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2072 lines
61 KiB
Markdown
2072 lines
61 KiB
Markdown
# Uniques
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Simple unique parameters are explained by mouseover. Complex parameters are explained in [Unique parameter types](../Unique-parameters)
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## Triggerable uniques
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??? example "Free [baseUnitFilter] appears"
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Example: "Free [Melee] appears"
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Applicable to: Triggerable
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??? example "[amount] free [baseUnitFilter] units appear"
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Example: "[3] free [Melee] units appear"
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Applicable to: Triggerable
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??? example "Free Social Policy"
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Applicable to: Triggerable
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??? example "[amount] Free Social Policies"
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Example: "[3] Free Social Policies"
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Applicable to: Triggerable
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??? example "Empire enters golden age"
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Applicable to: Triggerable
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??? example "Empire enters a [amount]-turn Golden Age"
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Example: "Empire enters a [3]-turn Golden Age"
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Applicable to: Triggerable
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??? example "Free Great Person"
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Applicable to: Triggerable
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??? example "[amount] population [cityFilter]"
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Example: "[3] population [in all cities]"
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Applicable to: Triggerable
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??? example "[amount] population in a random city"
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Example: "[3] population in a random city"
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Applicable to: Triggerable
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??? example "Discover [tech]"
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Example: "Discover [Agriculture]"
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Applicable to: Triggerable
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??? example "Adopt [policy]"
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Example: "Adopt [Oligarchy]"
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Applicable to: Triggerable
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??? example "Free Technology"
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Applicable to: Triggerable
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??? example "[amount] Free Technologies"
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Example: "[3] Free Technologies"
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Applicable to: Triggerable
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??? example "[amount] free random researchable Tech(s) from the [era]"
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Example: "[3] free random researchable Tech(s) from the [Ancient era]"
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Applicable to: Triggerable
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??? example "Reveals the entire map"
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Applicable to: Triggerable
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??? example "Gain a free [beliefType] belief"
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Example: "Gain a free [Follower] belief"
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Applicable to: Triggerable
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??? example "Triggers voting for the Diplomatic Victory"
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Applicable to: Triggerable
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??? example "Instantly consumes [amount] [stockpiledResource]"
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Example: "Instantly consumes [3] [StockpiledResource]"
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Applicable to: Triggerable
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??? example "Instantly provides [amount] [stockpiledResource]"
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Example: "Instantly provides [3] [StockpiledResource]"
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Applicable to: Triggerable
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??? example "Gain [amount] [stat/resource]"
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Example: "Gain [3] [Culture]"
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Applicable to: Triggerable
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??? example "Gain [amount]-[amount] [stat]"
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Example: "Gain [3]-[3] [Culture]"
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Applicable to: Triggerable
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??? example "Gain enough Faith for a Pantheon"
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Applicable to: Triggerable
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??? example "Gain enough Faith for [amount]% of a Great Prophet"
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Example: "Gain enough Faith for [3]% of a Great Prophet"
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Applicable to: Triggerable
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??? example "Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius"
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Example: "Reveal up to [3] [Farm] within a [3] tile radius"
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Applicable to: Triggerable
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??? example "Triggers the following global alert: [comment]"
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Example: "Triggers the following global alert: [comment]"
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Applicable to: Triggerable
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??? example "[mapUnitFilter] units gain the [promotion] promotion"
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Example: "[Wounded] units gain the [Shock I] promotion"
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Applicable to: Triggerable
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??? example "Provides the cheapest [stat] building in your first [amount] cities for free"
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Example: "Provides the cheapest [Culture] building in your first [3] cities for free"
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Applicable to: Triggerable
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??? example "Provides a [buildingName] in your first [amount] cities for free"
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Example: "Provides a [Library] in your first [3] cities for free"
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Applicable to: Triggerable
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## UnitTriggerable uniques
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??? example "Heal this unit by [amount] HP"
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Example: "Heal this unit by [3] HP"
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Applicable to: UnitTriggerable
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??? example "This Unit gains [amount] XP"
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Example: "This Unit gains [3] XP"
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Applicable to: UnitTriggerable
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??? example "This Unit upgrades for free"
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Applicable to: UnitTriggerable
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??? example "This Unit upgrades for free including special upgrades"
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Applicable to: UnitTriggerable
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??? example "This Unit gains the [promotion] promotion"
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Example: "This Unit gains the [Shock I] promotion"
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Applicable to: UnitTriggerable
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## Global uniques
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??? example "[stats]"
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Example: "[+1 Gold, +2 Production]"
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Applicable to: Global, FollowerBelief, Terrain, Improvement
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??? example "[stats] [cityFilter]"
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Example: "[+1 Gold, +2 Production] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[stats] from every specialist [cityFilter]"
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Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[stats] per [amount] population [cityFilter]"
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Example: "[+1 Gold, +2 Production] per [3] population [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[stats] per [amount] social policies adopted"
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Example: "[+1 Gold, +2 Production] per [3] social policies adopted"
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Applicable to: Global
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??? example "[stats] in cities on [terrainFilter] tiles"
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Example: "[+1 Gold, +2 Production] in cities on [Fresh Water] tiles"
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Applicable to: Global, FollowerBelief
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??? example "[stats] from all [buildingFilter] buildings"
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Example: "[+1 Gold, +2 Production] from all [Culture] buildings"
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Applicable to: Global, FollowerBelief
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??? example "[stats] from [tileFilter] tiles [cityFilter]"
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Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]"
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Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[stats] from every [tileFilter/specialist/buildingFilter]"
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Example: "[+1 Gold, +2 Production] from every [Farm]"
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Applicable to: Global, FollowerBelief
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??? example "[stats] from each Trade Route"
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Example: "[+1 Gold, +2 Production] from each Trade Route"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% [stat]"
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Example: "[+20]% [Culture]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% [stat] [cityFilter]"
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Example: "[+20]% [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% [stat] from every [tileFilter/buildingFilter]"
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Example: "[+20]% [Culture] from every [Farm]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% Yield from every [tileFilter/buildingFilter]"
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Example: "[+20]% Yield from every [Farm]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% [stat] from City-States"
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Example: "[+20]% [Culture] from City-States"
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Applicable to: Global
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??? example "[relativeAmount]% [stat] from Trade Routes"
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Example: "[+20]% [Culture] from Trade Routes"
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Applicable to: Global
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??? example "Nullifies [stat] [cityFilter]"
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Example: "Nullifies [Culture] [in all cities]"
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Applicable to: Global
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??? example "Nullifies Growth [cityFilter]"
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Example: "Nullifies Growth [in all cities]"
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Applicable to: Global
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??? example "[relativeAmount]% Production when constructing [buildingFilter] buildings [cityFilter]"
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Example: "[+20]% Production when constructing [Culture] buildings [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% Production when constructing [baseUnitFilter] units [cityFilter]"
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Example: "[+20]% Production when constructing [Melee] units [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% Production when constructing [buildingFilter] wonders [cityFilter]"
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Example: "[+20]% Production when constructing [Culture] wonders [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% Production towards any buildings that already exist in the Capital"
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Example: "[+20]% Production towards any buildings that already exist in the Capital"
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Applicable to: Global, FollowerBelief
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??? example "Military Units gifted from City-States start with [amount] XP"
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Example: "Military Units gifted from City-States start with [3] XP"
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Applicable to: Global
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??? example "Militaristic City-States grant units [amount] times as fast when you are at war with a common nation"
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Example: "Militaristic City-States grant units [3] times as fast when you are at war with a common nation"
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Applicable to: Global
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??? example "Gifts of Gold to City-States generate [relativeAmount]% more Influence"
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Example: "Gifts of Gold to City-States generate [+20]% more Influence"
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Applicable to: Global
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??? example "Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns."
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Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [3] turns."
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Applicable to: Global
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??? example "City-State territory always counts as friendly territory"
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Applicable to: Global
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??? example "Allied City-States will occasionally gift Great People"
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Applicable to: Global
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??? example "[relativeAmount]% City-State Influence degradation"
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Example: "[+20]% City-State Influence degradation"
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Applicable to: Global
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??? example "Resting point for Influence with City-States is increased by [amount]"
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Example: "Resting point for Influence with City-States is increased by [3]"
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Applicable to: Global
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??? example "Allied City-States provide [stat] equal to [relativeAmount]% of what they produce for themselves"
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Example: "Allied City-States provide [Culture] equal to [+20]% of what they produce for themselves"
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Applicable to: Global
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??? example "[relativeAmount]% resources gifted by City-States"
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Example: "[+20]% resources gifted by City-States"
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Applicable to: Global
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??? example "[relativeAmount]% Happiness from luxury resources gifted by City-States"
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Example: "[+20]% Happiness from luxury resources gifted by City-States"
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Applicable to: Global
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??? example "City-State Influence recovers at twice the normal rate"
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Applicable to: Global
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??? example "[relativeAmount]% growth [cityFilter]"
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Example: "[+20]% growth [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[amount]% Food is carried over after population increases [cityFilter]"
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Example: "[3]% Food is carried over after population increases [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% Food consumption by specialists [cityFilter]"
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Example: "[+20]% Food consumption by specialists [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "Unhappiness from number of Cities doubled"
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Applicable to: Global
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??? example "[relativeAmount]% Unhappiness from [populationFilter] [cityFilter]"
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Example: "[+20]% Unhappiness from [Followers of this Religion] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% of excess happiness converted to [stat]"
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Example: "[+20]% of excess happiness converted to [Culture]"
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Applicable to: Global
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??? example "Retain [relativeAmount]% of the happiness from a luxury after the last copy has been traded away"
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Example: "Retain [+20]% of the happiness from a luxury after the last copy has been traded away"
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Applicable to: Global
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??? example "[amount] Happiness from each type of luxury resource"
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Example: "[3] Happiness from each type of luxury resource"
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Applicable to: Global
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??? example "Cannot build [baseUnitFilter] units"
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Example: "Cannot build [Melee] units"
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Applicable to: Global
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??? example "Enables construction of Spaceship parts"
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Applicable to: Global
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??? example "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])"
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Example: "May buy [Melee] units for [3] [Culture] [in all cities] at an increasing price ([3])"
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Applicable to: Global, FollowerBelief
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??? example "May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])"
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Example: "May buy [Culture] buildings for [3] [Culture] [in all cities] at an increasing price ([3])"
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Applicable to: Global, FollowerBelief
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??? example "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]"
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Example: "May buy [Melee] units for [3] [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]"
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Example: "May buy [Culture] buildings for [3] [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "May buy [baseUnitFilter] units with [stat] [cityFilter]"
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Example: "May buy [Melee] units with [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "May buy [buildingFilter] buildings with [stat] [cityFilter]"
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Example: "May buy [Culture] buildings with [Culture] [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost"
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Example: "May buy [Melee] units with [Culture] for [3] times their normal Production cost"
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Applicable to: Global, FollowerBelief
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??? example "May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost"
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Example: "May buy [Culture] buildings with [Culture] for [3] times their normal Production cost"
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Applicable to: Global, FollowerBelief
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??? example "[stat] cost of purchasing items in cities [relativeAmount]%"
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Example: "[Culture] cost of purchasing items in cities [+20]%"
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Applicable to: Global, FollowerBelief
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??? example "[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]%"
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Example: "[Culture] cost of purchasing [Culture] buildings [+20]%"
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Applicable to: Global, FollowerBelief
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??? example "[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]%"
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Example: "[Culture] cost of purchasing [Melee] units [+20]%"
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Applicable to: Global, FollowerBelief
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??? example "Enables conversion of city production to [civWideStat]"
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Example: "Enables conversion of city production to [Gold]"
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Applicable to: Global
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??? example "Production to [civWideStat] conversion in cities changed by [relativeAmount]%"
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Example: "Production to [Gold] conversion in cities changed by [+20]%"
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Applicable to: Global
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??? example "Improves movement speed on roads"
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Applicable to: Global
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??? example "Roads connect tiles across rivers"
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Applicable to: Global
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??? example "[relativeAmount]% maintenance on road & railroads"
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Example: "[+20]% maintenance on road & railroads"
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Applicable to: Global
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??? example "No Maintenance costs for improvements in [tileFilter] tiles"
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Example: "No Maintenance costs for improvements in [Farm] tiles"
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Applicable to: Global
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??? example "[relativeAmount]% tile improvement construction time"
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Example: "[+20]% tile improvement construction time"
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Applicable to: Global, Unit
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??? example "Gain a free [buildingName] [cityFilter]"
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Example: "Gain a free [Library] [in all cities]"
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Applicable to: Global
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??? example "[relativeAmount]% maintenance cost for buildings [cityFilter]"
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Example: "[+20]% maintenance cost for buildings [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% Culture cost of natural border growth [cityFilter]"
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Example: "[+20]% Culture cost of natural border growth [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "[relativeAmount]% Gold cost of acquiring tiles [cityFilter]"
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Example: "[+20]% Gold cost of acquiring tiles [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "Each city founded increases culture cost of policies [relativeAmount]% less than normal"
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Example: "Each city founded increases culture cost of policies [+20]% less than normal"
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Applicable to: Global
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??? example "[relativeAmount]% Culture cost of adopting new Policies"
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Example: "[+20]% Culture cost of adopting new Policies"
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Applicable to: Global
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??? example "[stats] for every known Natural Wonder"
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Example: "[+1 Gold, +2 Production] for every known Natural Wonder"
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Applicable to: Global
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??? example "100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)"
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Applicable to: Global
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??? example "[relativeAmount]% Great Person generation [cityFilter]"
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Example: "[+20]% Great Person generation [in all cities]"
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Applicable to: Global, FollowerBelief
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??? example "Provides a sum of gold each time you spend a Great Person"
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Applicable to: Global
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??? example "[stats] whenever a Great Person is expended"
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Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"
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Applicable to: Global
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??? example "[relativeAmount]% Gold from Great Merchant trade missions"
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Example: "[+20]% Gold from Great Merchant trade missions"
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Applicable to: Global
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??? example "Great General provides double combat bonus"
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Applicable to: Global, Unit
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??? example "Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once."
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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."
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Applicable to: Global
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??? example "Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count."
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Applicable to: Global
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??? example "[amount] Unit Supply"
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Example: "[3] Unit Supply"
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Applicable to: Global
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??? example "[amount] Unit Supply per [amount] population [cityFilter]"
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Example: "[3] Unit Supply per [3] population [in all cities]"
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|
|
|
Applicable to: Global
|
|
|
|
??? example "[amount] Unit Supply per city"
|
|
Example: "[3] Unit Supply per city"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "[amount] units cost no maintenance"
|
|
Example: "[3] units cost no maintenance"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Units in cities cost no Maintenance"
|
|
Applicable to: Global
|
|
|
|
??? example "Receive free [unit] when you discover [tech]"
|
|
Example: "Receive free [Musketman] when you discover [Agriculture]"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Enables embarkation for land units"
|
|
Applicable to: Global
|
|
|
|
??? example "Enables [mapUnitFilter] units to enter ocean tiles"
|
|
Example: "Enables [Wounded] units to enter ocean tiles"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned"
|
|
Example: "Land units may cross [Forest] tiles after the first [Melee] is earned"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory"
|
|
Example: "Enemy [Wounded] units must spend [3] extra movement points when inside your territory"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "New [baseUnitFilter] units start with [amount] Experience [cityFilter]"
|
|
Example: "New [Melee] units start with [3] 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 "[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing"
|
|
Example: "[Wounded] Units adjacent to this city heal [3] HP per turn when healing"
|
|
|
|
Applicable to: Global, FollowerBelief
|
|
|
|
??? example "[relativeAmount]% City Strength from defensive buildings"
|
|
Example: "[+20]% City Strength from defensive buildings"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "[relativeAmount]% Strength for cities"
|
|
Example: "[+20]% Strength for cities"
|
|
|
|
Applicable to: Global, FollowerBelief
|
|
|
|
??? example "Provides [amount] [resource]"
|
|
Example: "Provides [3] [Iron]"
|
|
|
|
Applicable to: Global, Improvement
|
|
|
|
??? example "Quantity of strategic resources produced by the empire +[relativeAmount]%"
|
|
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 "Enables Open Borders agreements"
|
|
Applicable to: Global
|
|
|
|
??? example "Enables Research agreements"
|
|
Applicable to: Global
|
|
|
|
??? example "Science gained from research agreements [relativeAmount]%"
|
|
Example: "Science gained from research agreements [+20]%"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "When declaring friendship, both parties gain a [relativeAmount]% boost to great person generation"
|
|
Example: "When declaring friendship, both parties gain a [+20]% boost to great person generation"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Influence of all other civilizations with all city-states degrades [relativeAmount]% faster"
|
|
Example: "Influence of all other civilizations with all city-states degrades [+20]% faster"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Gain [amount] Influence with a [baseUnitFilter] gift to a City-State"
|
|
Example: "Gain [3] Influence with a [Melee] gift to a City-State"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Resting point for Influence with City-States following this religion [amount]"
|
|
Example: "Resting point for Influence with City-States following this religion [3]"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Notified of new Barbarian encampments"
|
|
Applicable to: Global
|
|
|
|
??? example "Receive triple Gold from Barbarian encampments and pillaging Cities"
|
|
Applicable to: Global
|
|
|
|
??? example "When conquering an encampment, earn [amount] Gold and recruit a Barbarian unit"
|
|
Example: "When conquering an encampment, earn [3] Gold and recruit a Barbarian unit"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "When defeating a [mapUnitFilter] unit, earn [amount] Gold and recruit it"
|
|
Example: "When defeating a [Wounded] unit, earn [3] Gold and recruit it"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion"
|
|
Example: "May choose [3] 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 [3] additional belief(s) of any type when [founding] a religion"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "[stats] when a city adopts this religion for the first time (modified by game speed)"
|
|
Example: "[+1 Gold, +2 Production] when a city adopts this religion for the first time (modified by game speed)"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "[stats] when a city adopts this religion for the first time"
|
|
Example: "[+1 Gold, +2 Production] when a city adopts this religion for the first time"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "[relativeAmount]% 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 [3] tiles away"
|
|
|
|
Applicable to: Global, FollowerBelief
|
|
|
|
??? example "May not generate great prophet equivalents naturally"
|
|
Applicable to: Global
|
|
|
|
??? example "[relativeAmount]% Faith cost of generating Great Prophet equivalents"
|
|
Example: "[+20]% Faith cost of generating Great Prophet equivalents"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "[baseUnitFilter] units built [cityFilter] can [action] [amount] extra times"
|
|
Example: "[Melee] units built [in all cities] can [Spread Religion] [3] extra times"
|
|
|
|
Applicable to: Global, FollowerBelief
|
|
|
|
??? example "Triggers victory"
|
|
Applicable to: Global
|
|
|
|
??? example "Triggers a Cultural Victory upon completion"
|
|
Applicable to: Global
|
|
|
|
??? example "May not annex cities"
|
|
Applicable to: Global
|
|
|
|
??? example ""Borrows" city names from other civilizations in the game"
|
|
Applicable to: Global
|
|
|
|
??? example "Cities are razed [amount] times as fast"
|
|
Example: "Cities are razed [3] times as fast"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Receive a tech boost when scientific buildings/wonders are built in capital"
|
|
Applicable to: Global
|
|
|
|
??? example "[relativeAmount]% Golden Age length"
|
|
Example: "[+20]% Golden Age length"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Population loss from nuclear attacks [relativeAmount]% [cityFilter]"
|
|
Example: "Population loss from nuclear attacks [+20]% [in all cities]"
|
|
|
|
Applicable to: Global
|
|
|
|
??? example "Rebel units may spawn"
|
|
Applicable to: Global
|
|
|
|
??? example "[relativeAmount]% Strength"
|
|
Example: "[+20]% Strength"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[relativeAmount]% Strength decreasing with distance from the capital"
|
|
Example: "[+20]% Strength decreasing with distance from the capital"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[relativeAmount]% 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] additional attacks per turn"
|
|
Example: "[3] additional attacks per turn"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[amount] Movement"
|
|
Example: "[3] Movement"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[amount] Sight"
|
|
Example: "[3] Sight"
|
|
|
|
Applicable to: Global, Unit, Terrain
|
|
|
|
??? example "[amount] Range"
|
|
Example: "[3] Range"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[amount] HP when healing"
|
|
Example: "[3] HP when healing"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[relativeAmount]% Spread Religion Strength"
|
|
Example: "[+20]% Spread Religion Strength"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "When spreading religion to a city, gain [amount] times the amount of followers of other religions as [stat]"
|
|
Example: "When spreading religion to a city, gain [3] times the amount of followers of other religions as [Culture]"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "No defensive terrain bonus"
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "No defensive terrain penalty"
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "Damage is ignored when determining unit Strength"
|
|
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 [3] damage if it kills a unit"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "Can only heal by pillaging"
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "Defense bonus when embarked"
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[relativeAmount]% maintenance costs"
|
|
Example: "[+20]% maintenance costs"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[relativeAmount]% Gold cost of upgrading"
|
|
Example: "[+20]% Gold cost of upgrading"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat]"
|
|
Example: "Earn [3]% of the damage done to [City] units as [Gold]"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately"
|
|
Example: "Upon capturing a city, receive [3] times its [Culture] production as [Gold] immediately"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat]"
|
|
Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Gold]"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[amount] XP gained from combat"
|
|
Example: "[3] XP gained from combat"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[relativeAmount]% XP gained from combat"
|
|
Example: "[+20]% XP gained from combat"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[greatPerson] is earned [relativeAmount]% faster"
|
|
Example: "[Great General] is earned [+20]% faster"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[amount] Movement point cost to disembark"
|
|
Example: "[3] Movement point cost to disembark"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
??? example "[amount] Movement point cost to embark"
|
|
Example: "[3] Movement point cost to embark"
|
|
|
|
Applicable to: Global, Unit
|
|
|
|
## Nation uniques
|
|
??? example "Will not be chosen for new games"
|
|
Applicable to: Nation
|
|
|
|
??? example "Starts with [tech]"
|
|
Example: "Starts with [Agriculture]"
|
|
|
|
Applicable to: Nation
|
|
|
|
??? example "Starts with [policy] adopted"
|
|
Example: "Starts with [Oligarchy] adopted"
|
|
|
|
Applicable to: Nation
|
|
|
|
??? example "Will not be displayed in Civilopedia"
|
|
Applicable to: Nation, Tech, Policy, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins
|
|
|
|
## Era uniques
|
|
??? example "Starting in this era disables religion"
|
|
Applicable to: Era
|
|
|
|
??? example "Every major Civilization gains a spy once a civilization enters this era"
|
|
Applicable to: Era
|
|
|
|
## Tech uniques
|
|
??? example "Starting tech"
|
|
Applicable to: Tech
|
|
|
|
??? example "Can be continually researched"
|
|
Applicable to: Tech
|
|
|
|
??? example "Only available"
|
|
Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins
|
|
|
|
??? example "Cannot be hurried"
|
|
Applicable to: Tech, Building
|
|
|
|
## FounderBelief uniques
|
|
??? example "[stats] for each global city following this religion"
|
|
Example: "[+1 Gold, +2 Production] for each global city following this religion"
|
|
|
|
Applicable to: FounderBelief
|
|
|
|
??? example "[stats] from every [amount] global followers [cityFilter]"
|
|
Example: "[+1 Gold, +2 Production] from every [3] global followers [in all cities]"
|
|
|
|
Applicable to: FounderBelief
|
|
|
|
## FollowerBelief uniques
|
|
??? example "[relativeAmount]% [stat] from every follower, up to [relativeAmount]%"
|
|
Example: "[+20]% [Culture] from every follower, up to [+20]%"
|
|
|
|
Applicable to: FollowerBelief
|
|
|
|
??? example "Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion"
|
|
Example: "Earn [3]% 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 [3] [Iron]"
|
|
|
|
Applicable to: Building, Unit, Improvement
|
|
|
|
??? example "Costs [amount] [stockpiledResource]"
|
|
Example: "Costs [3] [StockpiledResource]"
|
|
|
|
Applicable to: Building, Unit, Improvement
|
|
|
|
??? example "Unbuildable"
|
|
Applicable to: Building, Unit, Improvement
|
|
|
|
??? 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 [3] [Culture] [in all cities]"
|
|
|
|
Applicable to: Building, Unit
|
|
|
|
??? example "Limited to [amount] per Civilization"
|
|
Example: "Limited to [3] per Civilization"
|
|
|
|
Applicable to: Building, Unit
|
|
|
|
??? example "Hidden until [amount] social policy branches have been completed"
|
|
Example: "Hidden until [3] 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 [3] population"
|
|
|
|
Applicable to: Building, Unit
|
|
|
|
??? example "Triggers a global alert upon build start"
|
|
Applicable to: Building, Unit
|
|
|
|
??? example "Triggers a global alert upon completion"
|
|
Applicable to: Building, Unit
|
|
|
|
??? example "Cost increases by [amount] per owned city"
|
|
Example: "Cost increases by [3] per owned city"
|
|
|
|
Applicable to: Building
|
|
|
|
??? example "Requires a [buildingFilter] in all cities"
|
|
Example: "Requires a [Culture] in all cities"
|
|
|
|
Applicable to: Building
|
|
|
|
??? example "Requires a [buildingFilter] in at least [amount] cities"
|
|
Example: "Requires a [Culture] in at least [3] cities"
|
|
|
|
Applicable to: Building
|
|
|
|
??? example "Can only be built [cityFilter]"
|
|
Example: "Can only be built [in all cities]"
|
|
|
|
Applicable to: Building
|
|
|
|
??? example "Must have an owned [tileFilter] within [amount] tiles"
|
|
Example: "Must have an owned [Farm] within [3] tiles"
|
|
|
|
Applicable to: Building
|
|
|
|
??? example "Enables nuclear weapon"
|
|
Applicable to: Building
|
|
|
|
??? example "Must be on [tileFilter]"
|
|
Example: "Must be on [Farm]"
|
|
|
|
Applicable to: Building
|
|
|
|
??? example "Must not be on [tileFilter]"
|
|
Example: "Must not be on [Farm]"
|
|
|
|
Applicable to: Building
|
|
|
|
??? example "Must be next to [tileFilter]"
|
|
Example: "Must be next to [Farm]"
|
|
|
|
Applicable to: Building, Improvement
|
|
|
|
??? example "Must not be next to [tileFilter]"
|
|
Example: "Must not be next to [Farm]"
|
|
|
|
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 "Connects trade routes over water"
|
|
Applicable to: Building
|
|
|
|
??? example "Creates a [improvementName] improvement on a specific tile"
|
|
Example: "Creates a [Trading Post] improvement on a specific tile"
|
|
|
|
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 instantly construct a [improvementFilter] improvement"
|
|
Example: "Can instantly construct a [All Road] improvement"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Can build [improvementFilter/terrainFilter] improvements on tiles"
|
|
Example: "Can build [All Road] 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 be added to [comment] in the Capital"
|
|
Example: "Can be added to [comment] in the Capital"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Prevents spreading of religion to the city it is next to"
|
|
Applicable to: Unit
|
|
|
|
??? example "Removes other religions when spreading religion"
|
|
Applicable to: Unit
|
|
|
|
??? example "May Paradrop up to [amount] tiles from inside friendly territory"
|
|
Example: "May Paradrop up to [3] tiles from inside friendly territory"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Can perform Air Sweep"
|
|
Applicable to: Unit
|
|
|
|
??? example "Can [action] [amount] times"
|
|
Example: "Can [Spread Religion] [3] times"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Can speed up construction of a building"
|
|
Applicable to: Unit
|
|
|
|
??? example "Can speed up the construction of a wonder"
|
|
Applicable to: Unit
|
|
|
|
??? example "Can hurry technology research"
|
|
Applicable to: Unit
|
|
|
|
??? example "Can undertake a trade mission with City-State, giving a large sum of gold and [amount] Influence"
|
|
Example: "Can undertake a trade mission with City-State, giving a large sum of gold and [3] Influence"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Can transform to [unit]"
|
|
Example: "Can transform to [Musketman]"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Automation is a primary action"
|
|
Applicable to: Unit
|
|
|
|
??? example "[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles"
|
|
Example: "[+20]% Strength for enemy [City] units in adjacent [Farm] tiles"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "[relativeAmount]% Strength when stacked with [mapUnitFilter]"
|
|
Example: "[+20]% Strength when stacked with [Wounded]"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "[relativeAmount]% Strength bonus for [mapUnitFilter] units within [amount] tiles"
|
|
Example: "[+20]% Strength bonus for [Wounded] units within [3] tiles"
|
|
|
|
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 "Eliminates combat penalty for attacking across a coast"
|
|
Applicable to: Unit
|
|
|
|
??? example "May attack when embarked"
|
|
Applicable to: Unit
|
|
|
|
??? example "Eliminates combat penalty for attacking over a river"
|
|
Applicable to: Unit
|
|
|
|
??? example "Blast radius [amount]"
|
|
Example: "Blast radius [3]"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Ranged attacks may be performed over obstacles"
|
|
Applicable to: Unit
|
|
|
|
??? example "Nuclear weapon of Strength [amount]"
|
|
Example: "Nuclear weapon of Strength [3]"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Uncapturable"
|
|
Applicable to: Unit
|
|
|
|
??? example "May withdraw before melee ([amount]%)"
|
|
Example: "May withdraw before melee ([3]%)"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Unable to capture cities"
|
|
Applicable to: Unit
|
|
|
|
??? example "Can move after attacking"
|
|
Applicable to: Unit
|
|
|
|
??? example "Transfer Movement to [mapUnitFilter]"
|
|
Example: "Transfer Movement to [Wounded]"
|
|
|
|
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 [3] HP when healing"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "No Sight"
|
|
Applicable to: Unit
|
|
|
|
??? example "Can see over obstacles"
|
|
Applicable to: Unit
|
|
|
|
??? example "Can carry [amount] [mapUnitFilter] units"
|
|
Example: "Can carry [3] [Wounded] units"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Can carry [amount] extra [mapUnitFilter] units"
|
|
Example: "Can carry [3] extra [Wounded] units"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Cannot be carried by [mapUnitFilter] units"
|
|
Example: "Cannot be carried by [Wounded] units"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "[relativeAmount]% chance to intercept air attacks"
|
|
Example: "[+20]% chance to intercept air attacks"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Damage taken from interception reduced by [relativeAmount]%"
|
|
Example: "Damage taken from interception reduced by [+20]%"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "[relativeAmount]% Damage when intercepting"
|
|
Example: "[+20]% Damage when intercepting"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "[amount] extra interceptions may be made per turn"
|
|
Example: "[3] extra interceptions may be made per turn"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "Cannot be intercepted"
|
|
Applicable to: Unit
|
|
|
|
??? example "Cannot intercept [mapUnitFilter] units"
|
|
Example: "Cannot intercept [Wounded] units"
|
|
|
|
Applicable to: Unit
|
|
|
|
??? example "[relativeAmount]% Strength when performing Air Sweep"
|
|
Example: "[+20]% Strength when performing Air Sweep"
|
|
|
|
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 "Destroys tile improvements when attacking"
|
|
Applicable to: Unit
|
|
|
|
??? example "Cannot move"
|
|
Applicable to: Unit
|
|
|
|
??? example "Double movement in [terrainFilter]"
|
|
Example: "Double movement in [Fresh Water]"
|
|
|
|
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 [3] 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 "Takes your religion over the one in their birth city"
|
|
Applicable to: Unit
|
|
|
|
??? example "Great Person - [comment]"
|
|
Example: "Great Person - [comment]"
|
|
|
|
Applicable to: Unit
|
|
|
|
## Promotion uniques
|
|
??? example "Doing so will consume this opportunity to choose a Promotion"
|
|
Applicable to: Promotion
|
|
|
|
## Terrain uniques
|
|
??? example "Must be adjacent to [amount] [simpleTerrain] tiles"
|
|
Example: "Must be adjacent to [3] [Elevated] tiles"
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "Must be adjacent to [amount] to [amount] [simpleTerrain] tiles"
|
|
Example: "Must be adjacent to [3] to [3] [Elevated] tiles"
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "Must not be on [amount] largest landmasses"
|
|
Example: "Must not be on [3] largest landmasses"
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "Must be on [amount] largest landmasses"
|
|
Example: "Must be on [3] largest landmasses"
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "Occurs on latitudes from [amount] to [amount] percent of distance equator to pole"
|
|
Example: "Occurs on latitudes from [3] to [3] percent of distance equator to pole"
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "Occurs in groups of [amount] to [amount] tiles"
|
|
Example: "Occurs in groups of [3] to [3] 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 [3] 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: "[3] 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 "Vegetation"
|
|
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 [3] for visibility calculations"
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "Always Fertility [amount] for Map Generation"
|
|
Example: "Always Fertility [3] for Map Generation"
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "[amount] to Fertility for Map Generation"
|
|
Example: "[3] 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 [3]% [Elevated] tiles, with priority [3]"
|
|
|
|
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 [3]% [Elevated] tiles and [Elevated] tiles, with priority [3]"
|
|
|
|
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 [Forest] when adjacent to [Fresh Water]"
|
|
|
|
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 [3] and [3] and humidity between [3] and [3]"
|
|
|
|
Applicable to: Terrain, Resource
|
|
|
|
??? 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 [3] tiles with this terrain will receive a major deposit of a strategic resource."
|
|
|
|
Applicable to: Terrain
|
|
|
|
??? example "Rare feature"
|
|
Applicable to: Terrain
|
|
|
|
??? example "[amount]% Chance to be destroyed by nukes"
|
|
Example: "[3]% Chance to 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 "Ensures a minimum tile yield of [stats]"
|
|
Example: "Ensures a minimum tile yield of [+1 Gold, +2 Production]"
|
|
|
|
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 "Can only be built on [tileFilter] tiles"
|
|
Example: "Can only be built on [Farm] tiles"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Cannot be built on [tileFilter] tiles"
|
|
Example: "Cannot be built on [Farm] tiles"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Can only be built to improve a resource"
|
|
Applicable to: Improvement
|
|
|
|
??? example "Does not need removal of [tileFilter]"
|
|
Example: "Does not need removal of [Farm]"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Removes removable features when built"
|
|
Applicable to: Improvement
|
|
|
|
??? example "Gives a defensive bonus of [relativeAmount]%"
|
|
Example: "Gives a defensive bonus of [+20]%"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Costs [amount] [stat] per turn when in your territory"
|
|
Example: "Costs [3] [Culture] per turn when in your territory"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Costs [amount] [stat] per turn"
|
|
Example: "Costs [3] [Culture] per turn"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Adjacent enemy units ending their turn take [amount] damage"
|
|
Example: "Adjacent enemy units ending their turn take [3] damage"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Great Improvement"
|
|
Applicable to: Improvement
|
|
|
|
??? example "Provides a random bonus when entered"
|
|
Applicable to: Improvement
|
|
|
|
??? example "Constructing it will take over the tiles around it and assign them to your closest city"
|
|
Applicable to: Improvement
|
|
|
|
??? example "Unpillagable"
|
|
Applicable to: Improvement
|
|
|
|
??? example "Pillaging this improvement yields approximately [stats]"
|
|
Example: "Pillaging this improvement yields approximately [+1 Gold, +2 Production]"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Pillaging this improvement yields [stats]"
|
|
Example: "Pillaging this improvement yields [+1 Gold, +2 Production]"
|
|
|
|
Applicable to: Improvement
|
|
|
|
??? example "Irremovable"
|
|
Applicable to: Improvement
|
|
|
|
??? example "Will be replaced by automated workers"
|
|
Applicable to: Improvement
|
|
|
|
## Resource uniques
|
|
??? example "Deposits in [tileFilter] tiles always provide [amount] resources"
|
|
Example: "Deposits in [Farm] tiles always provide [3] resources"
|
|
|
|
Applicable to: Resource
|
|
|
|
??? example "Can only be created by Mercantile City-States"
|
|
Applicable to: Resource
|
|
|
|
??? example "Stockpiled"
|
|
Applicable to: Resource
|
|
|
|
??? example "Cannot be traded"
|
|
Applicable to: Resource
|
|
|
|
??? example "Not shown on world screen"
|
|
Applicable to: Resource
|
|
|
|
??? example "Generated with weight [amount]"
|
|
Example: "Generated with weight [3]"
|
|
|
|
Applicable to: Resource
|
|
|
|
??? example "Minor deposits generated with weight [amount]"
|
|
Example: "Minor deposits generated with weight [3]"
|
|
|
|
Applicable to: Resource
|
|
|
|
??? example "Generated near City States with weight [amount]"
|
|
Example: "Generated near City States with weight [3]"
|
|
|
|
Applicable to: Resource
|
|
|
|
??? example "Special placement during map generation"
|
|
Applicable to: Resource
|
|
|
|
??? example "Generated on every [amount] tiles"
|
|
Example: "Generated on every [3] tiles"
|
|
|
|
Applicable to: Resource
|
|
|
|
??? example "Guaranteed with Strategic Balance resource option"
|
|
Applicable to: Resource
|
|
|
|
## Ruins uniques
|
|
??? example "Free [baseUnitFilter] found in the ruins"
|
|
Example: "Free [Melee] found in the ruins"
|
|
|
|
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 [3] tiles away from the ruins, reveal tiles up to [3] tiles away with [3]% chance"
|
|
|
|
Applicable to: Ruins
|
|
|
|
??? example "Hidden after generating a Great Prophet"
|
|
Applicable to: Ruins
|
|
|
|
## CityState uniques
|
|
??? example "Provides military units every ≈[amount] turns"
|
|
Example: "Provides military units every ≈[3] turns"
|
|
|
|
Applicable to: CityState
|
|
|
|
??? example "Provides a unique luxury"
|
|
Applicable to: CityState
|
|
|
|
## Conditional uniques
|
|
??? example "<for [amount] turns>"
|
|
Example: "<for [3] turns>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<with [amount]% chance>"
|
|
Example: "<with [3]% chance>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<before [amount] turns>"
|
|
Example: "<before [3] turns>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<after [amount] turns>"
|
|
Example: "<after [3] turns>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<for [nationFilter]>"
|
|
Example: "<for [City-States]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when at war>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when not at war>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<during a Golden Age>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<during We Love The King Day>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<while the empire is happy>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when between [amount] and [amount] Happiness>"
|
|
Example: "<when between [3] and [3] Happiness>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when below [amount] Happiness>"
|
|
Example: "<when below [3] 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 starting in the [era]>"
|
|
Example: "<if starting in 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/belief]>"
|
|
Example: "<after adopting [Oligarchy]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<before adopting [policy/belief]>"
|
|
Example: "<before adopting [Oligarchy]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<before founding a Pantheon>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<after founding a Pantheon>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<before founding a religion>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<after founding a religion>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<before enhancing a religion>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<after enhancing a religion>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<if [buildingFilter] is constructed>"
|
|
Example: "<if [Culture] is constructed>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<with [resource]>"
|
|
Example: "<with [Iron]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<without [resource]>"
|
|
Example: "<without [Iron]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when above [amount] [resource]>"
|
|
Example: "<when above [3] [Iron]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when below [amount] [resource]>"
|
|
Example: "<when below [3] [Iron]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<in this city>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<in other cities>"
|
|
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 "<in cities with at least [amount] [populationFilter]>"
|
|
Example: "<in cities with at least [3] [Followers of this Religion]>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<with a garrison>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<for [mapUnitFilter] units>"
|
|
Example: "<for [Wounded] units>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when [mapUnitFilter]>"
|
|
Example: "<when [Wounded]>"
|
|
|
|
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 [3] HP>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<when below [amount] HP>"
|
|
Example: "<when below [3] HP>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<if it hasn't used other actions yet>"
|
|
Applicable to: Conditional
|
|
|
|
??? example "<with [amount] to [amount] neighboring [tileFilter] tiles>"
|
|
Example: "<with [3] to [3] neighboring [Farm] tiles>"
|
|
|
|
Applicable to: Conditional
|
|
|
|
??? example "<with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles>"
|
|
Example: "<with [3] to [3] 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 "<within [amount] tiles of a [tileFilter]>"
|
|
Example: "<within [3] tiles of a [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
|
|
|
|
## TriggerCondition uniques
|
|
??? example "<upon discovering [tech]>"
|
|
Example: "<upon discovering [Agriculture]>"
|
|
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon entering the [era]>"
|
|
Example: "<upon entering the [Ancient era]>"
|
|
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon adopting [policy/belief]>"
|
|
Example: "<upon adopting [Oligarchy]>"
|
|
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon declaring war with a major Civilization>"
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon declaring friendship>"
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon entering a Golden Age>"
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon conquering a city>"
|
|
Applicable to: TriggerCondition, UnitTriggerCondition
|
|
|
|
??? example "<upon founding a city>"
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon discovering a Natural Wonder>"
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon constructing [buildingFilter]>"
|
|
Example: "<upon constructing [Culture]>"
|
|
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon constructing [buildingFilter] [cityFilter]>"
|
|
Example: "<upon constructing [Culture] [in all cities]>"
|
|
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon gaining a [baseUnitFilter] unit>"
|
|
Example: "<upon gaining a [Melee] unit>"
|
|
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon founding a Pantheon>"
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon founding a Religion>"
|
|
Applicable to: TriggerCondition
|
|
|
|
??? example "<upon enhancing a Religion>"
|
|
Applicable to: TriggerCondition
|
|
|
|
## UnitTriggerCondition uniques
|
|
??? example "<upon defeating a [mapUnitFilter] unit>"
|
|
Example: "<upon defeating a [Wounded] unit>"
|
|
|
|
Applicable to: UnitTriggerCondition
|
|
|
|
??? example "<upon being defeated>"
|
|
Applicable to: UnitTriggerCondition
|
|
|
|
??? example "<upon being promoted>"
|
|
Applicable to: UnitTriggerCondition
|
|
|
|
??? example "<upon losing at least [amount] HP in a single attack>"
|
|
Example: "<upon losing at least [3] HP in a single attack>"
|
|
|
|
Applicable to: UnitTriggerCondition
|
|
|
|
??? example "<upon ending a turn in a [tileFilter] tile>"
|
|
Example: "<upon ending a turn in a [Farm] tile>"
|
|
|
|
Applicable to: UnitTriggerCondition
|
|
|
|
## UnitActionModifier uniques
|
|
??? example "<by consuming this unit>"
|
|
Applicable to: UnitActionModifier
|
|
|
|
??? example "<for [amount] movement>"
|
|
Example: "<for [3] movement>"
|
|
|
|
Applicable to: UnitActionModifier
|
|
|
|
??? example "<once>"
|
|
Applicable to: UnitActionModifier
|
|
|
|
??? example "<[amount] times>"
|
|
Example: "<[3] times>"
|
|
|
|
Applicable to: UnitActionModifier
|
|
|
|
??? example "<[amount] additional time(s)>"
|
|
Example: "<[3] additional time(s)>"
|
|
|
|
Applicable to: UnitActionModifier
|
|
|
|
??? example "<after which this unit is consumed>"
|
|
Applicable to: UnitActionModifier
|
|
|
|
|
|
*[action]: An action that a unit can perform. Currently, there are only two actions part of this: 'Spread Religion' and 'Remove Foreign religions from your own cities'
|
|
*[amount]: This indicates a whole number, possibly with a + or - sign, such as `2`, `+13`, or `-3`.
|
|
*[baseTerrain]: The name of any terrain that is a base terrain according to the json file.
|
|
*[belief]: The name of any belief.
|
|
*[beliefType]: 'Pantheon', 'Follower', 'Founder' or 'Enhancer'
|
|
*[buildingName]: The name of any building.
|
|
*[civWideStat]: All the following stats have civ-wide fields: `Gold`, `Science`, `Culture`, `Faith`.
|
|
*[combatantFilter]: This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`.
|
|
*[costOrStrength]: `Cost` or `Strength`.
|
|
*[era]: The name of any era.
|
|
*[foundingOrEnhancing]: `founding` or `enhancing`.
|
|
*[improvementName]: The name of any improvement.
|
|
*[policy]: The name of any policy.
|
|
*[promotion]: The name of any promotion.
|
|
*[relativeAmount]: This indicates a number, usually with a + or - sign, such as `+25` (this kind of parameter is often followed by '%' which is nevertheless not part of the value).
|
|
*[resource]: The name of any resource.
|
|
*[specialist]: The name of any specialist.
|
|
*[stat]: This is one of the 7 major stats in the game - `Gold`, `Science`, `Production`, `Food`, `Happiness`, `Culture` and `Faith`. Note that the stat names need to be capitalized!
|
|
*[stats]: For example: `+2 Production, +3 Food`. Note that the stat names need to be capitalized!
|
|
*[stockpiledResource]: The name of any stockpiled.
|
|
*[tech]: The name of any tech.
|
|
*[tileFilter]: Anything that can be used either in an improvementFilter or in a terrainFilter can be used here, plus 'unimproved'
|
|
*[victoryType]: The name of any victory type: 'Neutral', 'Cultural', 'Diplomatic', 'Domination', 'Scientific', 'Time' |