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1072 lines
34 KiB
Markdown
1072 lines
34 KiB
Markdown
## Table of Contents
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- [Global uniques](#global-uniques)
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- [Nation uniques](#nation-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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- [Promotion uniques](#promotion-uniques)
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- [Terrain uniques](#terrain-uniques)
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- [Improvement uniques](#improvement-uniques)
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- [Resource uniques](#resource-uniques)
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- [Ruins uniques](#ruins-uniques)
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- [CityState uniques](#citystate-uniques)
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- [Conditional uniques](#conditional-uniques)
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- [Deprecated uniques](#deprecated-uniques)
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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: Improvement, Global, FollowerBelief
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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]% 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: Resource, Global, 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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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] 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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#### Enables Research agreements
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Applicable to: Global
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#### Triggers victory
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Applicable to: Global
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#### Triggers a Cultural Victory upon completion
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Applicable to: Global
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#### [amount]% Strength
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Example: "[20]% Strength"
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Applicable to: Unit, Global
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#### [amount] Movement
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Example: "[20] Movement"
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Applicable to: Unit, Global
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#### [amount] Sight
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Example: "[20] Sight"
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Applicable to: Unit, Global, Terrain
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#### [amount]% Spread Religion Strength
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Example: "[20]% Spread Religion Strength"
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Applicable to: Unit, Global
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#### Normal vision when embarked
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Applicable to: Unit, Global
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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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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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Applicable to: Global
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#### 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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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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Applicable to: Global
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#### 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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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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## Nation uniques
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#### 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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Applicable to: Nation
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#### Retain [amount]% of the happiness from a luxury after the last copy has been traded away
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Example: "Retain [20]% of the happiness from a luxury after the last copy has been traded away"
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Applicable to: Nation
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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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Applicable to: FollowerBelief
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## Building uniques
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#### 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: Unit, Improvement, Building
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#### Provides [amount] [resource]
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Example: "Provides [20] [Iron]"
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Applicable to: Improvement, Building
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#### Unbuildable
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Applicable to: Unit, Building
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#### Cannot be purchased
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Applicable to: Unit, Building
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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: Unit, Building
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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: Unit, Building
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#### Limited to [amount] per Civilization
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Example: "Limited to [20] per Civilization"
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Applicable to: Unit, Building
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#### Hidden until [amount] social policy branches have been completed
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Example: "Hidden until [20] social policy branches have been completed"
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Applicable to: Unit, Building
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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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#### Requires a [buildingName] in all cities
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Example: "Requires a [Library] in all cities"
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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: Unit, Building
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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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#### Unsellable
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Applicable to: Building
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#### Hidden when religion is disabled
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Applicable to: Unit, Ruins, Building
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#### Hidden when [victoryType] Victory is disabled
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Example: "Hidden when [victoryType] Victory is disabled"
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Applicable to: Unit, Building
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## Unit uniques
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#### 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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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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#### [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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#### 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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#### 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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#### 6 tiles in every direction always visible
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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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Applicable to: Unit
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#### Can pass through impassable tiles
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Applicable to: Unit
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#### Ignores terrain cost
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Applicable to: Unit
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#### Ignores Zone of Control
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Applicable to: Unit
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#### Rough terrain penalty
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Applicable to: Unit
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#### Can enter ice tiles
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Applicable to: Unit
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#### Cannot enter ocean tiles
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Applicable to: Unit
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#### Cannot enter ocean tiles until Astronomy
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Applicable to: Unit
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#### Never appears as a Barbarian unit
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Applicable to: Unit
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#### May enter foreign tiles without open borders
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Applicable to: Unit
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#### May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there
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Example: "May enter foreign tiles without open borders, but loses [20] religious strength each turn it ends there"
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Applicable to: Unit
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#### Religious Unit
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Applicable to: Unit
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## Promotion uniques
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#### Heal this unit by [amount] HP
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Example: "Heal this unit by [20] HP"
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Applicable to: Promotion
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## Terrain uniques
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#### Must be adjacent to [amount] [simpleTerrain] tiles
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Example: "Must be adjacent to [20] [simpleTerrain] tiles"
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Applicable to: Terrain
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#### Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
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Example: "Must be adjacent to [20] to [20] [simpleTerrain] tiles"
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Applicable to: Terrain
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#### Must not be on [amount] largest landmasses
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Example: "Must not be on [20] largest landmasses"
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Applicable to: Terrain
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#### Must be on [amount] largest landmasses
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Example: "Must be on [20] largest landmasses"
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Applicable to: Terrain
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#### Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
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Example: "Occurs on latitudes from [20] to [20] percent of distance equator to pole"
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Applicable to: Terrain
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#### Occurs in groups of [amount] to [amount] tiles
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|
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: Improvement, Terrain
|
|
|
|
#### 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: Resource, 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
|
|
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 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
|
|
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
|
|
#### <when at war>
|
|
Applicable to: Conditional
|
|
|
|
#### <when not at war>
|
|
Applicable to: Conditional
|
|
|
|
#### <while the empire is happy>
|
|
Applicable to: Conditional
|
|
|
|
#### <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>
|
|
Applicable to: Conditional
|
|
|
|
#### <vs [mapUnitFilter] units>
|
|
Example: "<vs [Wounded] units>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
#### <when fighting units from a Civilization with more Cities than you>
|
|
Applicable to: Conditional
|
|
|
|
#### <when attacking>
|
|
Applicable to: Conditional
|
|
|
|
#### <when defending>
|
|
Applicable to: Conditional
|
|
|
|
#### <when fighting in [tileFilter] tiles>
|
|
Example: "<when fighting in [Farm] tiles>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
#### <on foreign continents>
|
|
Applicable to: Conditional
|
|
|
|
#### <when above [amount] HP>
|
|
Example: "<when above [20] HP>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
#### <when below [amount] HP>
|
|
Example: "<when below [20] HP>"
|
|
|
|
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
|
|
|
|
#### <in [tileFilter] tiles>
|
|
Example: "<in [Farm] tiles>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
#### <in [tileFilter] [tileFilter] tiles>
|
|
Example: "<in [Farm] [Farm] tiles>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
#### <in tiles without [tileFilter]>
|
|
Example: "<in tiles without [Farm]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
#### <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
|
|
|
|
## Deprecated uniques
|
|
- "+[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>"
|
|
- "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]>"
|
|
- "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 <for [mapUnitFilter] units>"
|
|
- "+10% Strength for all units during Golden Age" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[+10]% Strength <for [All] units> <during a Golden Age>"
|
|
- "[amount]% Strength for [mapUnitFilter] units in [tileFilter]" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <for [mapUnitFilter] units> <when fighting in [tileFilter] tiles>"
|
|
- "+15% Combat Strength for all units when attacking Cities" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[+15]% Strength <for [All] units> <vs cities> <when attacking>"
|
|
- "Increases embarked movement +1" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"
|
|
- "+1 Movement for all embarked units" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"
|
|
- "+[amount] Movement for all [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Movement <for [mapUnitFilter] units>"
|
|
- "+1 Movement for all units during Golden Age" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Movement <for [All] units> <during a Golden Age>"
|
|
- "[amount] Sight for all [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Sight <for [mapUnitFilter] units>"
|
|
- "[amount]% Spread Religion Strength for [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Spread Religion Strength <for [mapUnitFilter] units>"
|
|
- "Unhappiness from population decreased by [amount]%" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[amount]% unhappiness from population [cityFilter]"
|
|
- "Unhappiness from population decreased by [amount]% [cityFilter]" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[amount]% unhappiness from population [cityFilter]"
|
|
- "+[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]% growth [cityFilter]" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[amount]% growth [cityFilter]"
|
|
- "+[amount]% growth [cityFilter] when not at war" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[amount]% growth [cityFilter] <when not at war>"
|
|
- "-[amount]% [mapUnitFilter] unit maintenance costs" - Deprecated As of 3.16.16 - removed as of 3.17.11, replace with "[amount]% maintenance costs for [mapUnitFilter] units"
|
|
- "-[amount]% unit upkeep costs" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[amount]% maintenance costs for [mapUnitFilter] units"
|
|
- "+[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]"
|
|
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
|
|
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
|
|
- "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, replace with "[stats] <after discovering [tech]>"
|
|
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
|
- "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
|
- "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
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|
- "+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
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- "-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
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- "+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength <vs [mapUnitFilter] units>/<vs cities>"
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- "-[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength <vs [mapUnitFilter] units>/<vs cities>"
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- "+[amount]% Combat Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
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- "+[amount]% Strength when attacking" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when attacking>"
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- "+[amount]% Strength when defending" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <shen defending>"
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- "[amount]% Strength when defending vs [mapUnitFilter] units" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when defending> <vs [mapUnitFilter] units>"
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- "+[amount]% defence in [tileFilter] tiles" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles> <when defending>"
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- "+[amount]% Strength in [tileFilter]" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles>"
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- "[amount] Visibility Range" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Sight"
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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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- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage" |