stat] production as [stat] immediately Example: "Upon capturing a city, receive [20] times its [Culture] production as [Culture] immediately" Applicable to: Global, Unit #### Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stat] Example: "Earn [20]% of killed [Wounded] unit's [costOrStrength] as [Culture]" Applicable to: Global, Unit #### [amount] XP gained from combat Example: "[20] XP gained from combat" Applicable to: Global, Unit #### [amount]% XP gained from combat Example: "[20]% XP gained from combat" Applicable to: Global, Unit #### Free [baseUnitFilter] appears Example: "Free [Melee] appears" Applicable to: Global #### [amount] free [baseUnitFilter] units appear Example: "[20] free [Melee] units appear" Applicable to: Global #### Free Social Policy Applicable to: Global #### [amount] Free Social Policies Example: "[20] Free Social Policies" Applicable to: Global #### Empire enters golden age Applicable to: Global #### Free Great Person Applicable to: Global #### [amount] population [cityFilter] Example: "[20] population [in all cities]" Applicable to: Global #### Free Technology Applicable to: Global #### [amount] Free Technologies Example: "[20] Free Technologies" Applicable to: Global #### Reveals the entire map Applicable to: Global #### Triggers voting for the Diplomatic Victory Applicable to: Global #### This Unit upgrades for free Applicable to: Global #### This Unit gains the [promotion] promotion Example: "This Unit gains the [promotion] promotion" Applicable to: Global #### [mapUnitFilter] units gain the [promotion] promotion Example: "[Wounded] units gain the [promotion] promotion" Applicable to: Global #### Quantity of strategic resources produced by the empire +[amount]% Example: "Quantity of strategic resources produced by the empire +[20]%" Applicable to: Global #### +[amount]% attack strength to all [mapUnitFilter] units for [amount] turns Example: "+[20]% attack strength to all [Wounded] units for [20] turns" Applicable to: Global #### Provides the cheapest [stat] building in your first [amount] cities for free Example: "Provides the cheapest [Culture] building in your first [20] cities for free" Applicable to: Global #### Provides a [buildingName] in your first [amount] cities for free Example: "Provides a [Library] in your first [20] cities for free" Applicable to: Global ## Nation uniques #### 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 #### Starting tech Applicable to: Tech ## FollowerBelief uniques #### [amount]% [stat] from every follower, up to [amount]% Example: "[20]% [Culture] from every follower, up to [20]%" Applicable to: FollowerBelief #### Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stat] when killed within 4 tiles of a city following this religion Example: "Earn [20]% of [Wounded] unit's [costOrStrength] as [Culture] when killed within 4 tiles of a city following this religion" Applicable to: FollowerBelief ## Building uniques #### Consumes [amount] [resource] Example: "Consumes [20] [Iron]" Applicable to: Building, Unit, Improvement #### Provides [amount] [resource] Example: "Provides [20] [Iron]" Applicable to: Building, Improvement #### Unbuildable Applicable to: Building, Unit #### Cannot be purchased Applicable to: Building, Unit #### Can be purchased with [stat] [cityFilter] Example: "Can be purchased with [Culture] [in all cities]" Applicable to: Building, Unit #### Can be purchased for [amount] [stat] [cityFilter] Example: "Can be purchased for [20] [Culture] [in all cities]" Applicable to: Building, Unit #### Limited to [amount] per Civilization Example: "Limited to [20] per Civilization" Applicable to: Building, Unit #### Hidden until [amount] social policy branches have been completed Example: "Hidden until [20] social policy branches have been completed" Applicable to: Building, Unit #### Not displayed as an available construction without [buildingName/tech/resource/policy] Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]" 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" Applicable to: Building #### Cannot be built with [buildingName] Example: "Cannot be built with [Library]" Applicable to: Building #### Requires a [buildingName] in this city Example: "Requires a [Library] in this city" Applicable to: Building #### Requires a [buildingName] in all cities Example: "Requires a [Library] in all cities" Applicable to: Building #### Must be on [terrainFilter] Example: "Must be on [Grassland]" Applicable to: Building #### Must not be on [terrainFilter] Example: "Must not be on [Grassland]" Applicable to: Building #### Must be next to [terrainFilter] Example: "Must be next to [Grassland]" Applicable to: Building #### Must not be next to [terrainFilter] Example: "Must not be next to [Grassland]" Applicable to: Building #### Unsellable Applicable to: Building #### Remove extra unhappiness from annexed cities Applicable to: Building #### Spaceship part Applicable to: Building, Unit #### Hidden when religion is disabled Applicable to: Building, Unit, Ruins #### Hidden when [victoryType] Victory is disabled Example: "Hidden when [victoryType] Victory is disabled" Applicable to: Building, Unit ## Unit uniques #### Founds a new city Applicable to: Unit #### Can construct [improvementName] Example: "Can construct [improvementName]" Applicable to: Unit #### Can build [improvementFilter/terrainFilter] improvements on tiles Example: "Can build [improvementFilter/terrainFilter] improvements on tiles" Applicable to: Unit #### May create improvements on water resources 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 #### Uncapturable Applicable to: Unit #### Self-destructs when attacking Applicable to: Unit #### Unit will heal every turn, even if it performs an action Applicable to: Unit #### Can move after attacking Applicable to: Unit #### Can move immediately once bought Applicable to: Unit #### Blast radius [amount] 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" Applicable to: Unit #### Can carry [amount] extra [mapUnitFilter] units Example: "Can carry [20] extra [Wounded] units" Applicable to: Unit #### Cannot be carried by [mapUnitFilter] units Example: "Cannot be carried by [Wounded] units" Applicable to: Unit #### Invisible to others 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]" Applicable to: Unit #### All tiles cost 1 movement Applicable to: Unit #### Can pass through impassable tiles Applicable to: Unit #### Ignores terrain cost Applicable to: Unit #### Ignores Zone of Control Applicable to: Unit #### Rough terrain penalty Applicable to: Unit #### Can enter ice tiles Applicable to: Unit #### Cannot enter ocean tiles Applicable to: Unit #### Never appears as a Barbarian unit Applicable to: Unit #### May enter foreign tiles without open borders Applicable to: Unit #### May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there Example: "May enter foreign tiles without open borders, but loses [20] religious strength each turn it ends there" Applicable to: Unit #### Religious Unit Applicable to: Unit ## Promotion uniques #### Heal this unit by [amount] HP Example: "Heal this unit by [20] HP" Applicable to: Promotion ## 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 #### Grants 500 Gold to the first civilization to discover it 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 Applicable to: Terrain #### Tile provides yield without assigned population Applicable to: Terrain, Improvement #### 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 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 Applicable to: Terrain #### Starts in regions of this type receive an extra [resource] Example: "Starts in regions of this type receive an extra [Iron]" Applicable to: Terrain #### Never receives any resources Applicable to: Terrain #### Considered [terrainQuality] when determining start locations Example: "Considered [terrainQuality] when determining start locations" Applicable to: Terrain #### Doesn't generate naturally Applicable to: Terrain, Resource #### 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 Applicable to: Terrain #### Occurs in groups around high elevations Applicable to: Terrain #### Every [amount] tiles with this terrain will receive a major deposit of a strategic resource. Example: "Every [20] tiles with this terrain will receive a major deposit of a strategic resource." Applicable to: Terrain #### Rare feature Applicable to: Terrain #### Resistant to nukes Applicable to: Terrain #### Can be destroyed by nukes Applicable to: Terrain #### Fresh water Applicable to: Terrain #### Rough terrain Applicable to: Terrain ## Improvement uniques #### 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 Applicable to: Improvement #### Can be built just outside your borders 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 #### Adjacent enemy units ending their turn take [amount] damage Example: "Adjacent enemy units ending their turn take [20] damage" Applicable to: Improvement #### Great Improvement Applicable to: Improvement #### Provides a random bonus when entered Applicable to: Improvement #### Unpillagable Applicable to: Improvement #### Indestructible Applicable to: Improvement ## Resource uniques #### Generated with weight [amount] Example: "Generated with weight [20]" Applicable to: Resource #### Minor deposits generated with weight [amount] Example: "Minor deposits generated with weight [20]" Applicable to: Resource #### Generated near City States with weight [amount] Example: "Generated near City States with weight [20]" Applicable to: Resource #### Special placement during map generation Applicable to: Resource #### Generated on every [amount] tiles Example: "Generated on every [20] tiles" Applicable to: Resource #### Guaranteed with Strategic Balance resource option 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 Applicable to: Resource ## 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 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 Applicable to: Ruins #### Hidden before founding a Pantheon Applicable to: Ruins #### Hidden after founding a Pantheon Applicable to: Ruins #### Hidden after generating a Great Prophet Applicable to: Ruins #### Only available after [amount] turns Example: "Only available after [20] turns" Applicable to: Ruins ## CityState uniques #### Provides [stats] per turn Example: "Provides [+1 Gold, +2 Production] per turn" Applicable to: CityState #### Provides [stats] [cityFilter] per turn Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn" Applicable to: CityState #### Provides [amount] Happiness Example: "Provides [20] Happiness" Applicable to: CityState #### Provides military units every ≈[amount] turns Example: "Provides military units every ≈[20] turns" Applicable to: CityState #### Provides a unique luxury Applicable to: CityState ## Conditional uniques #### Applicable to: Conditional #### Applicable to: Conditional #### Applicable to: Conditional #### Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Applicable to: Conditional #### Applicable to: Conditional #### Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Applicable to: Conditional #### Example: "" Applicable to: Conditional #### Example: "" 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] OR [stats] [in all cities] " - "+[amount]% [stat] from every [tileFilter/specialist/buildingName]" - Deprecated As of 3.18.17, replace with "[amount]% [stat] from every [tileFilter/specialist/buildingName]" - "+[amount]% yield from every [tileFilter]" - Deprecated As of 3.18.17, replace with "[+amount]% Yield from every [tileFilter]" - "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" - "-[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]) " - "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 " - "Gold cost of upgrading [baseUnitFilter] units reduced by [amount]%" - Deprecated As of 3.18.17, replace with "[-amount]% Gold cost of upgrading " - "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 " - "[amount]% Attacking Strength for cities" - Deprecated As of 3.18.17, replace with "[amount]% Strength for cities " - "Melee units pay no movement cost to pillage" - Deprecated As of 3.18.17, replace with "No movement cost to pillage " - "[mapUnitFilter] units gain [amount]% more Experience from combat" - Deprecated As of 3.18.12, replace with "[amount]% XP gained from combat " - "[amount]% maintenance costs for [mapUnitFilter] units" - Deprecated As of 3.18.14, replace with "[amount]% maintenance costs " - "Provides a free [buildingName] [cityFilter]" - Deprecated As of 3.17.7 - removed 3.18.19, replace with "Gain a free [buildingName] [cityFilter]" - "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [cityFilter]" - "+[amount]% [stat] in all cities" - Deprecated As of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [in all cities]" - "[amount]% [stat] while the empire is happy" - Deprecated As of 3.17.1 - removed 3.18.18, replace with "[amount]% [stat] [in all cities] " - "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" - "Immediately creates a [buildingName] in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides a [buildingName] in your first [amount] cities for free" - "[mapUnitFilter] units deal +[amount]% damage" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength " - "+10% Strength for all units during Golden Age" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[+10]% Strength " - "[amount]% Strength for [mapUnitFilter] units in [tileFilter]" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength " - "+15% Combat Strength for all units when attacking Cities" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[+15]% Strength " - "+[amount] Movement for all [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Movement " - "+1 Movement for all units during Golden Age" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Movement " - "[amount] Sight for all [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Sight " - "[amount]% Spread Religion Strength for [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Spread Religion Strength " - "+[amount]% Production when constructing [baseUnitFilter] units [cityFilter]" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [baseUnitFilter] units [cityFilter]" - "+[amount]% Production when constructing [stat] buildings" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]" - "+[amount]% Production when constructing [constructionFilter]" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]" - "+[amount]% Production when constructing a [buildingName]" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]" - "+[amount]% Production when constructing [constructionFilter] [cityFilter]" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]" - "Not displayed as an available construction unless [buildingName] is built" - Deprecated As of 3.16.11, replace with "Not displayed as an available construction without [buildingName]" - "[stats] once [tech] is discovered" - Deprecated As of 3.17.10 - removed 3.18.19, replace with "[stats] " - "Cannot enter ocean tiles until Astronomy" - Deprecated As of 3.18.6, replace with "Cannot enter ocean tiles " - "[amount]% Bonus XP gain" - Deprecated As of 3.18.12, replace with "[amount]% XP gained from combat" - "+[amount]% Strength when attacking" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength " - "+[amount]% Strength when defending" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength " - "[amount]% Strength when defending vs [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength " - "+[amount]% defence in [tileFilter] tiles" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength " - "+[amount]% Strength in [tileFilter]" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength " - "[amount] Visibility Range" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Sight" - "Limited Visibility" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[-1] Sight" - "Cannot be built on [tileFilter] tiles until [tech] is discovered" - Deprecated As of 3.18.5, replace with "Cannot be built on [tileFilter] tiles " - "Deal [amount] damage to adjacent enemy units" - Deprecated As of 3.18.17, replace with "Adjacent enemy units ending their turn take [30] damage" - "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10 - removed 3.18.19, replace with "[stats] from [tileFilter] tiles " - "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10 - removed 3.18.19, replace with "Adjacent enemy units ending their turn take [30] damage"