64 KiB
Table of Contents
- Triggerable uniques
- Global uniques
- Nation uniques
- Tech uniques
- FollowerBelief uniques
- Building uniques
- Unit uniques
- Promotion uniques
- Terrain uniques
- Improvement uniques
- Resource uniques
- Ruins uniques
- CityState uniques
- Conditional uniques
- Deprecated uniques
Triggerable uniques
??? example "Free [baseUnitFilter] appears" Example: "Free [Melee] appears"
Applicable to: Triggerable
??? example "[amount] free [baseUnitFilter] units appear" Example: "[20] free [Melee] units appear"
Applicable to: Triggerable
??? example "Free Social Policy" Applicable to: Triggerable
??? example "[amount] Free Social Policies" Example: "[20] Free Social Policies"
Applicable to: Triggerable
??? example "Empire enters golden age" Applicable to: Triggerable
??? example "Free Great Person" Applicable to: Triggerable
??? example "[amount] population [cityFilter]" Example: "[20] population [in all cities]"
Applicable to: Triggerable
??? example "Free Technology" Applicable to: Triggerable
??? example "[amount] Free Technologies" Example: "[20] Free Technologies"
Applicable to: Triggerable
??? example "Reveals the entire map" Applicable to: Triggerable
??? example "Triggers voting for the Diplomatic Victory" Applicable to: Triggerable
??? example "This Unit gains the [promotion] promotion" Example: "This Unit gains the [Shock I] promotion"
Applicable to: Triggerable
??? example "[mapUnitFilter] units gain the [promotion] promotion" Example: "[Wounded] units gain the [Shock I] promotion"
Applicable to: Triggerable
??? example "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: Triggerable
??? example "Provides a [buildingName] in your first [amount] cities for free" Example: "Provides a [Library] in your first [20] cities for free"
Applicable to: Triggerable
??? example "Will not be displayed in Civilopedia" Applicable to: Triggerable, Global, Nation, Era, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, CityState, ModOptions, Conditional
Global uniques
??? example "[stats]" Example: "[+1 Gold, +2 Production]"
Applicable to: Global, FollowerBelief, Improvement
??? example "[stats] [cityFilter]" Example: "[+1 Gold, +2 Production] [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[stats] from every specialist [cityFilter]" Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[stats] per [amount] population [cityFilter]" Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[stats] in cities with [amount] or more population" Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
Applicable to: Global, FollowerBelief
??? example "[stats] in cities on [terrainFilter] tiles" Example: "[+1 Gold, +2 Production] in cities on [Forest] tiles"
Applicable to: Global, FollowerBelief
??? example "[stats] from all [buildingFilter] buildings" Example: "[+1 Gold, +2 Production] from all [Culture] buildings"
Applicable to: Global, FollowerBelief
??? example "[stats] whenever a Great Person is expended" Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"
Applicable to: Global
??? example "[stats] from [tileFilter] tiles [cityFilter]" Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]" Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[stats] from every [tileFilter/specialist/buildingFilter]" Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingFilter]"
Applicable to: Global, FollowerBelief
??? example "[stats] from each Trade Route" Example: "[+1 Gold, +2 Production] from each Trade Route"
Applicable to: Global, FollowerBelief
??? example "[amount]% [stat]" Example: "[20]% [Culture]"
Applicable to: Global, FollowerBelief
??? example "[amount]% [stat] [cityFilter]" Example: "[20]% [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[amount]% [stat] from every [tileFilter/specialist/buildingName]" Example: "[20]% [Culture] from every [tileFilter/specialist/buildingName]"
Applicable to: Global, FollowerBelief
??? example "[amount]% Yield from every [tileFilter]" Example: "[20]% Yield from every [Farm]"
Applicable to: Global, FollowerBelief
??? example "[amount]% [stat] from City-States" Example: "[20]% [Culture] from City-States"
Applicable to: Global
??? example "Gold from all trade routes +25%" Applicable to: Global
??? example "Nullifies [stat] [cityFilter]" Example: "Nullifies [Culture] [in all cities]"
Applicable to: Global
??? example "Nullifies Growth [cityFilter]" Example: "Nullifies Growth [in all cities]"
Applicable to: Global
??? example "[amount]% Production when constructing [buildingFilter] wonders [cityFilter]" Example: "[20]% Production when constructing [Culture] wonders [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]" Example: "[20]% Production when constructing [Culture] buildings [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[amount]% Production when constructing [baseUnitFilter] units [cityFilter]" Example: "[20]% Production when constructing [Melee] units [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[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
??? example "Tile yields from Natural Wonders doubled" Applicable to: Global
??? example "Military Units gifted from City-States start with [amount] XP" Example: "Military Units gifted from City-States start with [20] XP"
Applicable to: Global
??? example "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
??? example "Gifts of Gold to City-States generate [amount]% more Influence" Example: "Gifts of Gold to City-States generate [20]% more Influence"
Applicable to: Global
??? example "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
??? example "City-State territory always counts as friendly territory" Applicable to: Global
??? example "Allied City-States will occasionally gift Great People" Applicable to: Global
??? example "[amount]% City-State Influence degradation" Example: "[20]% City-State Influence degradation"
Applicable to: Global
??? example "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
??? example "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
??? example "[amount]% resources gifted by City-States" Example: "[20]% resources gifted by City-States"
Applicable to: Global
??? example "[amount]% Happiness from luxury resources gifted by City-States" Example: "[20]% Happiness from luxury resources gifted by City-States"
Applicable to: Global
??? example "City-State Influence recovers at twice the normal rate" Applicable to: Global
??? example "[amount] units cost no maintenance" Example: "[20] units cost no maintenance"
Applicable to: Global
??? example "Cannot build [baseUnitFilter] units" Example: "Cannot build [Melee] units"
Applicable to: Global
??? example "[amount]% growth [cityFilter]" Example: "[20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[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
??? example "Gain a free [buildingName] [cityFilter]" Example: "Gain a free [Library] [in all cities]"
Applicable to: Global
??? example "[amount]% Great Person generation [cityFilter]" Example: "[20]% Great Person generation [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[amount]% great person generation [cityFilter]" Example: "[20]% great person generation [in all cities]"
Applicable to: Global, FollowerBelief
??? example "May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion" Example: "May choose [20] additional [Follower] beliefs when [founding] a religion"
Applicable to: Global
??? example "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
??? example "[amount]% unhappiness from population [cityFilter]" Example: "[20]% unhappiness from population [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[amount]% unhappiness from specialists [cityFilter]" Example: "[20]% unhappiness from specialists [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[amount]% Food consumption by specialists [cityFilter]" Example: "[20]% Food consumption by specialists [in all cities]"
Applicable to: Global, FollowerBelief
??? example "Provides 1 happiness per 2 additional social policies adopted" Applicable to: Global
??? example "[amount]% of excess happiness converted to [stat]" Example: "[20]% of excess happiness converted to [Culture]"
Applicable to: Global
??? example "[amount]% Culture cost of natural border growth [cityFilter]" Example: "[20]% Culture cost of natural border growth [in all cities]"
Applicable to: Global, FollowerBelief
??? example "[amount]% Gold cost of acquiring tiles [cityFilter]" Example: "[20]% Gold cost of acquiring tiles [in all cities]"
Applicable to: Global, FollowerBelief
??? example "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
??? example "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
??? example "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]" Example: "May buy [Melee] units for [20] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
??? example "May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]" Example: "May buy [Culture] buildings for [20] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
??? example "May buy [baseUnitFilter] units with [stat] [cityFilter]" Example: "May buy [Melee] units with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
??? example "May buy [buildingFilter] buildings with [stat] [cityFilter]" Example: "May buy [Culture] buildings with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
??? example "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
??? example "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
??? example "Enables conversion of city production to gold" Applicable to: Global
??? example "Enables conversion of city production to science" Applicable to: Global
??? example "[stat] cost of purchasing items in cities [amount]%" Example: "[Culture] cost of purchasing items in cities [20]%"
Applicable to: Global, FollowerBelief
??? example "[stat] cost of purchasing [buildingFilter] buildings [amount]%" Example: "[Culture] cost of purchasing [Culture] buildings [20]%"
Applicable to: Global, FollowerBelief
??? example "[stat] cost of purchasing [baseUnitFilter] units [amount]%" Example: "[Culture] cost of purchasing [Melee] units [20]%"
Applicable to: Global, FollowerBelief
??? example "Improves movement speed on roads" Applicable to: Global
??? example "Roads connect tiles across rivers" Applicable to: Global
??? example "[amount]% maintenance on road & railroads" Example: "[20]% maintenance on road & railroads"
Applicable to: Global
??? example "[amount]% maintenance cost for buildings [cityFilter]" Example: "[20]% maintenance cost for buildings [in all cities]"
Applicable to: Global, FollowerBelief
??? example "Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once." 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
??? example "Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count." Applicable to: Global
??? example "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
??? example "[amount] Happiness from each type of luxury resource" Example: "[20] Happiness from each type of luxury resource"
Applicable to: Global
??? example "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
??? example "[amount]% Culture cost of adopting new Policies" Example: "[20]% Culture cost of adopting new Policies"
Applicable to: Global
??? example "Quantity of strategic resources produced by the empire +[amount]%" Example: "Quantity of strategic resources produced by the empire +[20]%"
Applicable to: Global
??? example "Double quantity of [resource] produced" Example: "Double quantity of [Iron] produced"
Applicable to: Global
??? example "Double Happiness from Natural Wonders" Applicable to: Global
??? example "Enables construction of Spaceship parts" Applicable to: Global
??? example "Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)" Applicable to: Global
??? example "Production to science conversion in cities increased by 33%" Applicable to: Global
??? example "Notified of new Barbarian encampments" Applicable to: Global
??? example ""Borrows" city names from other civilizations in the game" Applicable to: Global
??? example "Units fight as though they were at full strength even when damaged" Applicable to: Global
??? example "100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)" Applicable to: Global
??? example "Unhappiness from number of Cities doubled" Applicable to: Global
??? example "Great General provides double combat bonus" Applicable to: Global
??? example "Receive a tech boost when scientific buildings/wonders are built in capital" Applicable to: Global
??? example "May not generate great prophet equivalents naturally" Applicable to: Global
??? example "67% chance to earn 25 Gold and recruit a Barbarian unit from a conquered encampment" Applicable to: Global
??? example "50% chance of capturing defeated Barbarian naval units and earning 25 Gold" Applicable to: Global
??? example "Receive triple Gold from Barbarian encampments and pillaging Cities" Applicable to: Global
??? example "Enables Open Borders agreements" Applicable to: Global
??? example "Enables Research agreements" Applicable to: Global
??? example "Science gained from research agreements [amount]%" Example: "Science gained from research agreements [20]%"
Applicable to: Global
??? example "Triggers victory" Applicable to: Global
??? example "Triggers a Cultural Victory upon completion" Applicable to: Global
??? example "[amount]% City Strength from defensive buildings" Example: "[20]% City Strength from defensive buildings"
Applicable to: Global
??? example "[amount]% tile improvement construction time" Example: "[20]% tile improvement construction time"
Applicable to: Global
??? example "[amount]% Gold from Great Merchant trade missions" Example: "[20]% Gold from Great Merchant trade missions"
Applicable to: Global
??? example "[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
??? example "[amount]% Golden Age length" Example: "[20]% Golden Age length"
Applicable to: Global
??? example "[amount]% Strength for cities" Example: "[20]% Strength for cities"
Applicable to: Global, FollowerBelief
??? example "New [baseUnitFilter] units start with [amount] Experience [cityFilter]" Example: "New [Melee] units start with [20] Experience [in all cities]"
Applicable to: Global, FollowerBelief
??? example "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
??? example "[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
??? example "Enables embarkation for land units" Applicable to: Global
??? example "Enables embarked units to enter ocean tiles" Applicable to: Global
??? example "Population loss from nuclear attacks [amount]% [cityFilter]" Example: "Population loss from nuclear attacks [20]% [in all cities]"
Applicable to: Global
??? example "[amount]% Natural religion spread [cityFilter]" Example: "[20]% Natural religion spread [in all cities]"
Applicable to: Global, FollowerBelief
??? example "Religion naturally spreads to cities [amount] tiles away" Example: "Religion naturally spreads to cities [20] tiles away"
Applicable to: Global, FollowerBelief
??? example "Can be continually researched" Applicable to: Global
??? example "[amount] Unit Supply" Example: "[20] Unit Supply"
Applicable to: Global
??? example "[amount] Unit Supply per [amount] population [cityFilter]" Example: "[20] Unit Supply per [20] population [in all cities]"
Applicable to: Global
??? example "[amount] Unit Supply per city" Example: "[20] Unit Supply per city"
Applicable to: Global
??? example "Units in cities cost no Maintenance" Applicable to: Global
??? example "Rebel units may spawn" Applicable to: Global
??? example "[amount]% Strength" Example: "[20]% Strength"
Applicable to: Global, Unit
??? example "[amount]% Strength decreasing with distance from the capital" Example: "[20]% Strength decreasing with distance from the capital"
Applicable to: Global, Unit
??? example "[amount]% to Flank Attack bonuses" Example: "[20]% to Flank Attack bonuses"
Applicable to: Global, Unit
??? example "+30% Strength when fighting City-State units and cities" Applicable to: Global
??? example "[amount] Movement" Example: "[20] Movement"
Applicable to: Global, Unit
??? example "[amount] Sight" Example: "[20] Sight"
Applicable to: Global, Unit, Terrain
??? example "[amount] Range" Example: "[20] Range"
Applicable to: Global, Unit
??? example "[amount] HP when healing" Example: "[20] HP when healing"
Applicable to: Global, Unit
??? example "[amount]% Spread Religion Strength" Example: "[20]% Spread Religion Strength"
Applicable to: Global, Unit
??? example "No defensive terrain bonus" Applicable to: Global, Unit
??? example "No defensive terrain penalty" Applicable to: Global, Unit
??? example "No movement cost to pillage" Applicable to: Global, Unit
??? example "May heal outside of friendly territory" Applicable to: Global, Unit
??? example "All healing effects doubled" Applicable to: Global, Unit
??? example "Heals [amount] damage if it kills a unit" Example: "Heals [20] damage if it kills a unit"
Applicable to: Global, Unit
??? example "Can only heal by pillaging" Applicable to: Global, Unit
??? example "Normal vision when embarked" Applicable to: Global, Unit
??? example "Defense bonus when embarked" Applicable to: Global, Unit
??? example "Embarked units can defend themselves" Applicable to: Global
??? example "[amount]% maintenance costs" Example: "[20]% maintenance costs"
Applicable to: Global, Unit
??? example "[amount]% Gold cost of upgrading" Example: "[20]% Gold cost of upgrading"
Applicable to: Global, Unit
??? example "[greatPerson] is earned [amount]% faster" Example: "[greatPerson] is earned [20]% faster"
Applicable to: Global, Unit
??? example "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
??? example "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
??? example "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
??? example "[amount] XP gained from combat" Example: "[20] XP gained from combat"
Applicable to: Global, Unit
??? example "[amount]% XP gained from combat" Example: "[20]% XP gained from combat"
Applicable to: Global, Unit
??? example "This Unit upgrades for free" Applicable to: Global
Nation uniques
??? example "Will not be chosen for new games" Applicable to: Nation
??? example "Starts with [tech]" Example: "Starts with [Agriculture]"
Applicable to: Nation
Tech uniques
??? example "Starting tech" Applicable to: Tech
??? example "Only available" Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement
FollowerBelief uniques
??? example "[amount]% [stat] from every follower, up to [amount]%" Example: "[20]% [Culture] from every follower, up to [20]%"
Applicable to: FollowerBelief
??? example "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
??? example "Consumes [amount] [resource]" Example: "Consumes [20] [Iron]"
Applicable to: Building, Unit, Improvement
??? example "Provides [amount] [resource]" Example: "Provides [20] [Iron]"
Applicable to: Building, Improvement
??? example "Unbuildable" Applicable to: Building, Unit
??? example "Cannot be purchased" Applicable to: Building, Unit
??? example "Can be purchased with [stat] [cityFilter]" Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Building, Unit
??? example "Can be purchased for [amount] [stat] [cityFilter]" Example: "Can be purchased for [20] [Culture] [in all cities]"
Applicable to: Building, Unit
??? example "Limited to [amount] per Civilization" Example: "Limited to [20] per Civilization"
Applicable to: Building, Unit
??? example "Hidden until [amount] social policy branches have been completed" Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Building, Unit
??? example "Excess Food converted to Production when under construction" Applicable to: Building, Unit
??? example "Requires at least [amount] population" Example: "Requires at least [20] population"
Applicable to: Building, Unit
??? example "Cost increases by [amount] per owned city" Example: "Cost increases by [20] per owned city"
Applicable to: Building
??? example "Requires a [buildingName] in all cities" Example: "Requires a [Library] in all cities"
Applicable to: Building
??? example "Requires a [buildingName] in at least [amount] cities" Example: "Requires a [Library] in at least [20] cities"
Applicable to: Building
??? example "Must be on [terrainFilter]" Example: "Must be on [Forest]"
Applicable to: Building
??? example "Must not be on [terrainFilter]" Example: "Must not be on [Forest]"
Applicable to: Building
??? example "Must be next to [terrainFilter]" Example: "Must be next to [Forest]"
Applicable to: Building, Improvement
??? example "Must not be next to [terrainFilter]" Example: "Must not be next to [Forest]"
Applicable to: Building
??? example "Unsellable" Applicable to: Building
??? example "Obsolete with [tech]" Example: "Obsolete with [Agriculture]"
Applicable to: Building, Improvement, Resource
??? example "Indicates the capital city" Applicable to: Building
??? example "Provides 1 extra copy of each improved luxury resource near this City" Applicable to: Building
??? example "Destroyed when the city is captured" Applicable to: Building
??? example "Never destroyed when the city is captured" Applicable to: Building
??? example "Doubles Gold given to enemy if city is captured" Applicable to: Building
??? example "Remove extra unhappiness from annexed cities" Applicable to: Building
??? example "Spaceship part" Applicable to: Building, Unit
??? example "Hidden when religion is disabled" Applicable to: Building, Unit, Ruins
??? example "Hidden when [victoryType] Victory is disabled" Example: "Hidden when [Domination] Victory is disabled"
Applicable to: Building, Unit
Unit uniques
??? example "Founds a new city" Applicable to: Unit
??? example "Can construct [improvementName]" Example: "Can construct [Trading Post]"
Applicable to: Unit
??? example "Can build [improvementFilter/terrainFilter] improvements on tiles" Example: "Can build [improvementFilter/terrainFilter] improvements on tiles"
Applicable to: Unit
??? example "May create improvements on water resources" Applicable to: Unit
??? example "May found a religion" Applicable to: Unit
??? example "May enhance a religion" Applicable to: Unit
??? example "Can only attack [combatantFilter] units" Example: "Can only attack [City] units"
Applicable to: Unit
??? example "Can only attack [tileFilter] tiles" Example: "Can only attack [Farm] tiles"
Applicable to: Unit
??? example "Cannot attack" Applicable to: Unit
??? example "Must set up to ranged attack" Applicable to: Unit
??? example "Self-destructs when attacking" Applicable to: Unit
??? example "Blast radius [amount]" Example: "Blast radius [20]"
Applicable to: Unit
??? example "Ranged attacks may be performed over obstacles" Applicable to: Unit
??? example "Uncapturable" Applicable to: Unit
??? example "May withdraw before melee ([amount]%)" Example: "May withdraw before melee ([20]%)"
Applicable to: Unit
??? example "Unable to capture cities" Applicable to: Unit
??? example "Can move after attacking" Applicable to: Unit
??? example "Can move immediately once bought" Applicable to: Unit
??? example "Unit will heal every turn, even if it performs an action" Applicable to: Unit
??? example "All adjacent units heal [amount] HP when healing" Example: "All adjacent units heal [20] HP when healing"
Applicable to: Unit
??? example "Eliminates combat penalty for attacking across a coast" Applicable to: Unit
??? example "6 tiles in every direction always visible" Applicable to: Unit
??? example "Can carry [amount] [mapUnitFilter] units" Example: "Can carry [20] [Wounded] units"
Applicable to: Unit
??? example "Can carry [amount] extra [mapUnitFilter] units" Example: "Can carry [20] extra [Wounded] units"
Applicable to: Unit
??? example "Cannot be carried by [mapUnitFilter] units" Example: "Cannot be carried by [Wounded] units"
Applicable to: Unit
??? example "May capture killed [mapUnitFilter] units" Example: "May capture killed [Wounded] units"
Applicable to: Unit
??? example "Invisible to others" Applicable to: Unit
??? example "Invisible to non-adjacent units" Applicable to: Unit
??? example "Can see invisible [mapUnitFilter] units" Example: "Can see invisible [Wounded] units"
Applicable to: Unit
??? example "May upgrade to [baseUnitFilter] through ruins-like effects" Example: "May upgrade to [Melee] through ruins-like effects"
Applicable to: Unit
??? example "Double movement in [terrainFilter]" Example: "Double movement in [Forest]"
Applicable to: Unit
??? example "All tiles cost 1 movement" Applicable to: Unit
??? example "Can pass through impassable tiles" Applicable to: Unit
??? example "Ignores terrain cost" Applicable to: Unit
??? example "Ignores Zone of Control" Applicable to: Unit
??? example "Rough terrain penalty" Applicable to: Unit
??? example "Can enter ice tiles" Applicable to: Unit
??? example "Cannot enter ocean tiles" Applicable to: Unit
??? example "May enter foreign tiles without open borders" Applicable to: Unit
??? example "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
??? example "Never appears as a Barbarian unit" Applicable to: Unit
??? example "Religious Unit" Applicable to: Unit
??? example "Can be added to [comment] in the Capital" Example: "Can be added to [comment] in the Capital"
Applicable to: Unit
Promotion uniques
??? example "Heal this unit by [amount] HP" Example: "Heal this unit by [20] HP"
Applicable to: Promotion
Terrain uniques
??? example "Must be adjacent to [amount] [simpleTerrain] tiles" Example: "Must be adjacent to [20] [Elevated] tiles"
Applicable to: Terrain
??? example "Must be adjacent to [amount] to [amount] [simpleTerrain] tiles" Example: "Must be adjacent to [20] to [20] [Elevated] tiles"
Applicable to: Terrain
??? example "Must not be on [amount] largest landmasses" Example: "Must not be on [20] largest landmasses"
Applicable to: Terrain
??? example "Must be on [amount] largest landmasses" Example: "Must be on [20] largest landmasses"
Applicable to: Terrain
??? example "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
??? example "Occurs in groups of [amount] to [amount] tiles" Example: "Occurs in groups of [20] to [20] tiles"
Applicable to: Terrain
??? example "Neighboring tiles will convert to [baseTerrain]" Example: "Neighboring tiles will convert to [Grassland]"
Applicable to: Terrain
??? example "Neighboring tiles except [baseTerrain] will convert to [baseTerrain]" Example: "Neighboring tiles except [Grassland] will convert to [Grassland]"
Applicable to: Terrain
??? example "Grants 500 Gold to the first civilization to discover it" Applicable to: Terrain
??? example "Units ending their turn on this terrain take [amount] damage" Example: "Units ending their turn on this terrain take [20] damage"
Applicable to: Terrain
??? example "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
??? example "[amount] Strength for cities built on this terrain" Example: "[20] Strength for cities built on this terrain"
Applicable to: Terrain
??? example "Provides a one-time Production bonus to the closest city when cut down" Applicable to: Terrain
??? example "Tile provides yield without assigned population" Applicable to: Terrain, Improvement
??? example "Nullifies all other stats this tile provides" Applicable to: Terrain
??? example "Only [improvementFilter] improvements may be built on this tile" Example: "Only [All Road] improvements may be built on this tile"
Applicable to: Terrain
??? example "Blocks line-of-sight from tiles at same elevation" Applicable to: Terrain
??? example "Has an elevation of [amount] for visibility calculations" Example: "Has an elevation of [20] for visibility calculations"
Applicable to: Terrain
??? example "Always Fertility [amount] for Map Generation" Example: "Always Fertility [20] for Map Generation"
Applicable to: Terrain
??? example "[amount] to Fertility for Map Generation" Example: "[20] to Fertility for Map Generation"
Applicable to: Terrain
??? example "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
??? example "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
??? example "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
??? example "Base Terrain on this tile is not counted for Region determination" Applicable to: Terrain
??? example "Starts in regions of this type receive an extra [resource]" Example: "Starts in regions of this type receive an extra [Iron]"
Applicable to: Terrain
??? example "Never receives any resources" Applicable to: Terrain
??? example "Becomes [terrainName] when adjacent to [terrainFilter]" Example: "Becomes [terrainName] when adjacent to [Forest]"
Applicable to: Terrain
??? example "Considered [terrainQuality] when determining start locations" Example: "Considered [Undesirable] when determining start locations"
Applicable to: Terrain
??? example "Doesn't generate naturally" Applicable to: Terrain, Resource
??? example "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
??? example "Occurs in chains at high elevations" Applicable to: Terrain
??? example "Occurs in groups around high elevations" Applicable to: Terrain
??? example "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
??? example "Rare feature" Applicable to: Terrain
??? example "Resistant to nukes" Applicable to: Terrain
??? example "Can be destroyed by nukes" Applicable to: Terrain
??? example "Fresh water" Applicable to: Terrain
??? example "Rough terrain" Applicable to: Terrain
Improvement uniques
??? example "Can also be built on tiles adjacent to fresh water" Applicable to: Improvement
??? example "[stats] from [tileFilter] tiles" Example: "[+1 Gold, +2 Production] from [Farm] tiles"
Applicable to: Improvement
??? example "[stats] for each adjacent [tileFilter]" Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"
Applicable to: Improvement
??? example "Can be built outside your borders" Applicable to: Improvement
??? example "Can be built just outside your borders" Applicable to: Improvement
??? example "Cannot be built on [tileFilter] tiles" Example: "Cannot be built on [Farm] tiles"
Applicable to: Improvement
??? example "Does not need removal of [tileFilter]" Example: "Does not need removal of [Farm]"
Applicable to: Improvement
??? example "Gives a defensive bonus of [amount]%" Example: "Gives a defensive bonus of [20]%"
Applicable to: Improvement
??? example "Costs [amount] gold per turn when in your territory" Example: "Costs [20] gold per turn when in your territory"
Applicable to: Improvement
??? example "Adjacent enemy units ending their turn take [amount] damage" Example: "Adjacent enemy units ending their turn take [20] damage"
Applicable to: Improvement
??? example "Great Improvement" Applicable to: Improvement
??? example "Provides a random bonus when entered" Applicable to: Improvement
??? example "Unpillagable" Applicable to: Improvement
??? example "Indestructible" Applicable to: Improvement
??? example "Irremovable" Applicable to: Improvement
Resource uniques
??? example "Generated with weight [amount]" Example: "Generated with weight [20]"
Applicable to: Resource
??? example "Minor deposits generated with weight [amount]" Example: "Minor deposits generated with weight [20]"
Applicable to: Resource
??? example "Generated near City States with weight [amount]" Example: "Generated near City States with weight [20]"
Applicable to: Resource
??? example "Special placement during map generation" Applicable to: Resource
??? example "Generated on every [amount] tiles" Example: "Generated on every [20] tiles"
Applicable to: Resource
??? example "Guaranteed with Strategic Balance resource option" Applicable to: Resource
??? example "Deposits in [tileFilter] tiles always provide [amount] resources" Example: "Deposits in [Farm] tiles always provide [20] resources"
Applicable to: Resource
??? example "Can only be created by Mercantile City-States" Applicable to: Resource
Ruins uniques
??? example "Free [baseUnitFilter] found in the ruins" Example: "Free [Melee] found in the ruins"
Applicable to: Ruins
??? example "[amount] population in a random city" Example: "[20] population in a random city"
Applicable to: Ruins
??? example "[amount] free random researchable Tech(s) from the [era]" Example: "[20] free random researchable Tech(s) from the [Ancient era]"
Applicable to: Ruins
??? example "Gain [amount] [stat]" Example: "Gain [20] [Culture]"
Applicable to: Ruins
??? example "Gain [amount]-[amount] [stat]" Example: "Gain [20]-[20] [Culture]"
Applicable to: Ruins
??? example "Gain enough Faith for a Pantheon" Applicable to: Ruins
??? example "Gain enough Faith for [amount]% of a Great Prophet" Example: "Gain enough Faith for [20]% of a Great Prophet"
Applicable to: Ruins
??? example "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
??? example "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
??? example "This Unit gains [amount] XP" Example: "This Unit gains [20] XP"
Applicable to: Ruins
??? example "This Unit upgrades for free including special upgrades" Applicable to: Ruins
??? example "Only available after [amount] turns" Example: "Only available after [20] turns"
Applicable to: Ruins
??? example "Hidden before founding a Pantheon" Applicable to: Ruins
??? example "Hidden after founding a Pantheon" Applicable to: Ruins
??? example "Hidden after generating a Great Prophet" Applicable to: Ruins
CityState uniques
??? example "Provides [stats] per turn" Example: "Provides [+1 Gold, +2 Production] per turn"
Applicable to: CityState
??? example "Provides [stats] [cityFilter] per turn" Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn"
Applicable to: CityState
??? example "Provides [amount] Happiness" Example: "Provides [20] Happiness"
Applicable to: CityState
??? example "Provides military units every ≈[amount] turns" Example: "Provides military units every ≈[20] turns"
Applicable to: CityState
??? example "Provides a unique luxury" Applicable to: CityState
Conditional uniques
??? example "<when at war>" Applicable to: Conditional
??? example "<when not at war>" Applicable to: Conditional
??? example "<during a Golden Age>" Applicable to: Conditional
??? example "<with [resource]>" Example: "<with [Iron]>"
Applicable to: Conditional
??? example "<while the empire is happy>" Applicable to: Conditional
??? example "<when between [amount] and [amount] Happiness>" Example: "<when between [20] and [20] Happiness>"
Applicable to: Conditional
??? example "<when below [amount] Happiness>" Example: "<when below [20] Happiness>"
Applicable to: Conditional
??? example "<during the [era]>" Example: "<during the [Ancient era]>"
Applicable to: Conditional
??? example "<before the [era]>" Example: "<before the [Ancient era]>"
Applicable to: Conditional
??? example "<starting from the [era]>" Example: "<starting from the [Ancient era]>"
Applicable to: Conditional
??? example "<if no other Civilization has researched this>" Applicable to: Conditional
??? example "<after discovering [tech]>" Example: "<after discovering [Agriculture]>"
Applicable to: Conditional
??? example "<before discovering [tech]>" Example: "<before discovering [Agriculture]>"
Applicable to: Conditional
??? example "<after adopting [policy]>" Example: "<after adopting [Oligarchy]>"
Applicable to: Conditional
??? example "<before adopting [policy]>" Example: "<before adopting [Oligarchy]>"
Applicable to: Conditional
??? example "<if [buildingName] is constructed>" Example: "<if [Library] is constructed>"
Applicable to: Conditional
??? example "<for [amount] turns>" Example: "<for [20] turns>"
Applicable to: Conditional
??? example "<by consuming this unit>" Applicable to: Conditional
??? example "<in cities with a [buildingFilter]>" Example: "<in cities with a [Culture]>"
Applicable to: Conditional
??? example "<in cities without a [buildingFilter]>" Example: "<in cities without a [Culture]>"
Applicable to: Conditional
??? example "<if this city has at least [amount] specialists>" Example: "<if this city has at least [20] specialists>"
Applicable to: Conditional
??? example "<in cities where this religion has at least [amount] followers>" Example: "<in cities where this religion has at least [20] followers>"
Applicable to: Conditional
??? example "<with a garrison>" Applicable to: Conditional
??? example "<for [mapUnitFilter] units>" Example: "<for [Wounded] units>"
Applicable to: Conditional
??? example "<for units with [promotion]>" Example: "<for units with [Shock I]>"
Applicable to: Conditional
??? example "<for units without [promotion]>" Example: "<for units without [Shock I]>"
Applicable to: Conditional
??? example "<vs cities>" Applicable to: Conditional
??? example "<vs [mapUnitFilter] units>" Example: "<vs [Wounded] units>"
Applicable to: Conditional
??? example "<when fighting units from a Civilization with more Cities than you>" Applicable to: Conditional
??? example "<when attacking>" Applicable to: Conditional
??? example "<when defending>" Applicable to: Conditional
??? example "<when fighting in [tileFilter] tiles>" Example: "<when fighting in [Farm] tiles>"
Applicable to: Conditional
??? example "<on foreign continents>" Applicable to: Conditional
??? example "<when adjacent to a [mapUnitFilter] unit>" Example: "<when adjacent to a [Wounded] unit>"
Applicable to: Conditional
??? example "<when above [amount] HP>" Example: "<when above [20] HP>"
Applicable to: Conditional
??? example "<when below [amount] HP>" Example: "<when below [20] HP>"
Applicable to: Conditional
??? example "<with [amount] to [amount] neighboring [tileFilter] tiles>" Example: "<with [20] to [20] neighboring [Farm] tiles>"
Applicable to: Conditional
??? example "<with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles>" Example: "<with [20] to [20] neighboring [Farm] [Farm] tiles>"
Applicable to: Conditional
??? example "<in [tileFilter] tiles>" Example: "<in [Farm] tiles>"
Applicable to: Conditional
??? example "<in [tileFilter] [tileFilter] tiles>" Example: "<in [Farm] [Farm] tiles>"
Applicable to: Conditional
??? example "<in tiles without [tileFilter]>" Example: "<in tiles without [Farm]>"
Applicable to: Conditional
??? example "<on water maps>" Applicable to: Conditional
??? example "<in [regionType] Regions>" Example: "<in [Hybrid] Regions>"
Applicable to: Conditional
??? example "<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>"
- "+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"
- "[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]%"
- "+[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>"
- "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]% 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"
- "Defensive buildings in all cities are 25% more effective" - Deprecated as of 3.18.17, replace with "[+25]% City Strength from defensive buildings"
- "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"
- "Quantity of Resources gifted by City-States increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% resources gifted by City-States"
- "City-State Influence degrades [amount]% slower" - Deprecated as of 3.18.17, replace with "[-amount]% City-State Influence degradation"
- "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]% [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]"
- "[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 "
- "Incompatible with [policy/tech/promotion]" - Deprecated as of 3.19.8, replace with "Only available <before adopting [policy/tech/promotion]>" OR "Only available <before discovering [policy/tech/promotion]>" OR "Only available <for units without [policy/tech/promotion]>"
- "Not displayed as an available construction without [buildingName/tech/resource/policy]" - Deprecated as of 3.19.8, replace with "Only available <after adopting [buildingName/tech/resource/policy]>" OR "Only available <with [buildingName/tech/resource/policy]>" OR "Only available <if [buildingName/tech/resource/policy] is constructed>" OR "Only available <after discovering [buildingName/tech/resource/policy]>"
- "Unlocked with [buildingName/tech/era/policy]" - Deprecated as of 3.19.12, replace with "Only available <after adopting [buildingName/tech/era/policy]>" OR "Only available <if [buildingName/tech/era/policy] is constructed>" OR "Only available <starting from the [buildingName/tech/era/policy]>" OR "Only available <after discovering [buildingName/tech/era/policy]>"
- "Requires [buildingName/tech/era/policy]" - Deprecated as of 3.19.12, replace with "Only available <after adopting [buildingName/tech/era/policy]>" OR "Only available <if [buildingName/tech/era/policy] is constructed>" OR "Only available <starting from the [buildingName/tech/era/policy]>" OR "Only available <after discovering [buildingName/tech/era/policy]>"
- "Cannot be built with [buildingName]" - Deprecated as of 3.19.9, replace with "Only available <in cities without a [buildingName]>"
- "Requires a [buildingName] in this city" - Deprecated as of 3.19.9, replace with "Only available <in cities with a [buildingName]>"
- "[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"