58 KiB
Table of Contents
- Triggerable uniques
- Global uniques
- Nation uniques
- Tech uniques
- FollowerBelief uniques
- Building uniques
- Unit uniques
- Promotion uniques
- Terrain uniques
- Improvement uniques
- Resource uniques
- Ruins uniques
- CityState uniques
- Conditional uniques
- Deprecated uniques
Triggerable uniques
Free [baseUnitFilter] appears
Example: "Free [Melee] appears"
Applicable to: Triggerable
[amount] free [baseUnitFilter] units appear
Example: "[20] free [Melee] units appear"
Applicable to: Triggerable
Free Social Policy
Applicable to: Triggerable
[amount] Free Social Policies
Example: "[20] Free Social Policies"
Applicable to: Triggerable
Empire enters golden age
Applicable to: Triggerable
Free Great Person
Applicable to: Triggerable
[amount] population [cityFilter]
Example: "[20] population [in all cities]"
Applicable to: Triggerable
Free Technology
Applicable to: Triggerable
[amount] Free Technologies
Example: "[20] Free Technologies"
Applicable to: Triggerable
Reveals the entire map
Applicable to: Triggerable
Triggers voting for the Diplomatic Victory
Applicable to: Triggerable
This Unit gains the [promotion] promotion
Example: "This Unit gains the [Shock I] promotion"
Applicable to: Triggerable
[mapUnitFilter] units gain the [promotion] promotion
Example: "[Wounded] units gain the [Shock I] promotion"
Applicable to: Triggerable
Provides the cheapest [stat] building in your first [amount] cities for free
Example: "Provides the cheapest [Culture] building in your first [20] cities for free"
Applicable to: Triggerable
Provides a [buildingName] in your first [amount] cities for free
Example: "Provides a [Library] in your first [20] cities for free"
Applicable to: Triggerable
Will not be displayed in Civilopedia
Applicable to: Triggerable, Global, Nation, Era, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, CityState, ModOptions, Conditional
Global uniques
[stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Global, FollowerBelief, Improvement
[stats] [cityFilter]
Example: "[+1 Gold, +2 Production] [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from every specialist [cityFilter]
Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
Applicable to: Global, FollowerBelief
[stats] per [amount] population [cityFilter]
Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"
Applicable to: Global, FollowerBelief
[stats] in cities with [amount] or more population
Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
Applicable to: Global, FollowerBelief
[stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [Forest] tiles"
Applicable to: Global, FollowerBelief
[stats] from all [buildingFilter] buildings
Example: "[+1 Gold, +2 Production] from all [Culture] buildings"
Applicable to: Global, FollowerBelief
[stats] whenever a Great Person is expended
Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"
Applicable to: Global
[stats] from [tileFilter] tiles [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
Applicable to: Global, FollowerBelief
[stats] from every [tileFilter/specialist/buildingFilter]
Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingFilter]"
Applicable to: Global, FollowerBelief
[stats] from each Trade Route
Example: "[+1 Gold, +2 Production] from each Trade Route"
Applicable to: Global, FollowerBelief
[amount]% [stat]
Example: "[20]% [Culture]"
Applicable to: Global, FollowerBelief
[amount]% [stat] [cityFilter]
Example: "[20]% [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% [stat] from every [tileFilter/specialist/buildingName]
Example: "[20]% [Culture] from every [tileFilter/specialist/buildingName]"
Applicable to: Global, FollowerBelief
[amount]% Yield from every [tileFilter]
Example: "[20]% Yield from every [Farm]"
Applicable to: Global, FollowerBelief
[amount]% [stat] from City-States
Example: "[20]% [Culture] from City-States"
Applicable to: Global
Nullifies [stat] [cityFilter]
Example: "Nullifies [Culture] [in all cities]"
Applicable to: Global
Nullifies Growth [cityFilter]
Example: "Nullifies Growth [in all cities]"
Applicable to: Global
[amount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[20]% Production when constructing [Culture] wonders [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Production when constructing [buildingFilter] buildings [cityFilter]
Example: "[20]% Production when constructing [Culture] buildings [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Production when constructing [baseUnitFilter] units [cityFilter]
Example: "[20]% Production when constructing [Melee] units [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Production towards any buildings that already exist in the Capital
Example: "[20]% Production towards any buildings that already exist in the Capital"
Applicable to: Global, FollowerBelief
Tile yields from Natural Wonders doubled
Applicable to: Global
Military Units gifted from City-States start with [amount] XP
Example: "Military Units gifted from City-States start with [20] XP"
Applicable to: Global
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation
Example: "Militaristic City-States grant units [20] times as fast when you are at war with a common nation"
Applicable to: Global
Gifts of Gold to City-States generate [amount]% more Influence
Example: "Gifts of Gold to City-States generate [20]% more Influence"
Applicable to: Global
Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.
Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [20] turns."
Applicable to: Global
City-State territory always counts as friendly territory
Applicable to: Global
Allied City-States will occasionally gift Great People
Applicable to: Global
[amount]% City-State Influence degradation
Example: "[20]% City-State Influence degradation"
Applicable to: Global
Resting point for Influence with City-States is increased by [amount]
Example: "Resting point for Influence with City-States is increased by [20]"
Applicable to: Global
Allied City-States provide [stat] equal to [amount]% of what they produce for themselves
Example: "Allied City-States provide [Culture] equal to [20]% of what they produce for themselves"
Applicable to: Global
[amount]% resources gifted by City-States
Example: "[20]% resources gifted by City-States"
Applicable to: Global
[amount]% Happiness from luxury resources gifted by City-States
Example: "[20]% Happiness from luxury resources gifted by City-States"
Applicable to: Global
City-State Influence recovers at twice the normal rate
Applicable to: Global
[amount] units cost no maintenance
Example: "[20] units cost no maintenance"
Applicable to: Global
Cannot build [baseUnitFilter] units
Example: "Cannot build [Melee] units"
Applicable to: Global
[amount]% growth [cityFilter]
Example: "[20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Food is carried over after population increases [cityFilter]
Example: "[20]% Food is carried over after population increases [in all cities]"
Applicable to: Global, FollowerBelief
Gain a free [buildingName] [cityFilter]
Example: "Gain a free [Library] [in all cities]"
Applicable to: Global
[amount]% Great Person generation [cityFilter]
Example: "[20]% Great Person generation [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% great person generation [cityFilter]
Example: "[20]% great person generation [in all cities]"
Applicable to: Global, FollowerBelief
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion
Example: "May choose [20] additional [Follower] beliefs when [founding] a religion"
Applicable to: Global
May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion
Example: "May choose [20] additional belief(s) of any type when [founding] a religion"
Applicable to: Global
[amount]% unhappiness from population [cityFilter]
Example: "[20]% unhappiness from population [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% unhappiness from specialists [cityFilter]
Example: "[20]% unhappiness from specialists [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Food consumption by specialists [cityFilter]
Example: "[20]% Food consumption by specialists [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% of excess happiness converted to [stat]
Example: "[20]% of excess happiness converted to [Culture]"
Applicable to: Global
[amount]% Culture cost of natural border growth [cityFilter]
Example: "[20]% Culture cost of natural border growth [in all cities]"
Applicable to: Global, FollowerBelief
[amount]% Gold cost of acquiring tiles [cityFilter]
Example: "[20]% Gold cost of acquiring tiles [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])
Example: "May buy [Melee] units for [20] [Culture] [in all cities] at an increasing price ([20])"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
Example: "May buy [Culture] buildings for [20] [Culture] [in all cities] at an increasing price ([20])"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
Example: "May buy [Melee] units for [20] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
Example: "May buy [Culture] buildings for [20] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units with [stat] [cityFilter]
Example: "May buy [Melee] units with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings with [stat] [cityFilter]
Example: "May buy [Culture] buildings with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"
Applicable to: Global, FollowerBelief
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
Example: "May buy [Culture] buildings with [Culture] for [20] times their normal Production cost"
Applicable to: Global, FollowerBelief
Enables conversion of city production to gold
Applicable to: Global
Enables conversion of city production to science
Applicable to: Global
[stat] cost of purchasing items in cities [amount]%
Example: "[Culture] cost of purchasing items in cities [20]%"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing [buildingFilter] buildings [amount]%
Example: "[Culture] cost of purchasing [Culture] buildings [20]%"
Applicable to: Global, FollowerBelief
[stat] cost of purchasing [baseUnitFilter] units [amount]%
Example: "[Culture] cost of purchasing [Melee] units [20]%"
Applicable to: Global, FollowerBelief
Improves movement speed on roads
Applicable to: Global
Roads connect tiles across rivers
Applicable to: Global
[amount]% maintenance on road & railroads
Example: "[20]% maintenance on road & railroads"
Applicable to: Global
[amount]% maintenance cost for buildings [cityFilter]
Example: "[20]% maintenance cost for buildings [in all cities]"
Applicable to: Global, FollowerBelief
Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once.
Example: "Receive a free Great Person at the end of every [comment] (every 394 years), after researching [Agriculture]. Each bonus person can only be chosen once."
Applicable to: Global
Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
Applicable to: Global
Retain [amount]% of the happiness from a luxury after the last copy has been traded away
Example: "Retain [20]% of the happiness from a luxury after the last copy has been traded away"
Applicable to: Global
[amount] Happiness from each type of luxury resource
Example: "[20] Happiness from each type of luxury resource"
Applicable to: Global
Each city founded increases culture cost of policies [amount]% less than normal
Example: "Each city founded increases culture cost of policies [20]% less than normal"
Applicable to: Global
[amount]% Culture cost of adopting new Policies
Example: "[20]% Culture cost of adopting new Policies"
Applicable to: Global
Quantity of strategic resources produced by the empire +[amount]%
Example: "Quantity of strategic resources produced by the empire +[20]%"
Applicable to: Global
Double quantity of [resource] produced
Example: "Double quantity of [Iron] produced"
Applicable to: Global
Double Happiness from Natural Wonders
Applicable to: Global
Enables construction of Spaceship parts
Applicable to: Global
Notified of new Barbarian encampments
Applicable to: Global
"Borrows" city names from other civilizations in the game
Applicable to: Global
Units fight as though they were at full strength even when damaged
Applicable to: Global
100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)
Applicable to: Global
Unhappiness from number of Cities doubled
Applicable to: Global
Great General provides double combat bonus
Applicable to: Global
Receive a tech boost when scientific buildings/wonders are built in capital
Applicable to: Global
Enables Open Borders agreements
Applicable to: Global
Enables Research agreements
Applicable to: Global
Science gained from research agreements [amount]%
Example: "Science gained from research agreements [20]%"
Applicable to: Global
Triggers victory
Applicable to: Global
Triggers a Cultural Victory upon completion
Applicable to: Global
[amount]% City Strength from defensive buildings
Example: "[20]% City Strength from defensive buildings"
Applicable to: Global
[amount]% tile improvement construction time
Example: "[20]% tile improvement construction time"
Applicable to: Global
[amount]% Gold from Great Merchant trade missions
Example: "[20]% Gold from Great Merchant trade missions"
Applicable to: Global
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing
Example: "[Wounded] Units adjacent to this city heal [20] HP per turn when healing"
Applicable to: Global, FollowerBelief
[amount]% Golden Age length
Example: "[20]% Golden Age length"
Applicable to: Global
[amount]% Strength for cities
Example: "[20]% Strength for cities"
Applicable to: Global, FollowerBelief
New [baseUnitFilter] units start with [amount] Experience [cityFilter]
Example: "New [Melee] units start with [20] Experience [in all cities]"
Applicable to: Global, FollowerBelief
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion
Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"
Applicable to: Global, FollowerBelief
[baseUnitFilter] units built [cityFilter] can [action] [amount] extra times
Example: "[Melee] units built [in all cities] can [action] [20] extra times"
Applicable to: Global, FollowerBelief
Enables embarkation for land units
Applicable to: Global
Enables embarked units to enter ocean tiles
Applicable to: Global
Population loss from nuclear attacks [amount]% [cityFilter]
Example: "Population loss from nuclear attacks [20]% [in all cities]"
Applicable to: Global
[amount]% Natural religion spread [cityFilter]
Example: "[20]% Natural religion spread [in all cities]"
Applicable to: Global, FollowerBelief
Religion naturally spreads to cities [amount] tiles away
Example: "Religion naturally spreads to cities [20] tiles away"
Applicable to: Global, FollowerBelief
Can be continually researched
Applicable to: Global
[amount] Unit Supply
Example: "[20] Unit Supply"
Applicable to: Global
[amount] Unit Supply per [amount] population [cityFilter]
Example: "[20] Unit Supply per [20] population [in all cities]"
Applicable to: Global
[amount] Unit Supply per city
Example: "[20] Unit Supply per city"
Applicable to: Global
Units in cities cost no Maintenance
Applicable to: Global
Rebel units may spawn
Applicable to: Global
[amount]% Strength
Example: "[20]% Strength"
Applicable to: Global, Unit
[amount]% Strength decreasing with distance from the capital
Example: "[20]% Strength decreasing with distance from the capital"
Applicable to: Global, Unit
[amount]% to Flank Attack bonuses
Example: "[20]% to Flank Attack bonuses"
Applicable to: Global, Unit
+30% Strength when fighting City-State units and cities
Applicable to: Global
[amount] Movement
Example: "[20] Movement"
Applicable to: Global, Unit
[amount] Sight
Example: "[20] Sight"
Applicable to: Global, Unit, Terrain
[amount] Range
Example: "[20] Range"
Applicable to: Global, Unit
[amount] HP when healing
Example: "[20] HP when healing"
Applicable to: Global, Unit
[amount]% Spread Religion Strength
Example: "[20]% Spread Religion Strength"
Applicable to: Global, Unit
No defensive terrain bonus
Applicable to: Global, Unit
No defensive terrain penalty
Applicable to: Global, Unit
No movement cost to pillage
Applicable to: Global, Unit
May heal outside of friendly territory
Applicable to: Global, Unit
All healing effects doubled
Applicable to: Global, Unit
Heals [amount] damage if it kills a unit
Example: "Heals [20] damage if it kills a unit"
Applicable to: Global, Unit
Can only heal by pillaging
Applicable to: Global, Unit
Normal vision when embarked
Applicable to: Global, Unit
Defense bonus when embarked
Applicable to: Global, Unit
Embarked units can defend themselves
Applicable to: Global
[amount]% maintenance costs
Example: "[20]% maintenance costs"
Applicable to: Global, Unit
[amount]% Gold cost of upgrading
Example: "[20]% Gold cost of upgrading"
Applicable to: Global, Unit
[greatPerson] is earned [amount]% faster
Example: "[greatPerson] is earned [20]% faster"
Applicable to: Global, Unit
Earn [amount]% of the damage done to [mapUnitFilter] units as [plunderableStat]
Example: "Earn [20]% of the damage done to [Wounded] units as [Gold]"
Applicable to: Global, Unit
Upon capturing a city, receive [amount] times its [stat] production as [plunderableStat] immediately
Example: "Upon capturing a city, receive [20] times its [Culture] production as [Gold] immediately"
Applicable to: Global, Unit
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [plunderableStat]
Example: "Earn [20]% of killed [Wounded] unit's [Cost] as [Gold]"
Applicable to: Global, Unit
[amount] XP gained from combat
Example: "[20] XP gained from combat"
Applicable to: Global, Unit
[amount]% XP gained from combat
Example: "[20]% XP gained from combat"
Applicable to: Global, Unit
This Unit upgrades for free
Applicable to: Global
Nation uniques
Will not be chosen for new games
Applicable to: Nation
Starts with [tech]
Example: "Starts with [Agriculture]"
Applicable to: Nation
Tech uniques
Starting tech
Applicable to: Tech
Only available
Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement
FollowerBelief uniques
[amount]% [stat] from every follower, up to [amount]%
Example: "[20]% [Culture] from every follower, up to [20]%"
Applicable to: FollowerBelief
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [plunderableStat] when killed within 4 tiles of a city following this religion
Example: "Earn [20]% of [Wounded] unit's [Cost] as [Gold] when killed within 4 tiles of a city following this religion"
Applicable to: FollowerBelief
Building uniques
Consumes [amount] [resource]
Example: "Consumes [20] [Iron]"
Applicable to: Building, Unit, Improvement
Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Building, Improvement
Unbuildable
Applicable to: Building, Unit
Cannot be purchased
Applicable to: Building, Unit
Can be purchased with [stat] [cityFilter]
Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Building, Unit
Can be purchased for [amount] [stat] [cityFilter]
Example: "Can be purchased for [20] [Culture] [in all cities]"
Applicable to: Building, Unit
Limited to [amount] per Civilization
Example: "Limited to [20] per Civilization"
Applicable to: Building, Unit
Hidden until [amount] social policy branches have been completed
Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Building, Unit
Excess Food converted to Production when under construction
Applicable to: Building, Unit
Requires at least [amount] population
Example: "Requires at least [20] population"
Applicable to: Building, Unit
Cost increases by [amount] per owned city
Example: "Cost increases by [20] per owned city"
Applicable to: Building
Requires a [buildingName] in all cities
Example: "Requires a [Library] in all cities"
Applicable to: Building
Requires a [buildingName] in at least [amount] cities
Example: "Requires a [Library] in at least [20] cities"
Applicable to: Building
Must be on [terrainFilter]
Example: "Must be on [Forest]"
Applicable to: Building
Must not be on [terrainFilter]
Example: "Must not be on [Forest]"
Applicable to: Building
Must be next to [terrainFilter]
Example: "Must be next to [Forest]"
Applicable to: Building, Improvement
Must not be next to [terrainFilter]
Example: "Must not be next to [Forest]"
Applicable to: Building
Unsellable
Applicable to: Building
Obsolete with [tech]
Example: "Obsolete with [Agriculture]"
Applicable to: Building, Improvement, Resource
Remove extra unhappiness from annexed cities
Applicable to: Building
Spaceship part
Applicable to: Building, Unit
Hidden when religion is disabled
Applicable to: Building, Unit, Ruins
Hidden when [victoryType] Victory is disabled
Example: "Hidden when [Domination] Victory is disabled"
Applicable to: Building, Unit
Unit uniques
Founds a new city
Applicable to: Unit
Can construct [improvementName]
Example: "Can construct [Trading Post]"
Applicable to: Unit
Can build [improvementFilter/terrainFilter] improvements on tiles
Example: "Can build [improvementFilter/terrainFilter] improvements on tiles"
Applicable to: Unit
May create improvements on water resources
Applicable to: Unit
May found a religion
Applicable to: Unit
May enhance a religion
Applicable to: Unit
Can only attack [combatantFilter] units
Example: "Can only attack [City] units"
Applicable to: Unit
Can only attack [tileFilter] tiles
Example: "Can only attack [Farm] tiles"
Applicable to: Unit
Cannot attack
Applicable to: Unit
Must set up to ranged attack
Applicable to: Unit
Self-destructs when attacking
Applicable to: Unit
Blast radius [amount]
Example: "Blast radius [20]"
Applicable to: Unit
Ranged attacks may be performed over obstacles
Applicable to: Unit
Uncapturable
Applicable to: Unit
May withdraw before melee ([amount]%)
Example: "May withdraw before melee ([20]%)"
Applicable to: Unit
Unable to capture cities
Applicable to: Unit
Can move after attacking
Applicable to: Unit
Can move immediately once bought
Applicable to: Unit
Unit will heal every turn, even if it performs an action
Applicable to: Unit
All adjacent units heal [amount] HP when healing
Example: "All adjacent units heal [20] HP when healing"
Applicable to: Unit
Eliminates combat penalty for attacking across a coast
Applicable to: Unit
6 tiles in every direction always visible
Applicable to: Unit
Can carry [amount] [mapUnitFilter] units
Example: "Can carry [20] [Wounded] units"
Applicable to: Unit
Can carry [amount] extra [mapUnitFilter] units
Example: "Can carry [20] extra [Wounded] units"
Applicable to: Unit
Cannot be carried by [mapUnitFilter] units
Example: "Cannot be carried by [Wounded] units"
Applicable to: Unit
May capture killed [mapUnitFilter] units
Example: "May capture killed [Wounded] units"
Applicable to: Unit
Invisible to others
Applicable to: Unit
Invisible to non-adjacent units
Applicable to: Unit
Can see invisible [mapUnitFilter] units
Example: "Can see invisible [Wounded] units"
Applicable to: Unit
May upgrade to [baseUnitFilter] through ruins-like effects
Example: "May upgrade to [Melee] through ruins-like effects"
Applicable to: Unit
Double movement in [terrainFilter]
Example: "Double movement in [Forest]"
Applicable to: Unit
All tiles cost 1 movement
Applicable to: Unit
Can pass through impassable tiles
Applicable to: Unit
Ignores terrain cost
Applicable to: Unit
Ignores Zone of Control
Applicable to: Unit
Rough terrain penalty
Applicable to: Unit
Can enter ice tiles
Applicable to: Unit
Cannot enter ocean tiles
Applicable to: Unit
May enter foreign tiles without open borders
Applicable to: Unit
May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there
Example: "May enter foreign tiles without open borders, but loses [20] religious strength each turn it ends there"
Applicable to: Unit
Never appears as a Barbarian unit
Applicable to: Unit
Religious Unit
Applicable to: Unit
Promotion uniques
Heal this unit by [amount] HP
Example: "Heal this unit by [20] HP"
Applicable to: Promotion
Terrain uniques
Must be adjacent to [amount] [simpleTerrain] tiles
Example: "Must be adjacent to [20] [Elevated] tiles"
Applicable to: Terrain
Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
Example: "Must be adjacent to [20] to [20] [Elevated] tiles"
Applicable to: Terrain
Must not be on [amount] largest landmasses
Example: "Must not be on [20] largest landmasses"
Applicable to: Terrain
Must be on [amount] largest landmasses
Example: "Must be on [20] largest landmasses"
Applicable to: Terrain
Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
Example: "Occurs on latitudes from [20] to [20] percent of distance equator to pole"
Applicable to: Terrain
Occurs in groups of [amount] to [amount] tiles
Example: "Occurs in groups of [20] to [20] tiles"
Applicable to: Terrain
Neighboring tiles will convert to [baseTerrain]
Example: "Neighboring tiles will convert to [Grassland]"
Applicable to: Terrain
Neighboring tiles except [baseTerrain] will convert to [baseTerrain]
Example: "Neighboring tiles except [Grassland] will convert to [Grassland]"
Applicable to: Terrain
Grants 500 Gold to the first civilization to discover it
Applicable to: Terrain
Units ending their turn on this terrain take [amount] damage
Example: "Units ending their turn on this terrain take [20] damage"
Applicable to: Terrain
Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game
Example: "Grants [Shock I] ([comment]) to adjacent [Wounded] units for the rest of the game"
Applicable to: Terrain
[amount] Strength for cities built on this terrain
Example: "[20] Strength for cities built on this terrain"
Applicable to: Terrain
Provides a one-time Production bonus to the closest city when cut down
Applicable to: Terrain
Tile provides yield without assigned population
Applicable to: Terrain, Improvement
Nullifies all other stats this tile provides
Applicable to: Terrain
Only [improvementFilter] improvements may be built on this tile
Example: "Only [All Road] improvements may be built on this tile"
Applicable to: Terrain
Blocks line-of-sight from tiles at same elevation
Applicable to: Terrain
Has an elevation of [amount] for visibility calculations
Example: "Has an elevation of [20] for visibility calculations"
Applicable to: Terrain
Always Fertility [amount] for Map Generation
Example: "Always Fertility [20] for Map Generation"
Applicable to: Terrain
[amount] to Fertility for Map Generation
Example: "[20] to Fertility for Map Generation"
Applicable to: Terrain
A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]
Example: "A Region is formed with at least [20]% [Elevated] tiles, with priority [20]"
Applicable to: Terrain
A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]
Example: "A Region is formed with at least [20]% [Elevated] tiles and [Elevated] tiles, with priority [20]"
Applicable to: Terrain
A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles
Example: "A Region can not contain more [Elevated] tiles than [Elevated] tiles"
Applicable to: Terrain
Base Terrain on this tile is not counted for Region determination
Applicable to: Terrain
Starts in regions of this type receive an extra [resource]
Example: "Starts in regions of this type receive an extra [Iron]"
Applicable to: Terrain
Never receives any resources
Applicable to: Terrain
Becomes [terrainName] when adjacent to [terrainFilter]
Example: "Becomes [terrainName] when adjacent to [Forest]"
Applicable to: Terrain
Considered [terrainQuality] when determining start locations
Example: "Considered [Undesirable] when determining start locations"
Applicable to: Terrain
Doesn't generate naturally
Applicable to: Terrain, Resource
Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]
Example: "Occurs at temperature between [20] and [20] and humidity between [20] and [20]"
Applicable to: Terrain
Occurs in chains at high elevations
Applicable to: Terrain
Occurs in groups around high elevations
Applicable to: Terrain
Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.
Example: "Every [20] tiles with this terrain will receive a major deposit of a strategic resource."
Applicable to: Terrain
Rare feature
Applicable to: Terrain
Resistant to nukes
Applicable to: Terrain
Can be destroyed by nukes
Applicable to: Terrain
Fresh water
Applicable to: Terrain
Rough terrain
Applicable to: Terrain
Improvement uniques
Can also be built on tiles adjacent to fresh water
Applicable to: Improvement
[stats] from [tileFilter] tiles
Example: "[+1 Gold, +2 Production] from [Farm] tiles"
Applicable to: Improvement
[stats] for each adjacent [tileFilter]
Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"
Applicable to: Improvement
Can be built outside your borders
Applicable to: Improvement
Can be built just outside your borders
Applicable to: Improvement
Cannot be built on [tileFilter] tiles
Example: "Cannot be built on [Farm] tiles"
Applicable to: Improvement
Does not need removal of [tileFilter]
Example: "Does not need removal of [Farm]"
Applicable to: Improvement
Gives a defensive bonus of [amount]%
Example: "Gives a defensive bonus of [20]%"
Applicable to: Improvement
Costs [amount] gold per turn when in your territory
Example: "Costs [20] gold per turn when in your territory"
Applicable to: Improvement
Adjacent enemy units ending their turn take [amount] damage
Example: "Adjacent enemy units ending their turn take [20] damage"
Applicable to: Improvement
Great Improvement
Applicable to: Improvement
Provides a random bonus when entered
Applicable to: Improvement
Unpillagable
Applicable to: Improvement
Indestructible
Applicable to: Improvement
Resource uniques
Generated with weight [amount]
Example: "Generated with weight [20]"
Applicable to: Resource
Minor deposits generated with weight [amount]
Example: "Minor deposits generated with weight [20]"
Applicable to: Resource
Generated near City States with weight [amount]
Example: "Generated near City States with weight [20]"
Applicable to: Resource
Special placement during map generation
Applicable to: Resource
Generated on every [amount] tiles
Example: "Generated on every [20] tiles"
Applicable to: Resource
Guaranteed with Strategic Balance resource option
Applicable to: Resource
Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [20] resources"
Applicable to: Resource
Can only be created by Mercantile City-States
Applicable to: Resource
Ruins uniques
Free [baseUnitFilter] found in the ruins
Example: "Free [Melee] found in the ruins"
Applicable to: Ruins
[amount] population in a random city
Example: "[20] population in a random city"
Applicable to: Ruins
[amount] free random researchable Tech(s) from the [era]
Example: "[20] free random researchable Tech(s) from the [Ancient era]"
Applicable to: Ruins
Gain [amount] [stat]
Example: "Gain [20] [Culture]"
Applicable to: Ruins
Gain [amount]-[amount] [stat]
Example: "Gain [20]-[20] [Culture]"
Applicable to: Ruins
Gain enough Faith for a Pantheon
Applicable to: Ruins
Gain enough Faith for [amount]% of a Great Prophet
Example: "Gain enough Faith for [20]% of a Great Prophet"
Applicable to: Ruins
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius
Example: "Reveal up to [amount/'all'] [Farm] within a [20] tile radius"
Applicable to: Ruins
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance
Example: "From a randomly chosen tile [20] tiles away from the ruins, reveal tiles up to [20] tiles away with [20]% chance"
Applicable to: Ruins
This Unit gains [amount] XP
Example: "This Unit gains [20] XP"
Applicable to: Ruins
This Unit upgrades for free including special upgrades
Applicable to: Ruins
Only available after [amount] turns
Example: "Only available after [20] turns"
Applicable to: Ruins
Hidden before founding a Pantheon
Applicable to: Ruins
Hidden after founding a Pantheon
Applicable to: Ruins
Hidden after generating a Great Prophet
Applicable to: Ruins
CityState uniques
Provides [stats] per turn
Example: "Provides [+1 Gold, +2 Production] per turn"
Applicable to: CityState
Provides [stats] [cityFilter] per turn
Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn"
Applicable to: CityState
Provides [amount] Happiness
Example: "Provides [20] Happiness"
Applicable to: CityState
Provides military units every ≈[amount] turns
Example: "Provides military units every ≈[20] turns"
Applicable to: CityState
Provides a unique luxury
Applicable to: CityState
Conditional uniques
Applicable to: Conditional
Applicable to: Conditional
Applicable to: Conditional
<with [resource]>
Example: "<with [Iron]>"
Applicable to: Conditional
Applicable to: Conditional
<when between [amount] and [amount] Happiness>
Example: "<when between [20] and [20] Happiness>"
Applicable to: Conditional
<when below [amount] Happiness>
Example: "<when below [20] Happiness>"
Applicable to: Conditional
<during the [era]>
Example: "<during the [Ancient era]>"
Applicable to: Conditional
<before the [era]>
Example: "<before the [Ancient era]>"
Applicable to: Conditional
<starting from the [era]>
Example: "<starting from the [Ancient era]>"
Applicable to: Conditional
Applicable to: Conditional
<after discovering [tech]>
Example: "<after discovering [Agriculture]>"
Applicable to: Conditional
<before discovering [tech]>
Example: "<before discovering [Agriculture]>"
Applicable to: Conditional
<after adopting [policy]>
Example: "<after adopting [Oligarchy]>"
Applicable to: Conditional
<before adopting [policy]>
Example: "<before adopting [Oligarchy]>"
Applicable to: Conditional
<for [amount] turns>
Example: "<for [20] turns>"
Applicable to: Conditional
Applicable to: Conditional
<in cities with a [buildingFilter]>
Example: "<in cities with a [Culture]>"
Applicable to: Conditional
<in cities without a [buildingFilter]>
Example: "<in cities without a [Culture]>"
Applicable to: Conditional
<if this city has at least [amount] specialists>
Example: "<if this city has at least [20] specialists>"
Applicable to: Conditional
<in cities where this religion has at least [amount] followers>
Example: "<in cities where this religion has at least [20] followers>"
Applicable to: Conditional
Applicable to: Conditional
<for [mapUnitFilter] units>
Example: "<for [Wounded] units>"
Applicable to: Conditional
<for units with [promotion]>
Example: "<for units with [Shock I]>"
Applicable to: Conditional
<for units without [promotion]>
Example: "<for units without [Shock I]>"
Applicable to: Conditional
Applicable to: Conditional
<vs [mapUnitFilter] units>
Example: "<vs [Wounded] units>"
Applicable to: Conditional
Applicable to: Conditional
Applicable to: Conditional
Applicable to: Conditional
<when fighting in [tileFilter] tiles>
Example: "<when fighting in [Farm] tiles>"
Applicable to: Conditional
Applicable to: Conditional
<when adjacent to a [mapUnitFilter] unit>
Example: "<when adjacent to a [Wounded] unit>"
Applicable to: Conditional
<when above [amount] HP>
Example: "<when above [20] HP>"
Applicable to: Conditional
<when below [amount] HP>
Example: "<when below [20] HP>"
Applicable to: Conditional
<with [amount] to [amount] neighboring [tileFilter] tiles>
Example: "<with [20] to [20] neighboring [Farm] tiles>"
Applicable to: Conditional
<with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles>
Example: "<with [20] to [20] neighboring [Farm] [Farm] tiles>"
Applicable to: Conditional
<in [tileFilter] tiles>
Example: "<in [Farm] tiles>"
Applicable to: Conditional
<in [tileFilter] [tileFilter] tiles>
Example: "<in [Farm] [Farm] tiles>"
Applicable to: Conditional
<in tiles without [tileFilter]>
Example: "<in tiles without [Farm]>"
Applicable to: Conditional
Applicable to: Conditional
<in [regionType] Regions>
Example: "<in [Hybrid] Regions>"
Applicable to: Conditional
<in all except [regionType] Regions>
Example: "<in all except [Hybrid] Regions>"
Applicable to: Conditional
Deprecated uniques
- "[stats] from every Wonder" - Deprecated as of 3.19.1, replace with "[stats] from every [Wonder]"
- "[stats] from every [buildingFilter] in cities where this religion has at least [amount] followers" - Deprecated as of 3.19.3, replace with "[stats] from every [buildingFilter] <in cities where this religion has at least [amount] followers>"
- "+25% Production towards any buildings that already exist in the Capital" - Deprecated as of 3.19.3, replace with "[+25]% Production towards any buildings that already exist in the Capital"
- "[amount]% of food is carried over after population increases" - Deprecated as of 3.19.2, replace with "[amount]% Food is carried over after population increases [in this city]"
- "[amount]% of food is carried over [cityFilter] after population increases" - Deprecated as of 3.19.2, replace with "[amount]% Food is carried over after population increases [cityFilter]"
- "[amount]% Culture cost of natural border growth [cityFilter]" - Deprecated as of 3.19.2, replace with "[amount]% Culture cost of natural border growth [cityFilter]"
- "-[amount]% Culture cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Culture cost of natural border growth [cityFilter]"
- "[amount]% cost of natural border growth" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of natural border growth [in all cities]"
- "-[amount]% Gold cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Gold cost of acquiring tiles [cityFilter]"
- "[stat] cost of purchasing [baseUnitFilter] units in cities [amount]%" - Deprecated as of 3.19.3, replace with "[stat] cost of purchasing [baseUnitFilter] units [amount]%"
- "+[amount]% attacking strength for cities with garrisoned units" - Deprecated as of 3.19.1, replace with "[+amount]% Strength for cities "
- "Can embark and move over Coasts and Oceans immediately" - Deprecated as of 3.19.9, replace with "Enables embarkation for land units <starting from the [Ancient era]>", "Enables embarked units to enter ocean tiles <starting from the [Ancient era]>"
- "Population loss from nuclear attacks -[amount]%" - Deprecated as of 3.19.2, replace with "Population loss from nuclear attacks [-amount]% [in this city]"
- "[amount]% Natural religion spread [cityFilter] with [tech/policy]" - Deprecated as of 3.19.3, replace with "[amount]% Natural religion spread [cityFilter] <after discovering [tech/policy]>" OR "[amount]% Natural religion spread [cityFilter] <after adopting [tech/policy]>"
- "[amount] HP when healing in [tileFilter] tiles" - Deprecated as of 3.19.4, replace with "[amount] HP when healing <in [tileFilter] tiles>"
- "Melee units pay no movement cost to pillage" - Deprecated as of 3.18.17, replace with "No movement cost to pillage <for [Melee] units>"
- "Heal adjacent units for an additional 15 HP per turn" - Deprecated as of 3.19.3, replace with "All adjacent units heal [+15] HP when healing"
- "+[amount]% attack strength to all [mapUnitFilter] units for [amount2] turns" - Deprecated as of 3.19.8, replace with "[+amount]% Strength <for [mapUnitFilter] units> <for [amount2] turns>"
- "Golden Age length increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% Golden Age length"
- "+[amount]% Defensive Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities "
- "[amount]% Attacking Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities "
- "[amount]% Strength for [mapUnitFilter] units which have another [mapUnitFilter] unit in an adjacent tile" - Deprecated as of 3.18.17, replace with "[amount]% Strength <for [mapUnitFilter] units> <when adjacent to a [mapUnitFilter] unit>"
- "Gold cost of upgrading [baseUnitFilter] units reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% Gold cost of upgrading <for [baseUnitFilter] units>"
- "Double gold from Great Merchant trade missions" - Deprecated as of 3.18.17, replace with "[+100]% Gold from Great Merchant trade missions"
- "Defensive buildings in all cities are 25% more effective" - Deprecated as of 3.18.17, replace with "[+25]% City Strength from defensive buildings"
- "Maintenance on roads & railroads reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% maintenance on road & railroads"
- "-[amount]% maintenance cost for buildings [cityFilter]" - Deprecated as of 3.18.17, replace with "[-amount]% maintenance cost for buildings [cityFilter]"
- "+[amount] happiness from each type of luxury resource" - Deprecated as of 3.18.17, replace with "[+amount] Happiness from each type of luxury resource"
- "Culture cost of adopting new Policies reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% Culture cost of adopting new Policies"
- "[amount]% Culture cost of adopting new policies" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of adopting new Policies"
- "Quantity of Resources gifted by City-States increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% resources gifted by City-States"
- "City-State Influence degrades [amount]% slower" - Deprecated as of 3.18.17, replace with "[-amount]% City-State Influence degradation"
- "Happiness from Luxury Resources gifted by City-States increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% Happiness from luxury resources gifted by City-States"
- "+[amount]% [stat] from every [tileFilter/specialist/buildingName]" - Deprecated as of 3.18.17, replace with "[+amount]% [stat] from every [tileFilter/specialist/buildingName]"
- "+[amount]% yield from every [tileFilter]" - Deprecated as of 3.18.17, replace with "[+amount]% Yield from every [tileFilter]"
- "[stats] per turn from cities before [tech/policy]" - Deprecated as of 3.18.14, replace with "[stats] [in all cities] <before discovering [tech]>" OR "[stats] [in all cities] <before adopting [policy]>"
- "[mapUnitFilter] units gain [amount]% more Experience from combat" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat <for [mapUnitFilter] units>"
- "[amount]% maintenance costs for [mapUnitFilter] units" - Deprecated as of 3.18.14, replace with "[amount]% maintenance costs <for [mapUnitFilter] units>"
- "50% of excess happiness added to culture towards policies" - Deprecated as of 3.18.2, replace with "[50]% of excess happiness converted to [Culture]"
- "-[amount]% food consumption by specialists [cityFilter]" - Deprecated as of 3.18.2, replace with "[-amount]% Food consumption by specialists [cityFilter]"
- "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] starting from the [era] at an increasing price ([amount])" - Deprecated as of 3.17.9, removed as of 3.19.3, replace with "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount]) <starting from the [era]>"
- "Provides a free [buildingName] [cityFilter]" - Deprecated as of 3.17.7 - removed 3.18.19, replace with "Gain a free [buildingName] [cityFilter]"
- "+[amount]% [stat] [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [cityFilter]"
- "+[amount]% [stat] in all cities" - Deprecated as of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [in all cities]"
- "[amount]% [stat] while the empire is happy" - Deprecated as of 3.17.1 - removed 3.18.18, replace with "[amount]% [stat] [in all cities] "
- "Immediately creates the cheapest available cultural building in each of your first [amount] cities for free" - Deprecated as of 3.16.15 - removed 3.18.4, replace with "Provides the cheapest [stat] building in your first [amount] cities for free"
- "Immediately creates a [buildingName] in each of your first [amount] cities for free" - Deprecated as of 3.16.15 - removed 3.18.4, replace with "Provides a [buildingName] in your first [amount] cities for free"
- "[mapUnitFilter] units deal +[amount]% damage" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <for [mapUnitFilter] units>"
- "+10% Strength for all units during Golden Age" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+10]% Strength <for [All] units> "
- "[amount]% Strength for [mapUnitFilter] units in [tileFilter]" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <for [mapUnitFilter] units> <when fighting in [tileFilter] tiles>"
- "+15% Combat Strength for all units when attacking Cities" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+15]% Strength <for [All] units> "
- "+[amount] Movement for all [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount] Movement <for [mapUnitFilter] units>"
- "+1 Movement for all units during Golden Age" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+1] Movement <for [All] units> "
- "[amount] Sight for all [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount] Sight <for [mapUnitFilter] units>"
- "[amount]% Spread Religion Strength for [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Spread Religion Strength <for [mapUnitFilter] units>"
- "+[amount]% Production when constructing [baseUnitFilter] units [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [baseUnitFilter] units [cityFilter]"
- "+[amount]% Production when constructing [stat] buildings" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [stat] buildings [in all cities]"
- "+[amount]% Production when constructing [constructionFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [constructionFilter] buildings [in all cities]"
- "+[amount]% Production when constructing a [buildingName]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingName] buildings [in all cities]"
- "+[amount]% Production when constructing [constructionFilter] [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [constructionFilter] buildings [cityFilter]"
- "Increases embarked movement +1" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"
- "+1 Movement for all embarked units" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"
- "Unhappiness from population decreased by [amount]%" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[-amount]% unhappiness from population [in all cities]"
- "Unhappiness from population decreased by [amount]% [cityFilter]" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[-amount]% unhappiness from population [cityFilter]"
- "+[amount]% growth [cityFilter]" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[+amount]% growth [cityFilter]"
- "+[amount]% growth [cityFilter] when not at war" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[+amount]% growth [cityFilter] "
- "-[amount]% [mapUnitFilter] unit maintenance costs" - Deprecated As of 3.16.16 - removed as of 3.17.11, replace with "[-amount]% maintenance costs <for [mapUnitFilter] units>"
- "-[amount]% unit upkeep costs" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[amount]% maintenance costs <for [All] units>"
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
- "+1 happiness from each type of luxury resource" - Deprecated Extremely old - used for auto-updates only, replace with "[+1] Happiness from each type of luxury resource"
- "-33% unit upkeep costs" - Deprecated Extremely old - used for auto-updates only, replace with "[-33]% maintenance costs <for [All] units>"
- "-50% food consumption by specialists" - Deprecated Extremely old - used for auto-updates only, replace with "[-50]% Food consumption by specialists [in all cities]"
- "+50% attacking strength for cities with garrisoned units" - Deprecated Extremely old - used for auto-updates only, replace with "[+50]% Strength for cities "
- "Incompatible with [policy/tech/promotion]" - Deprecated as of 3.19.8, replace with "Only available <before adopting [policy/tech/promotion]>" OR "Only available <before discovering [policy/tech/promotion]>" OR "Only available <for units without [policy/tech/promotion]>"
- "Not displayed as an available construction without [buildingName/tech/resource/policy]" - Deprecated as of 3.19.8, replace with "Only available <after adopting [buildingName/tech/resource/policy]>" OR "Only available <with [buildingName/tech/resource/policy]>" OR "Only available <after discovering [buildingName/tech/resource/policy]>"
- "Cannot be built with [buildingName]" - Deprecated as of 3.19.9, replace with "Only available <in cities without a [buildingName]>"
- "Requires a [buildingName] in this city" - Deprecated as of 3.19.9, replace with "Only available <in cities with a [buildingName]>"
- "[stats] with [resource]" - Deprecated as of 3.19.7, replace with "[stats] <with [resource]>"
- "Not displayed as an available construction unless [buildingName] is built" - Deprecated as of 3.16.11, replace with "Not displayed as an available construction without [buildingName]"
- "[stats] once [tech] is discovered" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "[stats] <after discovering [tech]>"
- "Eliminates combat penalty for attacking from the sea" - Deprecated as of 3.19.8, replace with "Eliminates combat penalty for attacking across a coast"
- "[amount]% Bonus XP gain" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat"
- "Cannot enter ocean tiles until Astronomy" - Deprecated as of 3.18.6, replace with "Cannot enter ocean tiles <before discovering [Astronomy]>"
- "+[amount]% Strength when attacking" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength "
- "+[amount]% Strength when defending" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength "
- "[amount]% Strength when defending vs [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <vs [mapUnitFilter] units>"
- "+[amount]% defence in [tileFilter] tiles" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles> "
- "+[amount]% Strength in [tileFilter]" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles>"
- "[amount] Visibility Range" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount] Sight"
- "Limited Visibility" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[-1] Sight"
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [Coast]"
- "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"
- "-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength"
- "+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength "
- "-[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength "
- "+[amount]% Combat Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"
- "+1 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+1] Sight"
- "+[amount] Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight"
- "+[amount] Sight for all [mapUnitFilter] units" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight <for [mapUnitFilter] units>"
- "+2 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+2] Sight"
- "Can build improvements on tiles" - Deprecated Extremely old - used for auto-updates only, replace with "Can build [Land] improvements on tiles"
- "Science gained from research agreements +50%" - Deprecated Extremely old - used for auto-updates only, replace with "Science gained from research agreements [+50]%"
- "Deal [amount] damage to adjacent enemy units" - Deprecated as of 3.18.17, replace with "Adjacent enemy units ending their turn take [amount] damage"
- "Cannot be built on [tileFilter] tiles until [tech] is discovered" - Deprecated as of 3.18.5, replace with "Cannot be built on [tileFilter] tiles <before discovering [tech]>"
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
- "Deal 30 damage to adjacent enemy units" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "Adjacent enemy units ending their turn take [30] damage"