Unciv/docs/uniques.md
Yair Morgenstern 86cbe895be
In Civ VI there are certain units available only if a specific building is built, and this was raised as a request by modders as well. (#6160)
Instead of expanding the existing 'requires building' unique to units and adding limiters, it's both easier and more generalizable to add conditionals for cities with and without certain buildings to replace the uniques entirely
2022-02-15 11:40:47 +02:00

56 KiB

Table of Contents

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 [Forest] tiles"

Applicable to: Global, FollowerBelief

[stats] from all [buildingFilter] buildings

Example: "[+1 Gold, +2 Production] from all [Culture] buildings"

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/buildingFilter]

Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingFilter]"

Applicable to: Global, FollowerBelief

[stats] from each Trade Route

Example: "[+1 Gold, +2 Production] from each Trade Route"

Applicable to: Global, FollowerBelief

[amount]% [stat]

Example: "[20]% [Culture]"

Applicable to: Global, FollowerBelief

[amount]% [stat] [cityFilter]

Example: "[20]% [Culture] [in all cities]"

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

Nullifies [stat] [cityFilter]

Example: "Nullifies [Culture] [in all cities]"

Applicable to: Global

Nullifies Growth [cityFilter]

Example: "Nullifies Growth [in all cities]"

Applicable to: Global

[amount]% Production when constructing [buildingFilter] wonders [cityFilter]

Example: "[20]% Production when constructing [Culture] wonders [in all cities]"

Applicable to: Global, FollowerBelief

[amount]% Production when constructing [buildingFilter] buildings [cityFilter]

Example: "[20]% Production when constructing [Culture] 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

[amount]% Production towards any buildings that already exist in the Capital

Example: "[20]% Production towards any buildings that already exist in the Capital"

Applicable to: Global, FollowerBelief

Tile yields from Natural Wonders doubled

Applicable to: Global

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

Cannot build [baseUnitFilter] units

Example: "Cannot build [Melee] units"

Applicable to: Global

[amount]% growth [cityFilter]

Example: "[20]% growth [in all cities]"

Applicable to: Global, FollowerBelief

[amount]% Food is carried over after population increases [cityFilter]

Example: "[20]% Food is carried over after population increases [in all cities]"

Applicable to: Global, FollowerBelief

Gain a free [buildingName] [cityFilter]

Example: "Gain a free [Library] [in all cities]"

Applicable to: Global

[amount]% Great Person generation [cityFilter]

Example: "[20]% Great Person generation [in all cities]"

Applicable to: Global, FollowerBelief

[amount]% great person generation [cityFilter]

Example: "[20]% great person generation [in all cities]"

Applicable to: Global, FollowerBelief

May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion

Example: "May choose [20] additional [Follower] beliefs when [founding] 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 [founding] 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

[amount]% Culture cost of natural border growth [cityFilter]

Example: "[20]% Culture cost of natural border growth [in all cities]"

Applicable to: Global, FollowerBelief

[amount]% Gold cost of acquiring tiles [cityFilter]

Example: "[20]% Gold cost of acquiring tiles [in all cities]"

Applicable to: Global, FollowerBelief

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 [Culture] 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 [Culture] 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 [Culture] 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 [Culture] 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 [Culture] buildings [20]%"

Applicable to: Global, FollowerBelief

[stat] cost of purchasing [baseUnitFilter] units [amount]%

Example: "[Culture] cost of purchasing [Melee] units [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 [Agriculture]. 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

Quantity of strategic resources produced by the empire +[amount]%

Example: "Quantity of strategic resources produced by the empire +[20]%"

Applicable to: Global

Double quantity of [resource] produced

Example: "Double quantity of [Iron] produced"

Applicable to: Global

Double Happiness from Natural Wonders

Applicable to: Global

Enables construction of Spaceship parts

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

[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

[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing

Example: "[Wounded] Units adjacent to this city heal [20] HP per turn when healing"

Applicable to: Global, FollowerBelief

[amount]% Golden Age length

Example: "[20]% Golden Age length"

Applicable to: Global

[amount]% Strength for cities

Example: "[20]% Strength for cities"

Applicable to: Global, FollowerBelief

New [baseUnitFilter] units start with [amount] Experience [cityFilter]

Example: "New [Melee] units start with [20] Experience [in all cities]"

Applicable to: Global, FollowerBelief

All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion

Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"

Applicable to: Global, FollowerBelief

[baseUnitFilter] units built [cityFilter] can [action] [amount] extra times

Example: "[Melee] units built [in all cities] can [action] [20] extra times"

Applicable to: Global, FollowerBelief

Enables embarkation for land units

Applicable to: Global

Enables embarked units to enter ocean tiles

Applicable to: Global

Population loss from nuclear attacks [amount]% [cityFilter]

Example: "Population loss from nuclear attacks [20]% [in all cities]"

Applicable to: Global

[amount]% Natural religion spread [cityFilter]

Example: "[20]% Natural religion spread [in all cities]"

Applicable to: Global, FollowerBelief

Religion naturally spreads to cities [amount] tiles away

Example: "Religion naturally spreads to cities [20] tiles away"

Applicable to: Global, FollowerBelief

Can be continually researched

Applicable to: Global

[amount] Unit Supply

Example: "[20] Unit Supply"

Applicable to: Global

[amount] Unit Supply per [amount] population [cityFilter]

Example: "[20] Unit Supply per [20] population [in all cities]"

Applicable to: Global

[amount] Unit Supply per city

Example: "[20] Unit Supply per city"

Applicable to: Global

Units in cities cost no Maintenance

Applicable to: Global

Rebel units may spawn

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]% to Flank Attack bonuses

Example: "[20]% to Flank Attack bonuses"

Applicable to: Global, Unit

+30% Strength when fighting City-State units and cities

Applicable to: Global

[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] HP when healing

Example: "[20] HP when healing"

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

Can only heal by pillaging

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

Earn [amount]% of the damage done to [mapUnitFilter] units as [plunderableStat]

Example: "Earn [20]% of the damage done to [Wounded] units as [Gold]"

Applicable to: Global, Unit

Upon capturing a city, receive [amount] times its [stat] production as [plunderableStat] immediately

Example: "Upon capturing a city, receive [20] times its [Culture] production as [Gold] immediately"

Applicable to: Global, Unit

Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [plunderableStat]

Example: "Earn [20]% of killed [Wounded] unit's [Cost] as [Gold]"

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 [Shock I] promotion"

Applicable to: Global

[mapUnitFilter] units gain the [promotion] promotion

Example: "[Wounded] units gain the [Shock I] promotion"

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

Will not be displayed in Civilopedia

Applicable to: Global, Nation, Era, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, CityState, ModOptions, Conditional

Nation uniques

Will not be chosen for new games

Applicable to: Nation

Starts with [tech]

Example: "Starts with [Agriculture]"

Applicable to: Nation

Tech uniques

Starting tech

Applicable to: Tech

Only available

Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement

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 [plunderableStat] when killed within 4 tiles of a city following this religion

Example: "Earn [20]% of [Wounded] unit's [Cost] as [Gold] 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

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

Requires a [buildingName] in all cities

Example: "Requires a [Library] in all cities"

Applicable to: Building

Requires a [buildingName] in at least [amount] cities

Example: "Requires a [Library] in at least [20] cities"

Applicable to: Building

Must be on [terrainFilter]

Example: "Must be on [Forest]"

Applicable to: Building

Must not be on [terrainFilter]

Example: "Must not be on [Forest]"

Applicable to: Building

Must be next to [terrainFilter]

Example: "Must be next to [Forest]"

Applicable to: Building, Improvement

Must not be next to [terrainFilter]

Example: "Must not be next to [Forest]"

Applicable to: Building

Unsellable

Applicable to: Building

Obsolete with [tech]

Example: "Obsolete with [Agriculture]"

Applicable to: Building, Improvement, Resource

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 [Domination] Victory is disabled"

Applicable to: Building, Unit

Unit uniques

Founds a new city

Applicable to: Unit

Can construct [improvementName]

Example: "Can construct [Trading Post]"

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 [City] units"

Applicable to: Unit

Can only attack [tileFilter] tiles

Example: "Can only attack [Farm] tiles"

Applicable to: Unit

Cannot attack

Applicable to: Unit

Must set up to ranged attack

Applicable to: Unit

Self-destructs when attacking

Applicable to: Unit

Blast radius [amount]

Example: "Blast radius [20]"

Applicable to: Unit

Ranged attacks may be performed over obstacles

Applicable to: Unit

Uncapturable

Applicable to: Unit

May withdraw before melee ([amount]%)

Example: "May withdraw before melee ([20]%)"

Applicable to: Unit

Unable to capture cities

Applicable to: Unit

Can move after attacking

Applicable to: Unit

Can move immediately once bought

Applicable to: Unit

Unit will heal every turn, even if it performs an action

Applicable to: Unit

All adjacent units heal [amount] HP when healing

Example: "All adjacent units heal [20] HP when healing"

Applicable to: Unit

Eliminates combat penalty for attacking across a coast

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

May capture killed [mapUnitFilter] units

Example: "May capture killed [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 [Forest]"

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

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

Never appears as a Barbarian unit

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] [Elevated] tiles"

Applicable to: Terrain

Must be adjacent to [amount] to [amount] [simpleTerrain] tiles

Example: "Must be adjacent to [20] to [20] [Elevated] 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 [Grassland]"

Applicable to: Terrain

Neighboring tiles except [baseTerrain] will convert to [baseTerrain]

Example: "Neighboring tiles except [Grassland] will convert to [Grassland]"

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 [Shock I] ([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 [All Road] 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]% [Elevated] 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]% [Elevated] tiles and [Elevated] 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 [Elevated] tiles than [Elevated] 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

Becomes [terrainName] when adjacent to [terrainFilter]

Example: "Becomes [terrainName] when adjacent to [Forest]"

Applicable to: Terrain

Considered [terrainQuality] when determining start locations

Example: "Considered [Undesirable] 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 [Ancient 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

Only available after [amount] turns

Example: "Only available after [20] turns"

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

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

<with [resource]>

Example: "<with [Iron]>"

Applicable to: Conditional

Applicable to: Conditional

<when between [amount] and [amount] Happiness>

Example: "<when between [20] and [20] Happiness>"

Applicable to: Conditional

<when below [amount] Happiness>

Example: "<when below [20] Happiness>"

Applicable to: Conditional

<during the [era]>

Example: "<during the [Ancient era]>"

Applicable to: Conditional

<before the [era]>

Example: "<before the [Ancient era]>"

Applicable to: Conditional

<starting from the [era]>

Example: "<starting from the [Ancient era]>"

Applicable to: Conditional

Applicable to: Conditional

<after discovering [tech]>

Example: "<after discovering [Agriculture]>"

Applicable to: Conditional

<before discovering [tech]>

Example: "<before discovering [Agriculture]>"

Applicable to: Conditional

<after adopting [policy]>

Example: "<after adopting [Oligarchy]>"

Applicable to: Conditional

<before adopting [policy]>

Example: "<before adopting [Oligarchy]>"

Applicable to: Conditional

<for [amount] turns>

Example: "<for [20] turns>"

Applicable to: Conditional

<in cities with a [buildingFilter]>

Example: "<in cities with a [Culture]>"

Applicable to: Conditional

<in cities without a [buildingFilter]>

Example: "<in cities without a [Culture]>"

Applicable to: Conditional

<if this city has at least [amount] specialists>

Example: "<if this city has at least [20] specialists>"

Applicable to: Conditional

<in cities where this religion has at least [amount] followers>

Example: "<in cities where this religion has at least [20] followers>"

Applicable to: Conditional

Applicable to: Conditional

<for [mapUnitFilter] units>

Example: "<for [Wounded] units>"

Applicable to: Conditional

<for units with [promotion]>

Example: "<for units with [Shock I]>"

Applicable to: Conditional

<for units without [promotion]>

Example: "<for units without [Shock I]>"

Applicable to: Conditional

Applicable to: Conditional

<vs [mapUnitFilter] units>

Example: "<vs [Wounded] units>"

Applicable to: Conditional

Applicable to: Conditional

Applicable to: Conditional

Applicable to: Conditional

<when fighting in [tileFilter] tiles>

Example: "<when fighting in [Farm] tiles>"

Applicable to: Conditional

Applicable to: Conditional

<when adjacent to a [mapUnitFilter] unit>

Example: "<when adjacent to a [Wounded] unit>"

Applicable to: Conditional

<when above [amount] HP>

Example: "<when above [20] HP>"

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

Applicable to: Conditional

<in [regionType] Regions>

Example: "<in [Hybrid] Regions>"

Applicable to: Conditional

<in all except [regionType] Regions>

Example: "<in all except [Hybrid] Regions>"

Applicable to: Conditional

Deprecated uniques

  • "[stats] from every Wonder" - Deprecated as of 3.19.1, replace with "[stats] from every [Wonder]"

  • "[stats] from every [buildingFilter] in cities where this religion has at least [amount] followers" - Deprecated as of 3.19.3, replace with "[stats] from every [buildingFilter] <in cities where this religion has at least [amount] followers>"

  • "+[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]"

  • "+25% Production towards any buildings that already exist in the Capital" - Deprecated as of 3.19.3, replace with "[+25]% Production towards any buildings that already exist in the Capital"

  • "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]% of food is carried over after population increases" - Deprecated as of 3.19.2, replace with "[amount]% Food is carried over after population increases [in this city]"

  • "[amount]% of food is carried over [cityFilter] after population increases" - Deprecated as of 3.19.2, replace with "[amount]% Food is carried over after population increases [cityFilter]"

  • "[amount]% Culture cost of natural border growth [cityFilter]" - Deprecated as of 3.19.2, replace with "[amount]% Culture cost of natural border growth [cityFilter]"

  • "-[amount]% Culture cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Culture cost of natural border growth [cityFilter]"

  • "[amount]% cost of natural border growth" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of natural border growth [in all cities]"

  • "-[amount]% Gold cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Gold cost of acquiring tiles [cityFilter]"

  • "[stat] cost of purchasing [baseUnitFilter] units in cities [amount]%" - Deprecated as of 3.19.3, replace with "[stat] cost of purchasing [baseUnitFilter] units [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]% maintenance 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"

  • "[amount]% Culture cost of adopting new policies" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of adopting new Policies"

  • "Defensive buildings in all cities are 25% more effective" - Deprecated as of 3.18.17, replace with "[+25]% City Strength from defensive buildings"

  • "[amount]% Strength for [mapUnitFilter] units which have another [mapUnitFilter] unit in an adjacent tile" - Deprecated as of 3.18.17, replace with "[amount]% Strength <for [mapUnitFilter] units> <when adjacent to a [mapUnitFilter] unit>"

  • "Gold cost of upgrading [baseUnitFilter] units reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% Gold cost of upgrading <for [baseUnitFilter] units>"

  • "Double gold from Great Merchant trade missions" - Deprecated as of 3.18.17, replace with "[+100]% Gold from Great Merchant trade missions"

  • "Golden Age length increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% Golden Age length"

  • "+[amount]% Defensive Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities "

  • "[amount]% Attacking Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities "

  • "+[amount]% attacking strength for cities with garrisoned units" - Deprecated as of 3.19.1, replace with "[+amount]% Strength for cities "

  • "Can embark and move over Coasts and Oceans immediately" - Deprecated as of 3.19.9, replace with "Enables embarkation for land units <starting from the [Ancient era]>", "Enables embarked units to enter ocean tiles <starting from the [Ancient era]>"

  • "Population loss from nuclear attacks -[amount]%" - Deprecated as of 3.19.2, replace with "Population loss from nuclear attacks [-amount]% [in this city]"

  • "[amount]% Natural religion spread [cityFilter] with [tech/policy]" - Deprecated as of 3.19.3, replace with "[amount]% Natural religion spread [cityFilter] <after discovering [tech/policy]>" OR "[amount]% Natural religion spread [cityFilter] <after adopting [tech/policy]>"

  • "[amount] HP when healing in [tileFilter] tiles" - Deprecated as of 3.19.4, replace with "[amount] HP when healing <in [tileFilter] tiles>"

  • "Melee units pay no movement cost to pillage" - Deprecated as of 3.18.17, replace with "No movement cost to pillage <for [Melee] units>"

  • "Heal adjacent units for an additional 15 HP per turn" - Deprecated as of 3.19.3, replace with "All adjacent units heal [+15] HP when healing"

  • "+[amount]% attack strength to all [mapUnitFilter] units for [amount2] turns" - Deprecated as of 3.19.8, replace with "[+amount]% Strength <for [mapUnitFilter] units> <for [amount2] turns>"

  • "[stats] per turn from cities before [tech/policy]" - Deprecated as of 3.18.14, replace with "[stats] [in all cities] <before discovering [tech]>" OR "[stats] [in all cities] <before adopting [policy]>"

  • "[mapUnitFilter] units gain [amount]% more Experience from combat" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat <for [mapUnitFilter] units>"

  • "[amount]% maintenance costs for [mapUnitFilter] units" - Deprecated as of 3.18.14, replace with "[amount]% maintenance costs <for [mapUnitFilter] units>"

  • "50% of excess happiness added to culture towards policies" - Deprecated as of 3.18.2, replace with "[50]% of excess happiness converted to [Culture]"

  • "-[amount]% food consumption by specialists [cityFilter]" - Deprecated as of 3.18.2, replace with "[-amount]% Food consumption by specialists [cityFilter]"

  • "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] starting from the [era] at an increasing price ([amount])" - Deprecated as of 3.17.9, removed as of 3.19.3, replace with "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount]) <starting from the [era]>"

  • "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 <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> "

  • "[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> "

  • "+[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 "[+1] Movement <for [All] units> "

  • "[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>"

  • "+[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 [stat] buildings [in all cities]"

  • "+[amount]% Production when constructing [constructionFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [constructionFilter] buildings [in all cities]"

  • "+[amount]% Production when constructing a [buildingName]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingName] buildings [in all cities]"

  • "+[amount]% Production when constructing [constructionFilter] [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [constructionFilter] buildings [cityFilter]"

  • "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>"

  • "Unhappiness from population decreased by [amount]%" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[-amount]% unhappiness from population [in all cities]"

  • "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]% 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] "

  • "-[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 [All] units>"

  • "[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>"

  • "+1 happiness from each type of luxury resource" - Deprecated Extremely old - used for auto-updates only, replace with "[+1] Happiness from each type of luxury resource"

  • "-33% unit upkeep costs" - Deprecated Extremely old - used for auto-updates only, replace with "[-33]% maintenance costs <for [All] units>"

  • "-50% food consumption by specialists" - Deprecated Extremely old - used for auto-updates only, replace with "[-50]% Food consumption by specialists [in all cities]"

  • "+50% attacking strength for cities with garrisoned units" - Deprecated Extremely old - used for auto-updates only, replace with "[+50]% Strength for cities "

  • "[stats] with [resource]" - Deprecated as of 3.19.7, replace with "[stats] <with [resource]>"

  • "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] <after discovering [tech]>"

  • "Eliminates combat penalty for attacking from the sea" - Deprecated as of 3.19.8, replace with "Eliminates combat penalty for attacking across a coast"

  • "[amount]% Bonus XP gain" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat"

  • "Cannot enter ocean tiles until Astronomy" - Deprecated as of 3.18.6, replace with "Cannot enter ocean tiles <before discovering [Astronomy]>"

  • "+[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 <vs [mapUnitFilter] units>"

  • "+[amount]% defence in [tileFilter] tiles" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles> "

  • "+[amount]% Strength in [tileFilter]" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles>"

  • "[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"

  • "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [Coast]"

  • "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]"

  • "+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"

  • "-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength"

  • "+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength "

  • "-[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength "

  • "+[amount]% Combat Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"

  • "+1 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+1] Sight"

  • "+[amount] Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight"

  • "+[amount] Sight for all [mapUnitFilter] units" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight <for [mapUnitFilter] units>"

  • "+2 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+2] Sight"

  • "Can build improvements on tiles" - Deprecated Extremely old - used for auto-updates only, replace with "Can build [Land] improvements on tiles"

  • "Science gained from research agreements +50%" - Deprecated Extremely old - used for auto-updates only, replace with "Science gained from research agreements [+50]%"

  • "Deal [amount] damage to adjacent enemy units" - Deprecated as of 3.18.17, replace with "Adjacent enemy units ending their turn take [amount] damage"

  • "Cannot be built on [tileFilter] tiles until [tech] is discovered" - Deprecated as of 3.18.5, replace with "Cannot be built on [tileFilter] tiles <before discovering [tech]>"

  • "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"

  • "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"