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

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## Table of Contents
- [Global uniques](#global-uniques)
- [Nation uniques](#nation-uniques)
- [Tech uniques](#tech-uniques)
- [FollowerBelief uniques](#followerbelief-uniques)
- [Building uniques](#building-uniques)
- [Unit uniques](#unit-uniques)
- [Promotion uniques](#promotion-uniques)
- [Terrain uniques](#terrain-uniques)
- [Improvement uniques](#improvement-uniques)
- [Resource uniques](#resource-uniques)
- [Ruins uniques](#ruins-uniques)
- [CityState uniques](#citystate-uniques)
- [Conditional uniques](#conditional-uniques)
- [Deprecated uniques](#deprecated-uniques)
## Global uniques
#### [stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Global, FollowerBelief, Improvement
#### [stats] [cityFilter]
Example: "[+1 Gold, +2 Production] [in all cities]"
Applicable to: Global, FollowerBelief
#### [stats] from every specialist [cityFilter]
Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
Applicable to: Global, FollowerBelief
#### [stats] per [amount] population [cityFilter]
Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"
Applicable to: Global, FollowerBelief
#### [stats] in cities with [amount] or more population
Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
Applicable to: Global, FollowerBelief
#### [stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [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
#### <when at war>
Applicable to: Conditional
#### <when not at war>
Applicable to: Conditional
#### <during a Golden Age>
Applicable to: Conditional
#### <with [resource]>
Example: "<with [Iron]>"
Applicable to: Conditional
#### <while the empire is happy>
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
#### <if no other Civilization has researched this>
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
#### <with a garrison>
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
#### <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 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
#### <on water maps>
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 <when defending>"
- "[amount]% Attacking Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities <when attacking>"
- "+[amount]% attacking strength for cities with garrisoned units" - Deprecated as of 3.19.1, replace with "[+amount]% Strength for cities <with a garrison> <when attacking>"
- "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 <when attacking> <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] <while the empire is happy>"
- "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>"
- "+[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> <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>"
- "+[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] <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 [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 <with a garrison> <when attacking>"
- "[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 <when attacking>"
- "+[amount]% Strength when defending" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <when defending>"
- "[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>"
- "+[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>"
- "+[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 <vs cities>"
- "-[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength <vs cities>"
- "+[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"