34 KiB
Table of Contents
- Global uniques
- Nation uniques
- FollowerBelief uniques
- Building uniques
- Unit uniques
- Promotion uniques
- Terrain uniques
- Improvement uniques
- Resource uniques
- Ruins uniques
- CityState uniques
- Conditional uniques
- Deprecated uniques
Global uniques
[stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Improvement, Global, FollowerBelief
[stats] [cityFilter]
Example: "[+1 Gold, +2 Production] [in all cities]"
Applicable to: Global
[stats] from every specialist [cityFilter]
Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"
Applicable to: Global
[stats] per [amount] population [cityFilter]
Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"
Applicable to: Global
[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 [Grassland] tiles"
Applicable to: Global, FollowerBelief
[stats] per turn from cities before [tech/policy]
Example: "[+1 Gold, +2 Production] per turn from cities before [tech/policy]"
Applicable to: Global
[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
[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/buildingName]
Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]"
Applicable to: Global, FollowerBelief
[amount]% [stat]
Example: "[20]% [Culture]"
Applicable to: Global
[amount]% [stat] from City-States
Example: "[20]% [Culture] from City-States"
Applicable to: Global
[amount]% [stat] [cityFilter]
Example: "[20]% [Culture] [in all cities]"
Applicable to: Global
[amount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]"
Applicable to: Resource, Global, FollowerBelief
[amount]% Production when constructing [buildingFilter] buildings [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] buildings [in all cities]"
Applicable to: Global
[amount]% Production when constructing [baseUnitFilter] units [cityFilter]
Example: "[20]% Production when constructing [Melee] units [in all cities]"
Applicable to: Global
[amount]% unhappiness from population [cityFilter]
Example: "[20]% unhappiness from population [in all cities]"
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
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] units cost no maintenance
Example: "[20] units cost no maintenance"
Applicable to: Global
[amount]% maintenance costs for [mapUnitFilter] units
Example: "[20]% maintenance costs for [Wounded] units"
Applicable to: Global
[amount]% growth [cityFilter]
Example: "[20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
Gain a free [buildingName] [cityFilter]
Example: "Gain a free [Library] [in all cities]"
Applicable to: Global
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion
Example: "May choose [20] additional [Follower] beliefs when [foundingOrEnhancing] 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 [foundingOrEnhancing] a religion"
Applicable to: Global
[amount]% food consumption by specialists [cityFilter]
Example: "[20]% food consumption by specialists [in all cities]"
Applicable to: Global
[amount]% of excess happiness converted to [stat]
Example: "[20]% of excess happiness converted to [Culture]"
Applicable to: Global
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
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities] at an increasing price ([20])"
Applicable to: Global
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 [buildingFilter] 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 [buildingFilter] 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 [buildingFilter] buildings with [Culture] for [20] times their normal Production cost"
Applicable to: Global, FollowerBelief
Enables Research agreements
Applicable to: Global
Triggers victory
Applicable to: Global
Triggers a Cultural Victory upon completion
Applicable to: Global
[amount]% Strength
Example: "[20]% Strength"
Applicable to: Unit, Global
[amount] Movement
Example: "[20] Movement"
Applicable to: Unit, Global
[amount] Sight
Example: "[20] Sight"
Applicable to: Unit, Global, Terrain
[amount]% Spread Religion Strength
Example: "[20]% Spread Religion Strength"
Applicable to: Unit, Global
Normal vision when embarked
Applicable to: Unit, Global
Free [baseUnitFilter] appears
Example: "Free [Melee] appears"
Applicable to: Global
[amount] free [baseUnitFilter] units appear
Example: "[20] free [Melee] units appear"
Applicable to: Global
Free Social Policy
Applicable to: Global
[amount] Free Social Policies
Example: "[20] Free Social Policies"
Applicable to: Global
Empire enters golden age
Applicable to: Global
Free Great Person
Applicable to: Global
[amount] population [cityFilter]
Example: "[20] population [in all cities]"
Applicable to: Global
Free Technology
Applicable to: Global
[amount] Free Technologies
Example: "[20] Free Technologies"
Applicable to: Global
Reveals the entire map
Applicable to: Global
Triggers voting for the Diplomatic Victory
Applicable to: Global
This Unit upgrades for free
Applicable to: Global
This Unit gains the [promotion] promotion
Example: "This Unit gains the [promotion] promotion"
Applicable to: Global
[mapUnitFilter] units gain the [promotion] promotion
Example: "[Wounded] units gain the [promotion] promotion"
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
+[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns
Example: "+[20]% attack strength to all [Wounded] Units for [20] turns"
Applicable to: Global
Provides the cheapest [stat] building in your first [amount] cities for free
Example: "Provides the cheapest [Culture] building in your first [20] cities for free"
Applicable to: Global
Provides a [buildingName] in your first [amount] cities for free
Example: "Provides a [Library] in your first [20] cities for free"
Applicable to: Global
Nation uniques
Will not be chosen for new games
Applicable to: Nation
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 [tech]. Each bonus person can only be chosen once."
Applicable to: Nation
Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
Applicable to: Nation
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: Nation
FollowerBelief uniques
[amount]% [stat] from every follower, up to [amount]%
Example: "[20]% [Culture] from every follower, up to [20]%"
Applicable to: FollowerBelief
Building uniques
Remove extra unhappiness from annexed cities
Applicable to: Building
Consumes [amount] [resource]
Example: "Consumes [20] [Iron]"
Applicable to: Unit, Improvement, Building
Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Improvement, Building
Unbuildable
Applicable to: Unit, Building
Cannot be purchased
Applicable to: Unit, Building
Can be purchased with [stat] [cityFilter]
Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Unit, Building
Can be purchased for [amount] [stat] [cityFilter]
Example: "Can be purchased for [20] [Culture] [in all cities]"
Applicable to: Unit, Building
Limited to [amount] per Civilization
Example: "Limited to [20] per Civilization"
Applicable to: Unit, Building
Hidden until [amount] social policy branches have been completed
Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Unit, Building
Cost increases by [amount] per owned city
Example: "Cost increases by [20] per owned city"
Applicable to: Building
Cannot be built with [buildingName]
Example: "Cannot be built with [Library]"
Applicable to: Building
Requires a [buildingName] in this city
Example: "Requires a [Library] in this city"
Applicable to: Building
Requires a [buildingName] in all cities
Example: "Requires a [Library] in all cities"
Applicable to: Building
Not displayed as an available construction without [buildingName/tech/resource/policy]
Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
Applicable to: Unit, Building
Must be on [terrainFilter]
Example: "Must be on [Grassland]"
Applicable to: Building
Must not be on [terrainFilter]
Example: "Must not be on [Grassland]"
Applicable to: Building
Must be next to [terrainFilter]
Example: "Must be next to [Grassland]"
Applicable to: Building
Must not be next to [terrainFilter]
Example: "Must not be next to [Grassland]"
Applicable to: Building
Unsellable
Applicable to: Building
Hidden when religion is disabled
Applicable to: Unit, Ruins, Building
Hidden when [victoryType] Victory is disabled
Example: "Hidden when [victoryType] Victory is disabled"
Applicable to: Unit, Building
Unit uniques
Founds a new city
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
Can see invisible [mapUnitFilter] units
Example: "Can see invisible [Wounded] units"
Applicable to: Unit
[amount]% Strength decreasing with distance from the capital
Example: "[20]% Strength decreasing with distance from the capital"
Applicable to: Unit
May found a religion
Applicable to: Unit
May enhance a religion
Applicable to: Unit
Cannot attack
Applicable to: Unit
Must set up to ranged attack
Applicable to: Unit
6 tiles in every direction always visible
Applicable to: Unit
Blast radius [amount]
Example: "Blast radius [20]"
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
[amount]% maintenance costs
Example: "[20]% maintenance costs"
Applicable to: Unit
Double movement in [terrainFilter]
Example: "Double movement in [Grassland]"
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
Cannot enter ocean tiles until Astronomy
Applicable to: Unit
Never appears as a Barbarian unit
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
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] [simpleTerrain] tiles"
Applicable to: Terrain
Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
Example: "Must be adjacent to [20] to [20] [simpleTerrain] 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 [baseTerrain]"
Applicable to: Terrain
Neighboring tiles except [baseTerrain] will convert to [baseTerrain]
Example: "Neighboring tiles except [baseTerrain] will convert to [baseTerrain]"
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 [promotion] ([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: Improvement, Terrain
Nullifies all other stats this tile provides
Applicable to: Terrain
Only [improvementFilter] improvements may be built on this tile
Example: "Only [improvementFilter] 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]% [simpleTerrain] 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]% [simpleTerrain] tiles and [simpleTerrain] 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 [simpleTerrain] tiles than [simpleTerrain] 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
Considered [terrainQuality] when determining start locations
Example: "Considered [terrainQuality] when determining start locations"
Applicable to: Terrain
Doesn't generate naturally
Applicable to: Resource, Terrain
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 until [tech] is discovered
Example: "Cannot be built on [Farm] tiles until [tech] is discovered"
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
Deal [amount] damage to adjacent enemy units
Example: "Deal [20] damage to adjacent enemy units"
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 [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
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
Only available after [amount] turns
Example: "Only available after [20] turns"
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
Applicable to: Conditional
<during the [era]>
Example: "<during the [era]>"
Applicable to: Conditional
<before the [era]>
Example: "<before the [era]>"
Applicable to: Conditional
<starting from the [era]>
Example: "<starting from the [era]>"
Applicable to: Conditional
<after discovering [tech]>
Example: "<after discovering [tech]>"
Applicable to: Conditional
<before discovering [tech]>
Example: "<before discovering [tech]>"
Applicable to: Conditional
<after adopting [policy]>
Example: "<after adopting [policy]>"
Applicable to: Conditional
<before adopting [policy]>
Example: "<before adopting [policy]>"
Applicable to: Conditional
<if this city has at least [amount] specialists>
Example: "<if this city has at least [20] specialists>"
Applicable to: Conditional
<for [mapUnitFilter] units>
Example: "<for [Wounded] units>"
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 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 [regionType] Regions>"
Applicable to: Conditional
<in all except [regionType] Regions>
Example: "<in all except [regionType] Regions>"
Applicable to: Conditional
Deprecated uniques
- "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]"
- "+[amount]% [stat] in all cities" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [in all cities]"
- "[amount]% [stat] while the empire is happy" - Deprecated As of 3.17.1, replace with "[amount]% [stat] [in all cities] "
- "Provides a free [buildingName] [cityFilter]" - Deprecated As of 3.17.7, replace with "Gain a free [buildingName] [cityFilter]"
- "-[amount]% food consumption by specialists [cityFilter]" - Deprecated As of 3.18.2, replace with "[-amount]% food consumption by specialists [cityFilter]"
- "50% of excess happiness added to culture towards policies" - Deprecated As of 3.18.2, replace with "[50]% of excess happiness converted to [Culture]"
- "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] starting from the [era] at an increasing price ([amount])" - Deprecated As of 3.17.9, replace with "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount]) <starting from the [era]>"
- "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> "
- "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>"
- "+[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 "[amount] 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>"
- "Unhappiness from population decreased by [amount]%" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[amount]% unhappiness from population [cityFilter]"
- "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]% 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]% 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 [mapUnitFilter] units"
- "+[amount]% Production when constructing [stat] buildings" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]"
- "+[amount]% Production when constructing [constructionFilter]" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]"
- "+[amount]% Production when constructing a [buildingName]" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]"
- "+[amount]% Production when constructing [constructionFilter] [cityFilter]" - Deprecated As of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingFilter] buildings [cityFilter]"
- "[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>"
- "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, replace with "[stats] <after discovering [tech]>"
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "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 [mapUnitFilter] units>/"
- "-[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength <vs [mapUnitFilter] units>/"
- "+[amount]% Combat Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
- "+[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"
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage"