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Unique parameters
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Unique parameters
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Unique parameters
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amount
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belief
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costOrStrength
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era
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great person
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improvementName
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mapUnitFilter
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plunderableStat
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regionType
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resource
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simpleTerrain
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specialist
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stats
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stat
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</a>
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<a href="#tech" class="md-nav__link">
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tech
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terrainFilter
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<a href="#terrainquality" class="md-nav__link">
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terrainQuality
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<a href="#tilefilter" class="md-nav__link">
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tileFilter
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<a href="#victorytype" class="md-nav__link">
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victoryType
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Uniques
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How to make Unciv use your custom tileset
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</a>
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</li>
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<li class="md-nav__item">
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<a href="../wiki/Force-rating-calculation/" class="md-nav__link">
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Force rating
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</a>
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</li>
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<li class="md-nav__item">
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<a href="../wiki/From-code-to-deployment/" class="md-nav__link">
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From code to deployment
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<a href="../wiki/Getting-Started/" class="md-nav__link">
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Getting Started
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<li class="md-nav__item">
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<a href="../wiki/Installing-on-macOS/" class="md-nav__link">
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Installing on macOS
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<li class="md-nav__item">
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<a href="../wiki/JSON-files-for-mods/" class="md-nav__link">
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JSON files for mods
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</a>
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</li>
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<li class="md-nav__item">
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<a href="../wiki/Making-a-new-Civilization/" class="md-nav__link">
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Making a new Civilization
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</a>
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</li>
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<li class="md-nav__item">
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<a href="../wiki/Map-related-JSON-files/" class="md-nav__link">
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Map related JSON files
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</a>
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<li class="md-nav__item">
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<a href="../wiki/Miscellaneous-JSON-files/" class="md-nav__link">
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Miscellaneous JSON files
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</a>
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</li>
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<li class="md-nav__item">
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<a href="../wiki/Mods/" class="md-nav__link">
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Mods
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<li class="md-nav__item">
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<a href="../wiki/Project-structure-and-major-classes/" class="md-nav__link">
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Project structure
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Regions
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<a href="../wiki/Translating/" class="md-nav__link">
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Translating
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<li class="md-nav__item">
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<a href="../wiki/Translations%2C-mods%2C-and-modding-freedom-in-Open-Source/" class="md-nav__link">
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Translations, mods, and modding freedom in Open Source
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</a>
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<a href="../wiki/Uniques/" class="md-nav__link">
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Uniques
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<li class="md-nav__item">
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<a href="../wiki/Unit-related-JSON-files/" class="md-nav__link">
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Unit related JSON files
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</a>
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</li>
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[Home](.)
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</nav>
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</ul>
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</nav>
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</div>
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<div class="md-sidebar md-sidebar--secondary" data-md-component="sidebar" data-md-type="toc" >
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<div class="md-sidebar__scrollwrap">
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<div class="md-sidebar__inner">
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<nav class="md-nav md-nav--secondary" aria-label="Table of contents">
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<label class="md-nav__title" for="__toc">
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<span class="md-nav__icon md-icon"></span>
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Table of contents
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</label>
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<ul class="md-nav__list" data-md-component="toc" data-md-scrollfix>
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<li class="md-nav__item">
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<a href="#action" class="md-nav__link">
|
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action
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#amount" class="md-nav__link">
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amount
|
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#baseterrain" class="md-nav__link">
|
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baseTerrain
|
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</a>
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</li>
|
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<li class="md-nav__item">
|
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<a href="#baseunitfilter" class="md-nav__link">
|
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baseUnitFilter
|
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</a>
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</li>
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<li class="md-nav__item">
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<a href="#belief" class="md-nav__link">
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belief
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#belieftype" class="md-nav__link">
|
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beliefType
|
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</a>
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</li>
|
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<li class="md-nav__item">
|
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<a href="#buildingfilter" class="md-nav__link">
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buildingFilter
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#buildingname" class="md-nav__link">
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buildingName
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#cityfilter" class="md-nav__link">
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cityFilter
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</a>
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</li>
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<li class="md-nav__item">
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<a href="#combatantfilter" class="md-nav__link">
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combatantFilter
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</a>
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</li>
|
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<li class="md-nav__item">
|
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<a href="#constructionfilter" class="md-nav__link">
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constructionFilter
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</a>
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</li>
|
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<li class="md-nav__item">
|
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<a href="#costorstrength" class="md-nav__link">
|
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costOrStrength
|
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#era" class="md-nav__link">
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era
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</a>
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</li>
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|
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<li class="md-nav__item">
|
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<a href="#foundingorenhancing" class="md-nav__link">
|
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foundingOrEnhancing
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#great-person" class="md-nav__link">
|
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great person
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#improvementfilter" class="md-nav__link">
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improvementFilter
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#improvementname" class="md-nav__link">
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improvementName
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#mapunitfilter" class="md-nav__link">
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mapUnitFilter
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#plunderablestat" class="md-nav__link">
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plunderableStat
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#policy" class="md-nav__link">
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policy
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</a>
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</li>
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<li class="md-nav__item">
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<a href="#promotion" class="md-nav__link">
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promotion
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#regiontype" class="md-nav__link">
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regionType
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#resource" class="md-nav__link">
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resource
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</a>
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</li>
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<li class="md-nav__item">
|
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<a href="#simpleterrain" class="md-nav__link">
|
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simpleTerrain
|
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</a>
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</li>
|
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<li class="md-nav__item">
|
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<a href="#specialist" class="md-nav__link">
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specialist
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</a>
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</li>
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<li class="md-nav__item">
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<a href="#stats" class="md-nav__link">
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stats
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</a>
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</li>
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<li class="md-nav__item">
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<a href="#stat" class="md-nav__link">
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stat
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</a>
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</li>
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<li class="md-nav__item">
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<a href="#tech" class="md-nav__link">
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tech
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</a>
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</li>
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|
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<li class="md-nav__item">
|
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<a href="#terrainfilter" class="md-nav__link">
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terrainFilter
|
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</a>
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</li>
|
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|
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<li class="md-nav__item">
|
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<a href="#terrainquality" class="md-nav__link">
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terrainQuality
|
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</a>
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</li>
|
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|
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<li class="md-nav__item">
|
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<a href="#tilefilter" class="md-nav__link">
|
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tileFilter
|
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</a>
|
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</li>
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|
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<li class="md-nav__item">
|
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<a href="#victorytype" class="md-nav__link">
|
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victoryType
|
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</a>
|
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</li>
|
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|
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</ul>
|
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|
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</nav>
|
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</div>
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</div>
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</div>
|
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<div class="md-content" data-md-component="content">
|
|
<article class="md-content__inner md-typeset">
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|
|
<h1>Unique parameters</h1>
|
|
|
|
<p>This page contains an overview of all different parameters used in uniques and what values can be filled into them.
|
|
Each of the different parameter types is described below, including all possible values for them.
|
|
These are split into two categories:
|
|
- descriptions: e.g., "the name of any unit"
|
|
- <code>Text that looks like this</code>. This last one must be used exactly the same
|
|
Note that all of these are case-sensitive!</p>
|
|
<h2 id="action">action</h2>
|
|
<p>An action that a unit can preform. Currently, there are only two actions part of this:
|
|
- <code>Spread Religion</code>
|
|
- <code>Remove Foreign religions from your own cities</code></p>
|
|
<h2 id="amount">amount</h2>
|
|
<p>This indicates a whole number, possibly with a + or - sign, such as <code>2</code>, <code>+13</code>, or <code>-3</code>.</p>
|
|
<h2 id="baseterrain">baseTerrain</h2>
|
|
<p>The name of any terrain that is a base terrain according to the json file.</p>
|
|
<h2 id="baseunitfilter">baseUnitFilter</h2>
|
|
<p>Unit filters can be divided up into two parts: <code>baseUnitFilter</code>s and <code>mapUnitFilter</code>s.
|
|
The former is tested against the unit as it appears in the json.
|
|
This means it doesn't have an owning civ or tile it stands on, just its base properties.
|
|
The latter is tested against the unit as it appears on the map, including its nation, tile, health and all other properties.</p>
|
|
<p>The following are allowed to be used:
|
|
- unit name
|
|
- unit type - e.g. Melee, Ranged, WaterSubmarine, etc.
|
|
- <code>Land</code>, <code>Water</code>, <code>Air</code>
|
|
- <code>land units</code>, <code>water units</code>, <code>air units</code>
|
|
- <code>non-air</code> for non-air non-missile units
|
|
- <code>Military</code>, <code>military units</code>
|
|
- <code>Civilian</code>, <code>civilian units</code>
|
|
- <code>All</code>
|
|
- <code>Melee</code>
|
|
- <code>Ranged</code>
|
|
- <code>Nuclear Weapon</code>
|
|
- <code>Great Person</code>, <code>Great</code>
|
|
- <code>Embarked</code>
|
|
- Any exact unique the unit has
|
|
- Any exact unique the unit type has
|
|
- Any combination of the above (will match only if all match). The format is <code>{filter1} {filter2}</code> and can match any number of filters. For example: <code>[{Military} {Water}]</code> units, <code>[{non-air} {Armor}]</code> units, etc. No space or other text is allowed between the <code>[</code> and the first <code>{</code>.</p>
|
|
<h2 id="belief">belief</h2>
|
|
<p>The name of any belief</p>
|
|
<h2 id="belieftype">beliefType</h2>
|
|
<p><code>Pantheon</code>, <code>Follower</code>, <code>Founder</code> or <code>Enhancer</code>.</p>
|
|
<h2 id="buildingfilter">buildingFilter</h2>
|
|
<p>Allows to only activate a unique for certain buildings. Allowed options are:</p>
|
|
<ul>
|
|
<li><code>All</code></li>
|
|
<li><code>Buildings</code>, <code>Building</code></li>
|
|
<li><code>Wonders</code>, <code>Wonders</code></li>
|
|
<li><code>National Wonder</code></li>
|
|
<li><code>World Wonder</code> -- All wonders that are not national wonders</li>
|
|
<li>building name</li>
|
|
<li>The name of the building it replaces (so for example uniques for libraries will apply to paper makers as well)</li>
|
|
<li>an exact unique the building has (e.g.: <code>spaceship part</code>)</li>
|
|
<li><code>Culture</code>, <code>Gold</code>, etc. if the building is <code>stat-related</code> for that stat. Stat-related buildings are defined as one of the following:</li>
|
|
<li>Provides that stat directly (e.g. +1 Culture)</li>
|
|
<li>Provides a percentage bonus for that stat (e.g. +10% Production)</li>
|
|
<li>Provides that stat as a bonus for resources (e.g. +1 Food from every Wheat)</li>
|
|
<li>Provides that stat per some amount of population (e.g. +1 Science for every 2 population [cityFilter])</li>
|
|
</ul>
|
|
<h2 id="buildingname">buildingName</h2>
|
|
<p>The name of any one building</p>
|
|
<h2 id="cityfilter">cityFilter</h2>
|
|
<p>cityFilters allow us to choose the range of cities affected by this unique:</p>
|
|
<ul>
|
|
<li><code>in this city</code></li>
|
|
<li><code>in all cities</code></li>
|
|
<li><code>in other cities</code></li>
|
|
<li><code>in all coastal cities</code></li>
|
|
<li><code>in capital</code></li>
|
|
<li><code>in all non-occupied cities</code> - all cities that are not puppets and don't have extra unhappiness from being recently conquered</li>
|
|
<li><code>in all cities with a world wonder</code></li>
|
|
<li><code>in all cities connected to capital</code></li>
|
|
<li><code>in all cities with a garrison</code></li>
|
|
<li><code>in non-enemy foreign cities</code> - In all cities owned by civs other than you that you are not at war with</li>
|
|
<li><code>in foreign cities</code></li>
|
|
<li><code>in annexed cities</code></li>
|
|
<li><code>in holy cities</code></li>
|
|
<li><code>in City-State cities</code></li>
|
|
<li><code>in cities following this religion</code> - Should only be used in pantheon/follower uniques for religions</li>
|
|
<li><code>in all cities in which the majority religion is a major religion</code></li>
|
|
<li><code>in all cities in which the majority religion is a enhanced religion</code></li>
|
|
</ul>
|
|
<h2 id="combatantfilter">combatantFilter</h2>
|
|
<p>This indicates a combatant, which can either be a unit or a city (when bombarding).
|
|
Must either be <code>City</code> or a <code>mapUnitFilter</code>.</p>
|
|
<h2 id="constructionfilter">constructionFilter</h2>
|
|
<p>A filter for used when testing the current construction of a city. All values of <code>baseUnitFilter</code> and <code>buildingFilter</code> are allowed.</p>
|
|
<h2 id="costorstrength">costOrStrength</h2>
|
|
<p><code>Cost</code> or <code>Strength</code></p>
|
|
<h2 id="era">era</h2>
|
|
<p>The name of any era</p>
|
|
<h2 id="foundingorenhancing">foundingOrEnhancing</h2>
|
|
<p><code>founding</code> or <code>enhancing</code></p>
|
|
<h2 id="great-person">great person</h2>
|
|
<p>The name of any great person</p>
|
|
<h2 id="improvementfilter">improvementFilter</h2>
|
|
<p>For filtering a specific improvement.</p>
|
|
<p>Allowed values are:
|
|
- improvement name (Note that "Road" and "Railroad" <em>do</em> work as improvementFilters, but not as tileFilters at the moment.)
|
|
- <code>All</code>
|
|
- <code>Great Improvements</code>, <code>Great</code>
|
|
- <code>All Road</code> - for Roads & Railroads</p>
|
|
<h2 id="improvementname">improvementName</h2>
|
|
<p>The name of any improvement</p>
|
|
<h2 id="mapunitfilter">mapUnitFilter</h2>
|
|
<p>This indicates a unit as placed on the map. Compare with <code>baseUnitFilter</code>.
|
|
It can be any value noted in <code>baseUnitFilter</code> or one of the following:
|
|
- <code>Wounded</code>, <code>wounded units</code>
|
|
- <code>City-State</code>
|
|
- <code>Barbarians</code>, <code>Barbarian</code>
|
|
- Again, any combination of the above is also allowed, e.g. <code>[{Wounded} {Water}]</code> units.</p>
|
|
<h2 id="plunderablestat">plunderableStat</h2>
|
|
<p>All the following stats can be plundered: <code>Gold</code>, <code>Science</code>, <code>Culture</code>, <code>Faith</code></p>
|
|
<h2 id="policy">policy</h2>
|
|
<p>The name of any policy</p>
|
|
<h2 id="promotion">promotion</h2>
|
|
<p>The name of any promotion</p>
|
|
<h2 id="regiontype">regionType</h2>
|
|
<p>Used for dividing the world into regions in each of which a single player is placed at the start of the game.
|
|
Allowed values are <code>Hybrid</code> and the name of any terrain that has one of the following two uniques:
|
|
- <code>A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]</code>
|
|
- <code>A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]</code></p>
|
|
<h2 id="resource">resource</h2>
|
|
<p>The name of any resource</p>
|
|
<h2 id="simpleterrain">simpleTerrain</h2>
|
|
<p>Used by NaturalWonderGenerator to place natural wonders</p>
|
|
<p>Allowed values are:
|
|
- <code>Land</code>
|
|
- <code>Water</code>
|
|
- <code>Elevated</code>
|
|
- The name of any terrain</p>
|
|
<h2 id="specialist">specialist</h2>
|
|
<p>The name of any specialist</p>
|
|
<h2 id="stats">stats</h2>
|
|
<p>This indicates a text comprised of specific stats and is slightly more complex.</p>
|
|
<p>Each stats is comprised of several stat changes, each in the form of <code>+{amount} {stat}</code>, where 'stat' is one of the seven major stats mentioned above.
|
|
For example: <code>+1 Science</code>.</p>
|
|
<p>These can be strung together with ", " between them, for example: <code>+2 Production, +3 Food</code>.</p>
|
|
<h2 id="stat">stat</h2>
|
|
<p>This is one of the 7 major stats in the game - <code>Gold</code>, <code>Science</code>, <code>Production</code>, <code>Food</code>, <code>Happiness</code>, <code>Culture</code> and <code>Faith</code>. Note that the stat names need to be capitalized!</p>
|
|
<h2 id="tech">tech</h2>
|
|
<p>The name of any tech</p>
|
|
<h2 id="terrainfilter">terrainFilter</h2>
|
|
<p>This indicates the terrain on a single tile. The following values are allowed:</p>
|
|
<ul>
|
|
<li>A filter names a specific json attribute (by name):<ul>
|
|
<li>Base terrain</li>
|
|
<li>Terrain features</li>
|
|
<li>Base terrain uniques</li>
|
|
<li>Terrain feature uniques</li>
|
|
<li>Resource</li>
|
|
<li>Natural wonder</li>
|
|
</ul>
|
|
</li>
|
|
<li>Or the filter is a constant string choosing a derived test:<ul>
|
|
<li><code>All</code></li>
|
|
<li><code>Water</code>, <code>Land</code></li>
|
|
<li><code>Coastal</code> (at least one direct neighbor is a coast)</li>
|
|
<li><code>River</code> (as in all 'river on tile' contexts, it means 'adjacent to a river on at least one side')</li>
|
|
<li><code>Open terrain</code>, <code>Rough terrain</code> (note all terrain not having the rough unique is counted as open)</li>
|
|
<li><code>Friendly Land</code> - land belonging to you, or other civs with open borders to you</li>
|
|
<li><code>Foreign Land</code> - any land that isn't friendly land</li>
|
|
<li><code>Enemy land</code> - any land belonging to a civ you are at war with</li>
|
|
<li><code>Water resource</code>, <code>Strategic resource</code>, <code>Luxury resource</code>, <code>Bonus resource</code></li>
|
|
<li><code>Natural Wonder</code> (as opposed to above which means testing for a specific Natural Wonder by name, this tests for any of them)</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Please note all of these are <em>case-sensitive</em>.</p>
|
|
<p>Also note: Resource filters depend on whether a viewing civ is known in the context where the filter runs. Water and specific tests require a viewing civ, and if the resource needs a tech to be visible, that tech to be researched by the viewing civ. The other resource category tests can succeed without a known viewing civ only for resources not requiring any tech. So - test your mod!</p>
|
|
<p>So for instance, the unique "[stats] from [tileFilter] tiles [cityFilter]" can match several cases:</p>
|
|
<h2 id="terrainquality">terrainQuality</h2>
|
|
<p>Used to indicate for what use the terrain should be viewed when dividing the world into regions, in each of which a single player is placed at the start of the game.</p>
|
|
<p>Allowed values are:
|
|
- improvement name (Note that "Road" and "Railroad" <em>do</em> work as improvementFilters, but not as tileFilters at the moment.)
|
|
- "All"
|
|
- "Great Improvements", "Great"
|
|
- "All Road" - for Roads & Railroads</p>
|
|
<h2 id="tilefilter">tileFilter</h2>
|
|
<p>Anything that can be used either in an improvementFilter or in a tileFilter can be used here</p>
|
|
<h2 id="victorytype">victoryType</h2>
|
|
<p>The name of any victory type:
|
|
- <code>Neutral</code>
|
|
- <code>Cultural</code>
|
|
- <code>Diplomatic</code>
|
|
- <code>Domination</code>
|
|
- <code>Scientific</code>
|
|
- <code>Time</code></p>
|
|
|
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