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245 KiB
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My Docs
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Uniques
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Icon Credits
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Tips and tricks for making a LibGDX game
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Unique parameters
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Uniques
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</label>
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<a href="./" class="md-nav__link md-nav__link--active">
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Uniques
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</a>
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<nav class="md-nav md-nav--secondary" aria-label="Table of contents">
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<span class="md-nav__icon md-icon"></span>
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Table of contents
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Table of Contents
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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="#triggerable-uniques" class="md-nav__link">
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Triggerable uniques
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</a>
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<nav class="md-nav" aria-label="Triggerable uniques">
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<ul class="md-nav__list">
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<li class="md-nav__item">
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<a href="#free-baseunitfilter-appears" class="md-nav__link">
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🔷 Free [baseUnitFilter] appears
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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-free-baseunitfilter-units-appear" class="md-nav__link">
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🔷 [amount] free [baseUnitFilter] units appear
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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="#free-social-policy" class="md-nav__link">
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🔷 Free Social 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="#amount-free-social-policies" class="md-nav__link">
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🔷 [amount] Free Social Policies
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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="#empire-enters-golden-age" class="md-nav__link">
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🔷 Empire enters golden age
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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="#free-great-person" class="md-nav__link">
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🔷 Free 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="#amount-population-cityfilter" class="md-nav__link">
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🔷 [amount] population [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="#free-technology" class="md-nav__link">
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🔷 Free Technology
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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-free-technologies" class="md-nav__link">
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🔷 [amount] Free Technologies
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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="#reveals-the-entire-map" class="md-nav__link">
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🔷 Reveals the entire map
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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="#triggers-voting-for-the-diplomatic-victory" class="md-nav__link">
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🔷 Triggers voting for the Diplomatic Victory
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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="#this-unit-gains-the-promotion-promotion" class="md-nav__link">
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🔷 This Unit gains the [promotion] 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="#mapunitfilter-units-gain-the-promotion-promotion" class="md-nav__link">
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🔷 [mapUnitFilter] units gain the [promotion] 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="#provides-the-cheapest-stat-building-in-your-first-amount-cities-for-free" class="md-nav__link">
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🔷 Provides the cheapest [stat] building in your first [amount] cities for free
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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="#provides-a-buildingname-in-your-first-amount-cities-for-free" class="md-nav__link">
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🔷 Provides a [buildingName] in your first [amount] cities for free
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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="#will-not-be-displayed-in-civilopedia" class="md-nav__link">
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🔷 Will not be displayed in Civilopedia
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</a>
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</li>
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</ul>
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</nav>
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</li>
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<li class="md-nav__item">
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<a href="#global-uniques" class="md-nav__link">
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Global uniques
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</a>
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<nav class="md-nav" aria-label="Global uniques">
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<ul class="md-nav__list">
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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="#stats-cityfilter" class="md-nav__link">
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🔷 [stats] [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="#stats-from-every-specialist-cityfilter" class="md-nav__link">
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🔷 [stats] from every specialist [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="#stats-per-amount-population-cityfilter" class="md-nav__link">
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🔷 [stats] per [amount] population [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="#stats-in-cities-with-amount-or-more-population" class="md-nav__link">
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🔷 [stats] in cities with [amount] or more population
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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-in-cities-on-terrainfilter-tiles" class="md-nav__link">
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🔷 [stats] in cities on [terrainFilter] tiles
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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-from-all-buildingfilter-buildings" class="md-nav__link">
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🔷 [stats] from all [buildingFilter] buildings
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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-whenever-a-great-person-is-expended" class="md-nav__link">
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🔷 [stats] whenever a Great Person is expended
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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-from-tilefilter-tiles-cityfilter" class="md-nav__link">
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🔷 [stats] from [tileFilter] tiles [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="#stats-from-tilefilter-tiles-without-tilefilter-cityfilter" class="md-nav__link">
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🔷 [stats] from [tileFilter] tiles without [tileFilter] [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="#stats-from-every-tilefilterspecialistbuildingfilter" class="md-nav__link">
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🔷 [stats] from every [tileFilter/specialist/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="#stats-from-each-trade-route" class="md-nav__link">
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🔷 [stats] from each Trade Route
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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-stat" class="md-nav__link">
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🔷 [amount]% [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="#amount-stat-cityfilter" class="md-nav__link">
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🔷 [amount]% [stat] [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="#amount-stat-from-every-tilefilterspecialistbuildingname" class="md-nav__link">
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🔷 [amount]% [stat] from every [tileFilter/specialist/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="#amount-yield-from-every-tilefilter" class="md-nav__link">
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🔷 [amount]% Yield from every [tileFilter]
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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-stat-from-city-states" class="md-nav__link">
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🔷 [amount]% [stat] from City-States
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</a>
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|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gold-from-all-trade-routes-25" class="md-nav__link">
|
|
🔷 Gold from all trade routes +25%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nullifies-stat-cityfilter" class="md-nav__link">
|
|
🔷 Nullifies [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nullifies-growth-cityfilter" class="md-nav__link">
|
|
🔷 Nullifies Growth [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-when-constructing-buildingfilter-wonders-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-when-constructing-buildingfilter-buildings-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Production when constructing [buildingFilter] buildings [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-when-constructing-baseunitfilter-units-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Production when constructing [baseUnitFilter] units [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-towards-any-buildings-that-already-exist-in-the-capital" class="md-nav__link">
|
|
🔷 [amount]% Production towards any buildings that already exist in the Capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#tile-yields-from-natural-wonders-doubled" class="md-nav__link">
|
|
🔷 Tile yields from Natural Wonders doubled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#military-units-gifted-from-city-states-start-with-amount-xp" class="md-nav__link">
|
|
🔷 Military Units gifted from City-States start with [amount] XP
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#militaristic-city-states-grant-units-amount-times-as-fast-when-you-are-at-war-with-a-common-nation" class="md-nav__link">
|
|
🔷 Militaristic City-States grant units [amount] times as fast when you are at war with a common nation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gifts-of-gold-to-city-states-generate-amount-more-influence" class="md-nav__link">
|
|
🔷 Gifts of Gold to City-States generate [amount]% more Influence
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-spend-gold-to-annex-or-puppet-a-city-state-that-has-been-your-ally-for-amount-turns" class="md-nav__link">
|
|
🔷 Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#city-state-territory-always-counts-as-friendly-territory" class="md-nav__link">
|
|
🔷 City-State territory always counts as friendly territory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#allied-city-states-will-occasionally-gift-great-people" class="md-nav__link">
|
|
🔷 Allied City-States will occasionally gift Great People
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-city-state-influence-degradation" class="md-nav__link">
|
|
🔷 [amount]% City-State Influence degradation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#resting-point-for-influence-with-city-states-is-increased-by-amount" class="md-nav__link">
|
|
🔷 Resting point for Influence with City-States is increased by [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#allied-city-states-provide-stat-equal-to-amount-of-what-they-produce-for-themselves" class="md-nav__link">
|
|
🔷 Allied City-States provide [stat] equal to [amount]% of what they produce for themselves
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-resources-gifted-by-city-states" class="md-nav__link">
|
|
🔷 [amount]% resources gifted by City-States
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-happiness-from-luxury-resources-gifted-by-city-states" class="md-nav__link">
|
|
🔷 [amount]% Happiness from luxury resources gifted by City-States
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#city-state-influence-recovers-at-twice-the-normal-rate" class="md-nav__link">
|
|
🔷 City-State Influence recovers at twice the normal rate
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-units-cost-no-maintenance" class="md-nav__link">
|
|
🔷 [amount] units cost no maintenance
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-build-baseunitfilter-units" class="md-nav__link">
|
|
🔷 Cannot build [baseUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-growth-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% growth [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-food-is-carried-over-after-population-increases-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Food is carried over after population increases [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-a-free-buildingname-cityfilter" class="md-nav__link">
|
|
🔷 Gain a free [buildingName] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-great-person-generation-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Great Person generation [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-great-person-generation-cityfilter_1" class="md-nav__link">
|
|
🔷 [amount]% great person generation [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-choose-amount-additional-belieftype-beliefs-when-foundingorenhancing-a-religion" class="md-nav__link">
|
|
🔷 May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-choose-amount-additional-beliefs-of-any-type-when-foundingorenhancing-a-religion" class="md-nav__link">
|
|
🔷 May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unhappiness-from-population-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% unhappiness from population [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unhappiness-from-specialists-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% unhappiness from specialists [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-food-consumption-by-specialists-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Food consumption by specialists [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-1-happiness-per-2-additional-social-policies-adopted" class="md-nav__link">
|
|
🔷 Provides 1 happiness per 2 additional social policies adopted
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-of-excess-happiness-converted-to-stat" class="md-nav__link">
|
|
🔷 [amount]% of excess happiness converted to [stat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-culture-cost-of-natural-border-growth-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Culture cost of natural border growth [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-gold-cost-of-acquiring-tiles-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Gold cost of acquiring tiles [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-for-amount-stat-cityfilter-at-an-increasing-price-amount" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-for-amount-stat-cityfilter-at-an-increasing-price-amount" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-for-amount-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-for-amount-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-with-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units with [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-with-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings with [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-with-stat-for-amount-times-their-normal-production-cost" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-with-stat-for-amount-times-their-normal-production-cost" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-conversion-of-city-production-to-gold" class="md-nav__link">
|
|
🔷 Enables conversion of city production to gold
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-conversion-of-city-production-to-science" class="md-nav__link">
|
|
🔷 Enables conversion of city production to science
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stat-cost-of-purchasing-items-in-cities-amount" class="md-nav__link">
|
|
🔷 [stat] cost of purchasing items in cities [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stat-cost-of-purchasing-buildingfilter-buildings-amount" class="md-nav__link">
|
|
🔷 [stat] cost of purchasing [buildingFilter] buildings [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stat-cost-of-purchasing-baseunitfilter-units-amount" class="md-nav__link">
|
|
🔷 [stat] cost of purchasing [baseUnitFilter] units [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#improves-movement-speed-on-roads" class="md-nav__link">
|
|
🔷 Improves movement speed on roads
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#roads-connect-tiles-across-rivers" class="md-nav__link">
|
|
🔷 Roads connect tiles across rivers
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-maintenance-on-road-railroads" class="md-nav__link">
|
|
🔷 [amount]% maintenance on road & railroads
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-maintenance-cost-for-buildings-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% maintenance cost for buildings [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#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" class="md-nav__link">
|
|
🔷 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.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#once-the-long-count-activates-the-year-on-the-world-screen-displays-as-the-traditional-mayan-long-count" class="md-nav__link">
|
|
🔷 Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#retain-amount-of-the-happiness-from-a-luxury-after-the-last-copy-has-been-traded-away" class="md-nav__link">
|
|
🔷 Retain [amount]% of the happiness from a luxury after the last copy has been traded away
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-happiness-from-each-type-of-luxury-resource" class="md-nav__link">
|
|
🔷 [amount] Happiness from each type of luxury resource
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#each-city-founded-increases-culture-cost-of-policies-amount-less-than-normal" class="md-nav__link">
|
|
🔷 Each city founded increases culture cost of policies [amount]% less than normal
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-culture-cost-of-adopting-new-policies" class="md-nav__link">
|
|
🔷 [amount]% Culture cost of adopting new Policies
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#quantity-of-strategic-resources-produced-by-the-empire-amount" class="md-nav__link">
|
|
🔷 Quantity of strategic resources produced by the empire +[amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#double-quantity-of-resource-produced" class="md-nav__link">
|
|
🔷 Double quantity of [resource] produced
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#double-happiness-from-natural-wonders" class="md-nav__link">
|
|
🔷 Double Happiness from Natural Wonders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-construction-of-spaceship-parts" class="md-nav__link">
|
|
🔷 Enables construction of Spaceship parts
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enemy-land-units-must-spend-1-extra-movement-point-when-inside-your-territory-obsolete-upon-dynamite" class="md-nav__link">
|
|
🔷 Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#production-to-science-conversion-in-cities-increased-by-33" class="md-nav__link">
|
|
🔷 Production to science conversion in cities increased by 33%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#notified-of-new-barbarian-encampments" class="md-nav__link">
|
|
🔷 Notified of new Barbarian encampments
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#borrows-city-names-from-other-civilizations-in-the-game" class="md-nav__link">
|
|
🔷 "Borrows" city names from other civilizations in the game
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#units-fight-as-though-they-were-at-full-strength-even-when-damaged" class="md-nav__link">
|
|
🔷 Units fight as though they were at full strength even when damaged
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#100-gold-for-discovering-a-natural-wonder-bonus-enhanced-to-500-gold-if-first-to-discover-it" class="md-nav__link">
|
|
🔷 100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unhappiness-from-number-of-cities-doubled" class="md-nav__link">
|
|
🔷 Unhappiness from number of Cities doubled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#great-general-provides-double-combat-bonus" class="md-nav__link">
|
|
🔷 Great General provides double combat bonus
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#receive-a-tech-boost-when-scientific-buildingswonders-are-built-in-capital" class="md-nav__link">
|
|
🔷 Receive a tech boost when scientific buildings/wonders are built in capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-not-generate-great-prophet-equivalents-naturally" class="md-nav__link">
|
|
🔷 May not generate great prophet equivalents naturally
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#67-chance-to-earn-25-gold-and-recruit-a-barbarian-unit-from-a-conquered-encampment" class="md-nav__link">
|
|
🔷 67% chance to earn 25 Gold and recruit a Barbarian unit from a conquered encampment
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#50-chance-of-capturing-defeated-barbarian-naval-units-and-earning-25-gold" class="md-nav__link">
|
|
🔷 50% chance of capturing defeated Barbarian naval units and earning 25 Gold
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#receive-triple-gold-from-barbarian-encampments-and-pillaging-cities" class="md-nav__link">
|
|
🔷 Receive triple Gold from Barbarian encampments and pillaging Cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-open-borders-agreements" class="md-nav__link">
|
|
🔷 Enables Open Borders agreements
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-research-agreements" class="md-nav__link">
|
|
🔷 Enables Research agreements
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#science-gained-from-research-agreements-amount" class="md-nav__link">
|
|
🔷 Science gained from research agreements [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#triggers-victory" class="md-nav__link">
|
|
🔷 Triggers victory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#triggers-a-cultural-victory-upon-completion" class="md-nav__link">
|
|
🔷 Triggers a Cultural Victory upon completion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-city-strength-from-defensive-buildings" class="md-nav__link">
|
|
🔷 [amount]% City Strength from defensive buildings
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-tile-improvement-construction-time" class="md-nav__link">
|
|
🔷 [amount]% tile improvement construction time
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-gold-from-great-merchant-trade-missions" class="md-nav__link">
|
|
🔷 [amount]% Gold from Great Merchant trade missions
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#mapunitfilter-units-adjacent-to-this-city-heal-amount-hp-per-turn-when-healing" class="md-nav__link">
|
|
🔷 [mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-golden-age-length" class="md-nav__link">
|
|
🔷 [amount]% Golden Age length
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength-for-cities" class="md-nav__link">
|
|
🔷 [amount]% Strength for cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#new-baseunitfilter-units-start-with-amount-experience-cityfilter" class="md-nav__link">
|
|
🔷 New [baseUnitFilter] units start with [amount] Experience [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-newly-trained-baseunitfilter-units-cityfilter-receive-the-promotion-promotion" class="md-nav__link">
|
|
🔷 All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#baseunitfilter-units-built-cityfilter-can-action-amount-extra-times" class="md-nav__link">
|
|
🔷 [baseUnitFilter] units built [cityFilter] can [action] [amount] extra times
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-embarkation-for-land-units" class="md-nav__link">
|
|
🔷 Enables embarkation for land units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-embarked-units-to-enter-ocean-tiles" class="md-nav__link">
|
|
🔷 Enables embarked units to enter ocean tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#population-loss-from-nuclear-attacks-amount-cityfilter" class="md-nav__link">
|
|
🔷 Population loss from nuclear attacks [amount]% [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-natural-religion-spread-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Natural religion spread [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#religion-naturally-spreads-to-cities-amount-tiles-away" class="md-nav__link">
|
|
🔷 Religion naturally spreads to cities [amount] tiles away
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-continually-researched" class="md-nav__link">
|
|
🔷 Can be continually researched
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unit-supply" class="md-nav__link">
|
|
🔷 [amount] Unit Supply
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unit-supply-per-amount-population-cityfilter" class="md-nav__link">
|
|
🔷 [amount] Unit Supply per [amount] population [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unit-supply-per-city" class="md-nav__link">
|
|
🔷 [amount] Unit Supply per city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#units-in-cities-cost-no-maintenance" class="md-nav__link">
|
|
🔷 Units in cities cost no Maintenance
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rebel-units-may-spawn" class="md-nav__link">
|
|
🔷 Rebel units may spawn
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength" class="md-nav__link">
|
|
🔷 [amount]% Strength
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength-decreasing-with-distance-from-the-capital" class="md-nav__link">
|
|
🔷 [amount]% Strength decreasing with distance from the capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-to-flank-attack-bonuses" class="md-nav__link">
|
|
🔷 [amount]% to Flank Attack bonuses
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#30-strength-when-fighting-city-state-units-and-cities" class="md-nav__link">
|
|
🔷 +30% Strength when fighting City-State units and cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-movement" class="md-nav__link">
|
|
🔷 [amount] Movement
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-sight" class="md-nav__link">
|
|
🔷 [amount] Sight
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-range" class="md-nav__link">
|
|
🔷 [amount] Range
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-hp-when-healing" class="md-nav__link">
|
|
🔷 [amount] HP when healing
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-spread-religion-strength" class="md-nav__link">
|
|
🔷 [amount]% Spread Religion Strength
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#no-defensive-terrain-bonus" class="md-nav__link">
|
|
🔷 No defensive terrain bonus
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#no-defensive-terrain-penalty" class="md-nav__link">
|
|
🔷 No defensive terrain penalty
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#no-movement-cost-to-pillage" class="md-nav__link">
|
|
🔷 No movement cost to pillage
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-heal-outside-of-friendly-territory" class="md-nav__link">
|
|
🔷 May heal outside of friendly territory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-healing-effects-doubled" class="md-nav__link">
|
|
🔷 All healing effects doubled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#heals-amount-damage-if-it-kills-a-unit" class="md-nav__link">
|
|
🔷 Heals [amount] damage if it kills a unit
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-heal-by-pillaging" class="md-nav__link">
|
|
🔷 Can only heal by pillaging
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#normal-vision-when-embarked" class="md-nav__link">
|
|
🔷 Normal vision when embarked
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#defense-bonus-when-embarked" class="md-nav__link">
|
|
🔷 Defense bonus when embarked
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#embarked-units-can-defend-themselves" class="md-nav__link">
|
|
🔷 Embarked units can defend themselves
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-maintenance-costs" class="md-nav__link">
|
|
🔷 [amount]% maintenance costs
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-gold-cost-of-upgrading" class="md-nav__link">
|
|
🔷 [amount]% Gold cost of upgrading
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#greatperson-is-earned-amount-faster" class="md-nav__link">
|
|
🔷 [greatPerson] is earned [amount]% faster
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#earn-amount-of-the-damage-done-to-mapunitfilter-units-as-plunderablestat" class="md-nav__link">
|
|
🔷 Earn [amount]% of the damage done to [mapUnitFilter] units as [plunderableStat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#upon-capturing-a-city-receive-amount-times-its-stat-production-as-plunderablestat-immediately" class="md-nav__link">
|
|
🔷 Upon capturing a city, receive [amount] times its [stat] production as [plunderableStat] immediately
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#earn-amount-of-killed-mapunitfilter-units-costorstrength-as-plunderablestat" class="md-nav__link">
|
|
🔷 Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [plunderableStat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-xp-gained-from-combat" class="md-nav__link">
|
|
🔷 [amount] XP gained from combat
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-xp-gained-from-combat_1" class="md-nav__link">
|
|
🔷 [amount]% XP gained from combat
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#this-unit-upgrades-for-free" class="md-nav__link">
|
|
🔷 This Unit upgrades for free
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nation-uniques" class="md-nav__link">
|
|
Nation uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Nation uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#will-not-be-chosen-for-new-games" class="md-nav__link">
|
|
🔷 Will not be chosen for new games
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#starts-with-tech" class="md-nav__link">
|
|
🔷 Starts with [tech]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#tech-uniques" class="md-nav__link">
|
|
Tech uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Tech uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#starting-tech" class="md-nav__link">
|
|
🔷 Starting tech
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#only-available" class="md-nav__link">
|
|
🔷 Only available
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#followerbelief-uniques" class="md-nav__link">
|
|
FollowerBelief uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="FollowerBelief uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-stat-from-every-follower-up-to-amount" class="md-nav__link">
|
|
🔷 [amount]% [stat] from every follower, up to [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#earn-amount-of-mapunitfilter-units-costorstrength-as-plunderablestat-when-killed-within-4-tiles-of-a-city-following-this-religion" class="md-nav__link">
|
|
🔷 Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [plunderableStat] when killed within 4 tiles of a city following this religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#building-uniques" class="md-nav__link">
|
|
Building uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Building uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#consumes-amount-resource" class="md-nav__link">
|
|
🔷 Consumes [amount] [resource]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-amount-resource" class="md-nav__link">
|
|
🔷 Provides [amount] [resource]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unbuildable" class="md-nav__link">
|
|
🔷 Unbuildable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-be-purchased" class="md-nav__link">
|
|
🔷 Cannot be purchased
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-purchased-with-stat-cityfilter" class="md-nav__link">
|
|
🔷 Can be purchased with [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-purchased-for-amount-stat-cityfilter" class="md-nav__link">
|
|
🔷 Can be purchased for [amount] [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#limited-to-amount-per-civilization" class="md-nav__link">
|
|
🔷 Limited to [amount] per Civilization
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-until-amount-social-policy-branches-have-been-completed" class="md-nav__link">
|
|
🔷 Hidden until [amount] social policy branches have been completed
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#excess-food-converted-to-production-when-under-construction" class="md-nav__link">
|
|
🔷 Excess Food converted to Production when under construction
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#requires-at-least-amount-population" class="md-nav__link">
|
|
🔷 Requires at least [amount] population
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cost-increases-by-amount-per-owned-city" class="md-nav__link">
|
|
🔷 Cost increases by [amount] per owned city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#requires-a-buildingname-in-all-cities" class="md-nav__link">
|
|
🔷 Requires a [buildingName] in all cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#requires-a-buildingname-in-at-least-amount-cities" class="md-nav__link">
|
|
🔷 Requires a [buildingName] in at least [amount] cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-on-terrainfilter" class="md-nav__link">
|
|
🔷 Must be on [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-not-be-on-terrainfilter" class="md-nav__link">
|
|
🔷 Must not be on [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-next-to-terrainfilter" class="md-nav__link">
|
|
🔷 Must be next to [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-not-be-next-to-terrainfilter" class="md-nav__link">
|
|
🔷 Must not be next to [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unsellable" class="md-nav__link">
|
|
🔷 Unsellable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#obsolete-with-tech" class="md-nav__link">
|
|
🔷 Obsolete with [tech]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#indicates-the-capital-city" class="md-nav__link">
|
|
🔷 Indicates the capital city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-1-extra-copy-of-each-improved-luxury-resource-near-this-city" class="md-nav__link">
|
|
🔷 Provides 1 extra copy of each improved luxury resource near this City
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#destroyed-when-the-city-is-captured" class="md-nav__link">
|
|
🔷 Destroyed when the city is captured
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#never-destroyed-when-the-city-is-captured" class="md-nav__link">
|
|
🔷 Never destroyed when the city is captured
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#doubles-gold-given-to-enemy-if-city-is-captured" class="md-nav__link">
|
|
🔷 Doubles Gold given to enemy if city is captured
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#remove-extra-unhappiness-from-annexed-cities" class="md-nav__link">
|
|
🔷 Remove extra unhappiness from annexed cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#spaceship-part" class="md-nav__link">
|
|
🔷 Spaceship part
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-when-religion-is-disabled" class="md-nav__link">
|
|
🔷 Hidden when religion is disabled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-when-victorytype-victory-is-disabled" class="md-nav__link">
|
|
🔷 Hidden when [victoryType] Victory is disabled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unit-uniques" class="md-nav__link">
|
|
Unit uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Unit uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#founds-a-new-city" class="md-nav__link">
|
|
🔷 Founds a new city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-construct-improvementname" class="md-nav__link">
|
|
🔷 Can construct [improvementName]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-build-improvementfilterterrainfilter-improvements-on-tiles" class="md-nav__link">
|
|
🔷 Can build [improvementFilter/terrainFilter] improvements on tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-create-improvements-on-water-resources" class="md-nav__link">
|
|
🔷 May create improvements on water resources
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-found-a-religion" class="md-nav__link">
|
|
🔷 May found a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-enhance-a-religion" class="md-nav__link">
|
|
🔷 May enhance a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-attack-combatantfilter-units" class="md-nav__link">
|
|
🔷 Can only attack [combatantFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-attack-tilefilter-tiles" class="md-nav__link">
|
|
🔷 Can only attack [tileFilter] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-attack" class="md-nav__link">
|
|
🔷 Cannot attack
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-set-up-to-ranged-attack" class="md-nav__link">
|
|
🔷 Must set up to ranged attack
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#self-destructs-when-attacking" class="md-nav__link">
|
|
🔷 Self-destructs when attacking
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#blast-radius-amount" class="md-nav__link">
|
|
🔷 Blast radius [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ranged-attacks-may-be-performed-over-obstacles" class="md-nav__link">
|
|
🔷 Ranged attacks may be performed over obstacles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#uncapturable" class="md-nav__link">
|
|
🔷 Uncapturable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-withdraw-before-melee-amount" class="md-nav__link">
|
|
🔷 May withdraw before melee ([amount]%)
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unable-to-capture-cities" class="md-nav__link">
|
|
🔷 Unable to capture cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-move-after-attacking" class="md-nav__link">
|
|
🔷 Can move after attacking
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-move-immediately-once-bought" class="md-nav__link">
|
|
🔷 Can move immediately once bought
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unit-will-heal-every-turn-even-if-it-performs-an-action" class="md-nav__link">
|
|
🔷 Unit will heal every turn, even if it performs an action
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-adjacent-units-heal-amount-hp-when-healing" class="md-nav__link">
|
|
🔷 All adjacent units heal [amount] HP when healing
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#eliminates-combat-penalty-for-attacking-across-a-coast" class="md-nav__link">
|
|
🔷 Eliminates combat penalty for attacking across a coast
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#6-tiles-in-every-direction-always-visible" class="md-nav__link">
|
|
🔷 6 tiles in every direction always visible
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-carry-amount-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Can carry [amount] [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-carry-amount-extra-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Can carry [amount] extra [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-be-carried-by-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Cannot be carried by [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-capture-killed-mapunitfilter-units" class="md-nav__link">
|
|
🔷 May capture killed [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#invisible-to-others" class="md-nav__link">
|
|
🔷 Invisible to others
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#invisible-to-non-adjacent-units" class="md-nav__link">
|
|
🔷 Invisible to non-adjacent units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-see-invisible-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Can see invisible [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-upgrade-to-baseunitfilter-through-ruins-like-effects" class="md-nav__link">
|
|
🔷 May upgrade to [baseUnitFilter] through ruins-like effects
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#double-movement-in-terrainfilter" class="md-nav__link">
|
|
🔷 Double movement in [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-tiles-cost-1-movement" class="md-nav__link">
|
|
🔷 All tiles cost 1 movement
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-pass-through-impassable-tiles" class="md-nav__link">
|
|
🔷 Can pass through impassable tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ignores-terrain-cost" class="md-nav__link">
|
|
🔷 Ignores terrain cost
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ignores-zone-of-control" class="md-nav__link">
|
|
🔷 Ignores Zone of Control
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rough-terrain-penalty" class="md-nav__link">
|
|
🔷 Rough terrain penalty
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-enter-ice-tiles" class="md-nav__link">
|
|
🔷 Can enter ice tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-enter-ocean-tiles" class="md-nav__link">
|
|
🔷 Cannot enter ocean tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-enter-foreign-tiles-without-open-borders" class="md-nav__link">
|
|
🔷 May enter foreign tiles without open borders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-enter-foreign-tiles-without-open-borders-but-loses-amount-religious-strength-each-turn-it-ends-there" class="md-nav__link">
|
|
🔷 May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#never-appears-as-a-barbarian-unit" class="md-nav__link">
|
|
🔷 Never appears as a Barbarian unit
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#religious-unit" class="md-nav__link">
|
|
🔷 Religious Unit
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-added-to-comment-in-the-capital" class="md-nav__link">
|
|
🔷 Can be added to [comment] in the Capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#promotion-uniques" class="md-nav__link">
|
|
Promotion uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Promotion uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#heal-this-unit-by-amount-hp" class="md-nav__link">
|
|
🔷 Heal this unit by [amount] HP
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#terrain-uniques" class="md-nav__link">
|
|
Terrain uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Terrain uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-adjacent-to-amount-simpleterrain-tiles" class="md-nav__link">
|
|
🔷 Must be adjacent to [amount] [simpleTerrain] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-adjacent-to-amount-to-amount-simpleterrain-tiles" class="md-nav__link">
|
|
🔷 Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-not-be-on-amount-largest-landmasses" class="md-nav__link">
|
|
🔷 Must not be on [amount] largest landmasses
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-on-amount-largest-landmasses" class="md-nav__link">
|
|
🔷 Must be on [amount] largest landmasses
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-on-latitudes-from-amount-to-amount-percent-of-distance-equator-to-pole" class="md-nav__link">
|
|
🔷 Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-in-groups-of-amount-to-amount-tiles" class="md-nav__link">
|
|
🔷 Occurs in groups of [amount] to [amount] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#neighboring-tiles-will-convert-to-baseterrain" class="md-nav__link">
|
|
🔷 Neighboring tiles will convert to [baseTerrain]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#neighboring-tiles-except-baseterrain-will-convert-to-baseterrain" class="md-nav__link">
|
|
🔷 Neighboring tiles except [baseTerrain] will convert to [baseTerrain]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#grants-500-gold-to-the-first-civilization-to-discover-it" class="md-nav__link">
|
|
🔷 Grants 500 Gold to the first civilization to discover it
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#units-ending-their-turn-on-this-terrain-take-amount-damage" class="md-nav__link">
|
|
🔷 Units ending their turn on this terrain take [amount] damage
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#grants-promotion-comment-to-adjacent-mapunitfilter-units-for-the-rest-of-the-game" class="md-nav__link">
|
|
🔷 Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength-for-cities-built-on-this-terrain" class="md-nav__link">
|
|
🔷 [amount] Strength for cities built on this terrain
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-a-one-time-production-bonus-to-the-closest-city-when-cut-down" class="md-nav__link">
|
|
🔷 Provides a one-time Production bonus to the closest city when cut down
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#tile-provides-yield-without-assigned-population" class="md-nav__link">
|
|
🔷 Tile provides yield without assigned population
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nullifies-all-other-stats-this-tile-provides" class="md-nav__link">
|
|
🔷 Nullifies all other stats this tile provides
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#only-improvementfilter-improvements-may-be-built-on-this-tile" class="md-nav__link">
|
|
🔷 Only [improvementFilter] improvements may be built on this tile
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#blocks-line-of-sight-from-tiles-at-same-elevation" class="md-nav__link">
|
|
🔷 Blocks line-of-sight from tiles at same elevation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#has-an-elevation-of-amount-for-visibility-calculations" class="md-nav__link">
|
|
🔷 Has an elevation of [amount] for visibility calculations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#always-fertility-amount-for-map-generation" class="md-nav__link">
|
|
🔷 Always Fertility [amount] for Map Generation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-to-fertility-for-map-generation" class="md-nav__link">
|
|
🔷 [amount] to Fertility for Map Generation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#a-region-is-formed-with-at-least-amount-simpleterrain-tiles-with-priority-amount" class="md-nav__link">
|
|
🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#a-region-is-formed-with-at-least-amount-simpleterrain-tiles-and-simpleterrain-tiles-with-priority-amount" class="md-nav__link">
|
|
🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#a-region-can-not-contain-more-simpleterrain-tiles-than-simpleterrain-tiles" class="md-nav__link">
|
|
🔷 A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#base-terrain-on-this-tile-is-not-counted-for-region-determination" class="md-nav__link">
|
|
🔷 Base Terrain on this tile is not counted for Region determination
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#starts-in-regions-of-this-type-receive-an-extra-resource" class="md-nav__link">
|
|
🔷 Starts in regions of this type receive an extra [resource]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#never-receives-any-resources" class="md-nav__link">
|
|
🔷 Never receives any resources
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#becomes-terrainname-when-adjacent-to-terrainfilter" class="md-nav__link">
|
|
🔷 Becomes [terrainName] when adjacent to [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#considered-terrainquality-when-determining-start-locations" class="md-nav__link">
|
|
🔷 Considered [terrainQuality] when determining start locations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#doesnt-generate-naturally" class="md-nav__link">
|
|
🔷 Doesn't generate naturally
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-at-temperature-between-amount-and-amount-and-humidity-between-amount-and-amount" class="md-nav__link">
|
|
🔷 Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-in-chains-at-high-elevations" class="md-nav__link">
|
|
🔷 Occurs in chains at high elevations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-in-groups-around-high-elevations" class="md-nav__link">
|
|
🔷 Occurs in groups around high elevations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#every-amount-tiles-with-this-terrain-will-receive-a-major-deposit-of-a-strategic-resource" class="md-nav__link">
|
|
🔷 Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rare-feature" class="md-nav__link">
|
|
🔷 Rare feature
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#resistant-to-nukes" class="md-nav__link">
|
|
🔷 Resistant to nukes
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-destroyed-by-nukes" class="md-nav__link">
|
|
🔷 Can be destroyed by nukes
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#fresh-water" class="md-nav__link">
|
|
🔷 Fresh water
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rough-terrain" class="md-nav__link">
|
|
🔷 Rough terrain
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#improvement-uniques" class="md-nav__link">
|
|
Improvement uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Improvement uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-also-be-built-on-tiles-adjacent-to-fresh-water" class="md-nav__link">
|
|
🔷 Can also be built on tiles adjacent to fresh water
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-tilefilter-tiles" class="md-nav__link">
|
|
🔷 [stats] from [tileFilter] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-for-each-adjacent-tilefilter" class="md-nav__link">
|
|
🔷 [stats] for each adjacent [tileFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-built-outside-your-borders" class="md-nav__link">
|
|
🔷 Can be built outside your borders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-built-just-outside-your-borders" class="md-nav__link">
|
|
🔷 Can be built just outside your borders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-be-built-on-tilefilter-tiles" class="md-nav__link">
|
|
🔷 Cannot be built on [tileFilter] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#does-not-need-removal-of-tilefilter" class="md-nav__link">
|
|
🔷 Does not need removal of [tileFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gives-a-defensive-bonus-of-amount" class="md-nav__link">
|
|
🔷 Gives a defensive bonus of [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#costs-amount-gold-per-turn-when-in-your-territory" class="md-nav__link">
|
|
🔷 Costs [amount] gold per turn when in your territory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#adjacent-enemy-units-ending-their-turn-take-amount-damage" class="md-nav__link">
|
|
🔷 Adjacent enemy units ending their turn take [amount] damage
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#great-improvement" class="md-nav__link">
|
|
🔷 Great Improvement
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-a-random-bonus-when-entered" class="md-nav__link">
|
|
🔷 Provides a random bonus when entered
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unpillagable" class="md-nav__link">
|
|
🔷 Unpillagable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#indestructible" class="md-nav__link">
|
|
🔷 Indestructible
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#irremovable" class="md-nav__link">
|
|
🔷 Irremovable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#resource-uniques" class="md-nav__link">
|
|
Resource uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Resource uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#generated-with-weight-amount" class="md-nav__link">
|
|
🔷 Generated with weight [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#minor-deposits-generated-with-weight-amount" class="md-nav__link">
|
|
🔷 Minor deposits generated with weight [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#generated-near-city-states-with-weight-amount" class="md-nav__link">
|
|
🔷 Generated near City States with weight [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#special-placement-during-map-generation" class="md-nav__link">
|
|
🔷 Special placement during map generation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#generated-on-every-amount-tiles" class="md-nav__link">
|
|
🔷 Generated on every [amount] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#guaranteed-with-strategic-balance-resource-option" class="md-nav__link">
|
|
🔷 Guaranteed with Strategic Balance resource option
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#deposits-in-tilefilter-tiles-always-provide-amount-resources" class="md-nav__link">
|
|
🔷 Deposits in [tileFilter] tiles always provide [amount] resources
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-be-created-by-mercantile-city-states" class="md-nav__link">
|
|
🔷 Can only be created by Mercantile City-States
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ruins-uniques" class="md-nav__link">
|
|
Ruins uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Ruins uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#free-baseunitfilter-found-in-the-ruins" class="md-nav__link">
|
|
🔷 Free [baseUnitFilter] found in the ruins
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-population-in-a-random-city" class="md-nav__link">
|
|
🔷 [amount] population in a random city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-free-random-researchable-techs-from-the-era" class="md-nav__link">
|
|
🔷 [amount] free random researchable Tech(s) from the [era]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-amount-stat" class="md-nav__link">
|
|
🔷 Gain [amount] [stat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-amount-amount-stat" class="md-nav__link">
|
|
🔷 Gain [amount]-[amount] [stat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-enough-faith-for-a-pantheon" class="md-nav__link">
|
|
🔷 Gain enough Faith for a Pantheon
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-enough-faith-for-amount-of-a-great-prophet" class="md-nav__link">
|
|
🔷 Gain enough Faith for [amount]% of a Great Prophet
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#reveal-up-to-amountall-tilefilter-within-a-amount-tile-radius" class="md-nav__link">
|
|
🔷 Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#from-a-randomly-chosen-tile-amount-tiles-away-from-the-ruins-reveal-tiles-up-to-amount-tiles-away-with-amount-chance" class="md-nav__link">
|
|
🔷 From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#this-unit-gains-amount-xp" class="md-nav__link">
|
|
🔷 This Unit gains [amount] XP
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#this-unit-upgrades-for-free-including-special-upgrades" class="md-nav__link">
|
|
🔷 This Unit upgrades for free including special upgrades
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#only-available-after-amount-turns" class="md-nav__link">
|
|
🔷 Only available after [amount] turns
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-before-founding-a-pantheon" class="md-nav__link">
|
|
🔷 Hidden before founding a Pantheon
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-after-founding-a-pantheon" class="md-nav__link">
|
|
🔷 Hidden after founding a Pantheon
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-after-generating-a-great-prophet" class="md-nav__link">
|
|
🔷 Hidden after generating a Great Prophet
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
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</nav>
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</li>
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<li class="md-nav__item">
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<a href="#citystate-uniques" class="md-nav__link">
|
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CityState uniques
|
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</a>
|
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<nav class="md-nav" aria-label="CityState uniques">
|
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<ul class="md-nav__list">
|
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<li class="md-nav__item">
|
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<a href="#provides-stats-per-turn" class="md-nav__link">
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🔷 Provides [stats] per turn
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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="#provides-stats-cityfilter-per-turn" class="md-nav__link">
|
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🔷 Provides [stats] [cityFilter] per turn
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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="#provides-amount-happiness" class="md-nav__link">
|
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🔷 Provides [amount] Happiness
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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="#provides-military-units-every-amount-turns" class="md-nav__link">
|
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🔷 Provides military units every ≈[amount] turns
|
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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="#provides-a-unique-luxury" class="md-nav__link">
|
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🔷 Provides a unique luxury
|
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</a>
|
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</li>
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</ul>
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</nav>
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</li>
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<li class="md-nav__item">
|
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<a href="#conditional-uniques" class="md-nav__link">
|
|
Conditional uniques
|
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</a>
|
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<nav class="md-nav" aria-label="Conditional uniques">
|
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<ul class="md-nav__list">
|
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<li class="md-nav__item">
|
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<a href="#_1" class="md-nav__link">
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🔷
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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="#_2" class="md-nav__link">
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🔷
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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="#_3" class="md-nav__link">
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🔷
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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="#_4" class="md-nav__link">
|
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🔷
|
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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="#_5" class="md-nav__link">
|
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🔷
|
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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="#_6" class="md-nav__link">
|
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🔷
|
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</a>
|
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|
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</li>
|
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<li class="md-nav__item">
|
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<a href="#_7" class="md-nav__link">
|
|
🔷
|
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</a>
|
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|
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</li>
|
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|
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<li class="md-nav__item">
|
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<a href="#_8" class="md-nav__link">
|
|
🔷
|
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</a>
|
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_9" class="md-nav__link">
|
|
🔷
|
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</a>
|
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_10" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_11" class="md-nav__link">
|
|
🔷
|
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</a>
|
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_12" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_13" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_14" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_15" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_16" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_17" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_18" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_19" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#_20" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
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</li>
|
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|
|
<li class="md-nav__item">
|
|
<a href="#_21" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
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</li>
|
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|
|
<li class="md-nav__item">
|
|
<a href="#_22" class="md-nav__link">
|
|
🔷
|
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</a>
|
|
|
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</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_23" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_24" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_25" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_26" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_27" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_28" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_29" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_30" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_31" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_32" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_33" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_34" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_35" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_36" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_37" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_38" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_39" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_40" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_41" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_42" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_43" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_44" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#deprecated-uniques" class="md-nav__link">
|
|
Deprecated uniques
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
|
|
</nav>
|
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</li>
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<li class="md-nav__item md-nav__item--nested">
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<input class="md-nav__toggle md-toggle" data-md-toggle="__nav_6" type="checkbox" id="__nav_6" >
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<label class="md-nav__link" for="__nav_6">
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Wiki
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<span class="md-nav__icon md-icon"></span>
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</label>
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<nav class="md-nav" aria-label="Wiki" data-md-level="1">
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<label class="md-nav__title" for="__nav_6">
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<span class="md-nav__icon md-icon"></span>
|
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Wiki
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</label>
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<ul class="md-nav__list" data-md-scrollfix>
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<li class="md-nav__item">
|
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<a href="../wiki/Audiovisual-Mods/" class="md-nav__link">
|
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Audiovisual 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/Building-locally-without-Android-Studio/" class="md-nav__link">
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Building locally without Android Studio
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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/Civilization-related-JSON-files/" class="md-nav__link">
|
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Civilization related 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/Coding-standards/" class="md-nav__link">
|
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Coding standards
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</a>
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</li>
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<li class="md-nav__item">
|
|
<a href="../wiki/Creating-a-custom-tileset/" class="md-nav__link">
|
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How to make Unciv use your custom tileset
|
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</a>
|
|
</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>
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</li>
|
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<li class="md-nav__item">
|
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<a href="../wiki/Getting-Started/" class="md-nav__link">
|
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Getting Started
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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/Home/" class="md-nav__link">
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Home
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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/Installing-on-macOS/" class="md-nav__link">
|
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Installing on macOS
|
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</a>
|
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</li>
|
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|
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|
|
<li class="md-nav__item">
|
|
<a href="../wiki/JSON-files-for-mods/" class="md-nav__link">
|
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JSON files for mods
|
|
</a>
|
|
</li>
|
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|
|
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|
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|
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|
|
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|
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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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|
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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>
|
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|
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|
|
|
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|
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|
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<li class="md-nav__item">
|
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<a href="../wiki/Miscellaneous-JSON-files/" class="md-nav__link">
|
|
Miscellaneous JSON files
|
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</a>
|
|
</li>
|
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|
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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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</a>
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</li>
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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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</a>
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</li>
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<li class="md-nav__item">
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<a href="../wiki/Regions/" class="md-nav__link">
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Regions
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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/Translating/" class="md-nav__link">
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Translating
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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/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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</li>
|
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<li class="md-nav__item">
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<a href="../wiki/Uniques/" class="md-nav__link">
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Uniques
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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/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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<li class="md-nav__item">
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<a href="../wiki/_Footer/" class="md-nav__link">
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Footer
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<li class="md-nav__item">
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<a href="../wiki/_Sidebar/" class="md-nav__link">
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[Home](.)
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</a>
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</li>
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</ul>
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</nav>
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</li>
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</ul>
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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-sidebar md-sidebar--secondary" data-md-component="sidebar" data-md-type="toc" >
|
|
<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>
|
|
<ul class="md-nav__list" data-md-component="toc" data-md-scrollfix>
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|
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<li class="md-nav__item">
|
|
<a href="#table-of-contents" class="md-nav__link">
|
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Table of Contents
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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="#triggerable-uniques" class="md-nav__link">
|
|
Triggerable uniques
|
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</a>
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|
|
<nav class="md-nav" aria-label="Triggerable uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#free-baseunitfilter-appears" class="md-nav__link">
|
|
🔷 Free [baseUnitFilter] appears
|
|
</a>
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|
|
</li>
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|
|
<li class="md-nav__item">
|
|
<a href="#amount-free-baseunitfilter-units-appear" class="md-nav__link">
|
|
🔷 [amount] free [baseUnitFilter] units appear
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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="#free-social-policy" class="md-nav__link">
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🔷 Free Social Policy
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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="#amount-free-social-policies" class="md-nav__link">
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🔷 [amount] Free Social Policies
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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="#empire-enters-golden-age" class="md-nav__link">
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🔷 Empire enters golden age
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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="#free-great-person" class="md-nav__link">
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🔷 Free Great Person
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</a>
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</li>
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<li class="md-nav__item">
|
|
<a href="#amount-population-cityfilter" class="md-nav__link">
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|
🔷 [amount] population [cityFilter]
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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="#free-technology" class="md-nav__link">
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|
🔷 Free Technology
|
|
</a>
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#amount-free-technologies" class="md-nav__link">
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|
🔷 [amount] Free Technologies
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|
</a>
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#reveals-the-entire-map" class="md-nav__link">
|
|
🔷 Reveals the entire map
|
|
</a>
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#triggers-voting-for-the-diplomatic-victory" class="md-nav__link">
|
|
🔷 Triggers voting for the Diplomatic Victory
|
|
</a>
|
|
|
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</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#this-unit-gains-the-promotion-promotion" class="md-nav__link">
|
|
🔷 This Unit gains the [promotion] promotion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#mapunitfilter-units-gain-the-promotion-promotion" class="md-nav__link">
|
|
🔷 [mapUnitFilter] units gain the [promotion] promotion
|
|
</a>
|
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#provides-the-cheapest-stat-building-in-your-first-amount-cities-for-free" class="md-nav__link">
|
|
🔷 Provides the cheapest [stat] building in your first [amount] cities for free
|
|
</a>
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#provides-a-buildingname-in-your-first-amount-cities-for-free" class="md-nav__link">
|
|
🔷 Provides a [buildingName] in your first [amount] cities for free
|
|
</a>
|
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#will-not-be-displayed-in-civilopedia" class="md-nav__link">
|
|
🔷 Will not be displayed in Civilopedia
|
|
</a>
|
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|
|
</li>
|
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|
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</ul>
|
|
</nav>
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#global-uniques" class="md-nav__link">
|
|
Global uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Global uniques">
|
|
<ul class="md-nav__list">
|
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|
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<li class="md-nav__item">
|
|
<a href="#stats" class="md-nav__link">
|
|
🔷 [stats]
|
|
</a>
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|
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</li>
|
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|
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<li class="md-nav__item">
|
|
<a href="#stats-cityfilter" class="md-nav__link">
|
|
🔷 [stats] [cityFilter]
|
|
</a>
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</li>
|
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|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-every-specialist-cityfilter" class="md-nav__link">
|
|
🔷 [stats] from every specialist [cityFilter]
|
|
</a>
|
|
|
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</li>
|
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|
|
<li class="md-nav__item">
|
|
<a href="#stats-per-amount-population-cityfilter" class="md-nav__link">
|
|
🔷 [stats] per [amount] population [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
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|
|
<li class="md-nav__item">
|
|
<a href="#stats-in-cities-with-amount-or-more-population" class="md-nav__link">
|
|
🔷 [stats] in cities with [amount] or more population
|
|
</a>
|
|
|
|
</li>
|
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|
|
<li class="md-nav__item">
|
|
<a href="#stats-in-cities-on-terrainfilter-tiles" class="md-nav__link">
|
|
🔷 [stats] in cities on [terrainFilter] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-all-buildingfilter-buildings" class="md-nav__link">
|
|
🔷 [stats] from all [buildingFilter] buildings
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-whenever-a-great-person-is-expended" class="md-nav__link">
|
|
🔷 [stats] whenever a Great Person is expended
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-tilefilter-tiles-cityfilter" class="md-nav__link">
|
|
🔷 [stats] from [tileFilter] tiles [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-tilefilter-tiles-without-tilefilter-cityfilter" class="md-nav__link">
|
|
🔷 [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-every-tilefilterspecialistbuildingfilter" class="md-nav__link">
|
|
🔷 [stats] from every [tileFilter/specialist/buildingFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-each-trade-route" class="md-nav__link">
|
|
🔷 [stats] from each Trade Route
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-stat" class="md-nav__link">
|
|
🔷 [amount]% [stat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-stat-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-stat-from-every-tilefilterspecialistbuildingname" class="md-nav__link">
|
|
🔷 [amount]% [stat] from every [tileFilter/specialist/buildingName]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-yield-from-every-tilefilter" class="md-nav__link">
|
|
🔷 [amount]% Yield from every [tileFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-stat-from-city-states" class="md-nav__link">
|
|
🔷 [amount]% [stat] from City-States
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gold-from-all-trade-routes-25" class="md-nav__link">
|
|
🔷 Gold from all trade routes +25%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nullifies-stat-cityfilter" class="md-nav__link">
|
|
🔷 Nullifies [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nullifies-growth-cityfilter" class="md-nav__link">
|
|
🔷 Nullifies Growth [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-when-constructing-buildingfilter-wonders-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-when-constructing-buildingfilter-buildings-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Production when constructing [buildingFilter] buildings [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-when-constructing-baseunitfilter-units-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Production when constructing [baseUnitFilter] units [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-production-towards-any-buildings-that-already-exist-in-the-capital" class="md-nav__link">
|
|
🔷 [amount]% Production towards any buildings that already exist in the Capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#tile-yields-from-natural-wonders-doubled" class="md-nav__link">
|
|
🔷 Tile yields from Natural Wonders doubled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#military-units-gifted-from-city-states-start-with-amount-xp" class="md-nav__link">
|
|
🔷 Military Units gifted from City-States start with [amount] XP
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#militaristic-city-states-grant-units-amount-times-as-fast-when-you-are-at-war-with-a-common-nation" class="md-nav__link">
|
|
🔷 Militaristic City-States grant units [amount] times as fast when you are at war with a common nation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gifts-of-gold-to-city-states-generate-amount-more-influence" class="md-nav__link">
|
|
🔷 Gifts of Gold to City-States generate [amount]% more Influence
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-spend-gold-to-annex-or-puppet-a-city-state-that-has-been-your-ally-for-amount-turns" class="md-nav__link">
|
|
🔷 Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#city-state-territory-always-counts-as-friendly-territory" class="md-nav__link">
|
|
🔷 City-State territory always counts as friendly territory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#allied-city-states-will-occasionally-gift-great-people" class="md-nav__link">
|
|
🔷 Allied City-States will occasionally gift Great People
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-city-state-influence-degradation" class="md-nav__link">
|
|
🔷 [amount]% City-State Influence degradation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#resting-point-for-influence-with-city-states-is-increased-by-amount" class="md-nav__link">
|
|
🔷 Resting point for Influence with City-States is increased by [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#allied-city-states-provide-stat-equal-to-amount-of-what-they-produce-for-themselves" class="md-nav__link">
|
|
🔷 Allied City-States provide [stat] equal to [amount]% of what they produce for themselves
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-resources-gifted-by-city-states" class="md-nav__link">
|
|
🔷 [amount]% resources gifted by City-States
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-happiness-from-luxury-resources-gifted-by-city-states" class="md-nav__link">
|
|
🔷 [amount]% Happiness from luxury resources gifted by City-States
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#city-state-influence-recovers-at-twice-the-normal-rate" class="md-nav__link">
|
|
🔷 City-State Influence recovers at twice the normal rate
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-units-cost-no-maintenance" class="md-nav__link">
|
|
🔷 [amount] units cost no maintenance
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-build-baseunitfilter-units" class="md-nav__link">
|
|
🔷 Cannot build [baseUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-growth-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% growth [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-food-is-carried-over-after-population-increases-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Food is carried over after population increases [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-a-free-buildingname-cityfilter" class="md-nav__link">
|
|
🔷 Gain a free [buildingName] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-great-person-generation-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Great Person generation [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-great-person-generation-cityfilter_1" class="md-nav__link">
|
|
🔷 [amount]% great person generation [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-choose-amount-additional-belieftype-beliefs-when-foundingorenhancing-a-religion" class="md-nav__link">
|
|
🔷 May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-choose-amount-additional-beliefs-of-any-type-when-foundingorenhancing-a-religion" class="md-nav__link">
|
|
🔷 May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unhappiness-from-population-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% unhappiness from population [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unhappiness-from-specialists-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% unhappiness from specialists [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-food-consumption-by-specialists-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Food consumption by specialists [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-1-happiness-per-2-additional-social-policies-adopted" class="md-nav__link">
|
|
🔷 Provides 1 happiness per 2 additional social policies adopted
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-of-excess-happiness-converted-to-stat" class="md-nav__link">
|
|
🔷 [amount]% of excess happiness converted to [stat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-culture-cost-of-natural-border-growth-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Culture cost of natural border growth [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-gold-cost-of-acquiring-tiles-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Gold cost of acquiring tiles [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-for-amount-stat-cityfilter-at-an-increasing-price-amount" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-for-amount-stat-cityfilter-at-an-increasing-price-amount" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-for-amount-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-for-amount-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-with-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units with [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-with-stat-cityfilter" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings with [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-baseunitfilter-units-with-stat-for-amount-times-their-normal-production-cost" class="md-nav__link">
|
|
🔷 May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-buy-buildingfilter-buildings-with-stat-for-amount-times-their-normal-production-cost" class="md-nav__link">
|
|
🔷 May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-conversion-of-city-production-to-gold" class="md-nav__link">
|
|
🔷 Enables conversion of city production to gold
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-conversion-of-city-production-to-science" class="md-nav__link">
|
|
🔷 Enables conversion of city production to science
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stat-cost-of-purchasing-items-in-cities-amount" class="md-nav__link">
|
|
🔷 [stat] cost of purchasing items in cities [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stat-cost-of-purchasing-buildingfilter-buildings-amount" class="md-nav__link">
|
|
🔷 [stat] cost of purchasing [buildingFilter] buildings [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stat-cost-of-purchasing-baseunitfilter-units-amount" class="md-nav__link">
|
|
🔷 [stat] cost of purchasing [baseUnitFilter] units [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#improves-movement-speed-on-roads" class="md-nav__link">
|
|
🔷 Improves movement speed on roads
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#roads-connect-tiles-across-rivers" class="md-nav__link">
|
|
🔷 Roads connect tiles across rivers
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-maintenance-on-road-railroads" class="md-nav__link">
|
|
🔷 [amount]% maintenance on road & railroads
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-maintenance-cost-for-buildings-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% maintenance cost for buildings [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#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" class="md-nav__link">
|
|
🔷 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.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#once-the-long-count-activates-the-year-on-the-world-screen-displays-as-the-traditional-mayan-long-count" class="md-nav__link">
|
|
🔷 Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#retain-amount-of-the-happiness-from-a-luxury-after-the-last-copy-has-been-traded-away" class="md-nav__link">
|
|
🔷 Retain [amount]% of the happiness from a luxury after the last copy has been traded away
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-happiness-from-each-type-of-luxury-resource" class="md-nav__link">
|
|
🔷 [amount] Happiness from each type of luxury resource
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#each-city-founded-increases-culture-cost-of-policies-amount-less-than-normal" class="md-nav__link">
|
|
🔷 Each city founded increases culture cost of policies [amount]% less than normal
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-culture-cost-of-adopting-new-policies" class="md-nav__link">
|
|
🔷 [amount]% Culture cost of adopting new Policies
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#quantity-of-strategic-resources-produced-by-the-empire-amount" class="md-nav__link">
|
|
🔷 Quantity of strategic resources produced by the empire +[amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#double-quantity-of-resource-produced" class="md-nav__link">
|
|
🔷 Double quantity of [resource] produced
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#double-happiness-from-natural-wonders" class="md-nav__link">
|
|
🔷 Double Happiness from Natural Wonders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-construction-of-spaceship-parts" class="md-nav__link">
|
|
🔷 Enables construction of Spaceship parts
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enemy-land-units-must-spend-1-extra-movement-point-when-inside-your-territory-obsolete-upon-dynamite" class="md-nav__link">
|
|
🔷 Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#production-to-science-conversion-in-cities-increased-by-33" class="md-nav__link">
|
|
🔷 Production to science conversion in cities increased by 33%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#notified-of-new-barbarian-encampments" class="md-nav__link">
|
|
🔷 Notified of new Barbarian encampments
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#borrows-city-names-from-other-civilizations-in-the-game" class="md-nav__link">
|
|
🔷 "Borrows" city names from other civilizations in the game
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#units-fight-as-though-they-were-at-full-strength-even-when-damaged" class="md-nav__link">
|
|
🔷 Units fight as though they were at full strength even when damaged
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#100-gold-for-discovering-a-natural-wonder-bonus-enhanced-to-500-gold-if-first-to-discover-it" class="md-nav__link">
|
|
🔷 100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unhappiness-from-number-of-cities-doubled" class="md-nav__link">
|
|
🔷 Unhappiness from number of Cities doubled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#great-general-provides-double-combat-bonus" class="md-nav__link">
|
|
🔷 Great General provides double combat bonus
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#receive-a-tech-boost-when-scientific-buildingswonders-are-built-in-capital" class="md-nav__link">
|
|
🔷 Receive a tech boost when scientific buildings/wonders are built in capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-not-generate-great-prophet-equivalents-naturally" class="md-nav__link">
|
|
🔷 May not generate great prophet equivalents naturally
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#67-chance-to-earn-25-gold-and-recruit-a-barbarian-unit-from-a-conquered-encampment" class="md-nav__link">
|
|
🔷 67% chance to earn 25 Gold and recruit a Barbarian unit from a conquered encampment
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#50-chance-of-capturing-defeated-barbarian-naval-units-and-earning-25-gold" class="md-nav__link">
|
|
🔷 50% chance of capturing defeated Barbarian naval units and earning 25 Gold
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#receive-triple-gold-from-barbarian-encampments-and-pillaging-cities" class="md-nav__link">
|
|
🔷 Receive triple Gold from Barbarian encampments and pillaging Cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-open-borders-agreements" class="md-nav__link">
|
|
🔷 Enables Open Borders agreements
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-research-agreements" class="md-nav__link">
|
|
🔷 Enables Research agreements
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#science-gained-from-research-agreements-amount" class="md-nav__link">
|
|
🔷 Science gained from research agreements [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#triggers-victory" class="md-nav__link">
|
|
🔷 Triggers victory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#triggers-a-cultural-victory-upon-completion" class="md-nav__link">
|
|
🔷 Triggers a Cultural Victory upon completion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-city-strength-from-defensive-buildings" class="md-nav__link">
|
|
🔷 [amount]% City Strength from defensive buildings
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-tile-improvement-construction-time" class="md-nav__link">
|
|
🔷 [amount]% tile improvement construction time
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-gold-from-great-merchant-trade-missions" class="md-nav__link">
|
|
🔷 [amount]% Gold from Great Merchant trade missions
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#mapunitfilter-units-adjacent-to-this-city-heal-amount-hp-per-turn-when-healing" class="md-nav__link">
|
|
🔷 [mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-golden-age-length" class="md-nav__link">
|
|
🔷 [amount]% Golden Age length
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength-for-cities" class="md-nav__link">
|
|
🔷 [amount]% Strength for cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#new-baseunitfilter-units-start-with-amount-experience-cityfilter" class="md-nav__link">
|
|
🔷 New [baseUnitFilter] units start with [amount] Experience [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-newly-trained-baseunitfilter-units-cityfilter-receive-the-promotion-promotion" class="md-nav__link">
|
|
🔷 All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#baseunitfilter-units-built-cityfilter-can-action-amount-extra-times" class="md-nav__link">
|
|
🔷 [baseUnitFilter] units built [cityFilter] can [action] [amount] extra times
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-embarkation-for-land-units" class="md-nav__link">
|
|
🔷 Enables embarkation for land units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#enables-embarked-units-to-enter-ocean-tiles" class="md-nav__link">
|
|
🔷 Enables embarked units to enter ocean tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#population-loss-from-nuclear-attacks-amount-cityfilter" class="md-nav__link">
|
|
🔷 Population loss from nuclear attacks [amount]% [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-natural-religion-spread-cityfilter" class="md-nav__link">
|
|
🔷 [amount]% Natural religion spread [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#religion-naturally-spreads-to-cities-amount-tiles-away" class="md-nav__link">
|
|
🔷 Religion naturally spreads to cities [amount] tiles away
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-continually-researched" class="md-nav__link">
|
|
🔷 Can be continually researched
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unit-supply" class="md-nav__link">
|
|
🔷 [amount] Unit Supply
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unit-supply-per-amount-population-cityfilter" class="md-nav__link">
|
|
🔷 [amount] Unit Supply per [amount] population [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-unit-supply-per-city" class="md-nav__link">
|
|
🔷 [amount] Unit Supply per city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#units-in-cities-cost-no-maintenance" class="md-nav__link">
|
|
🔷 Units in cities cost no Maintenance
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rebel-units-may-spawn" class="md-nav__link">
|
|
🔷 Rebel units may spawn
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength" class="md-nav__link">
|
|
🔷 [amount]% Strength
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength-decreasing-with-distance-from-the-capital" class="md-nav__link">
|
|
🔷 [amount]% Strength decreasing with distance from the capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-to-flank-attack-bonuses" class="md-nav__link">
|
|
🔷 [amount]% to Flank Attack bonuses
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#30-strength-when-fighting-city-state-units-and-cities" class="md-nav__link">
|
|
🔷 +30% Strength when fighting City-State units and cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-movement" class="md-nav__link">
|
|
🔷 [amount] Movement
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-sight" class="md-nav__link">
|
|
🔷 [amount] Sight
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-range" class="md-nav__link">
|
|
🔷 [amount] Range
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-hp-when-healing" class="md-nav__link">
|
|
🔷 [amount] HP when healing
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-spread-religion-strength" class="md-nav__link">
|
|
🔷 [amount]% Spread Religion Strength
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#no-defensive-terrain-bonus" class="md-nav__link">
|
|
🔷 No defensive terrain bonus
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#no-defensive-terrain-penalty" class="md-nav__link">
|
|
🔷 No defensive terrain penalty
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#no-movement-cost-to-pillage" class="md-nav__link">
|
|
🔷 No movement cost to pillage
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-heal-outside-of-friendly-territory" class="md-nav__link">
|
|
🔷 May heal outside of friendly territory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-healing-effects-doubled" class="md-nav__link">
|
|
🔷 All healing effects doubled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#heals-amount-damage-if-it-kills-a-unit" class="md-nav__link">
|
|
🔷 Heals [amount] damage if it kills a unit
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-heal-by-pillaging" class="md-nav__link">
|
|
🔷 Can only heal by pillaging
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#normal-vision-when-embarked" class="md-nav__link">
|
|
🔷 Normal vision when embarked
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#defense-bonus-when-embarked" class="md-nav__link">
|
|
🔷 Defense bonus when embarked
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#embarked-units-can-defend-themselves" class="md-nav__link">
|
|
🔷 Embarked units can defend themselves
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-maintenance-costs" class="md-nav__link">
|
|
🔷 [amount]% maintenance costs
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-gold-cost-of-upgrading" class="md-nav__link">
|
|
🔷 [amount]% Gold cost of upgrading
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#greatperson-is-earned-amount-faster" class="md-nav__link">
|
|
🔷 [greatPerson] is earned [amount]% faster
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#earn-amount-of-the-damage-done-to-mapunitfilter-units-as-plunderablestat" class="md-nav__link">
|
|
🔷 Earn [amount]% of the damage done to [mapUnitFilter] units as [plunderableStat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#upon-capturing-a-city-receive-amount-times-its-stat-production-as-plunderablestat-immediately" class="md-nav__link">
|
|
🔷 Upon capturing a city, receive [amount] times its [stat] production as [plunderableStat] immediately
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#earn-amount-of-killed-mapunitfilter-units-costorstrength-as-plunderablestat" class="md-nav__link">
|
|
🔷 Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [plunderableStat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-xp-gained-from-combat" class="md-nav__link">
|
|
🔷 [amount] XP gained from combat
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-xp-gained-from-combat_1" class="md-nav__link">
|
|
🔷 [amount]% XP gained from combat
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#this-unit-upgrades-for-free" class="md-nav__link">
|
|
🔷 This Unit upgrades for free
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nation-uniques" class="md-nav__link">
|
|
Nation uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Nation uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#will-not-be-chosen-for-new-games" class="md-nav__link">
|
|
🔷 Will not be chosen for new games
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#starts-with-tech" class="md-nav__link">
|
|
🔷 Starts with [tech]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#tech-uniques" class="md-nav__link">
|
|
Tech uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Tech uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#starting-tech" class="md-nav__link">
|
|
🔷 Starting tech
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#only-available" class="md-nav__link">
|
|
🔷 Only available
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#followerbelief-uniques" class="md-nav__link">
|
|
FollowerBelief uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="FollowerBelief uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-stat-from-every-follower-up-to-amount" class="md-nav__link">
|
|
🔷 [amount]% [stat] from every follower, up to [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#earn-amount-of-mapunitfilter-units-costorstrength-as-plunderablestat-when-killed-within-4-tiles-of-a-city-following-this-religion" class="md-nav__link">
|
|
🔷 Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [plunderableStat] when killed within 4 tiles of a city following this religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#building-uniques" class="md-nav__link">
|
|
Building uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Building uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#consumes-amount-resource" class="md-nav__link">
|
|
🔷 Consumes [amount] [resource]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-amount-resource" class="md-nav__link">
|
|
🔷 Provides [amount] [resource]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unbuildable" class="md-nav__link">
|
|
🔷 Unbuildable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-be-purchased" class="md-nav__link">
|
|
🔷 Cannot be purchased
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-purchased-with-stat-cityfilter" class="md-nav__link">
|
|
🔷 Can be purchased with [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-purchased-for-amount-stat-cityfilter" class="md-nav__link">
|
|
🔷 Can be purchased for [amount] [stat] [cityFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#limited-to-amount-per-civilization" class="md-nav__link">
|
|
🔷 Limited to [amount] per Civilization
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-until-amount-social-policy-branches-have-been-completed" class="md-nav__link">
|
|
🔷 Hidden until [amount] social policy branches have been completed
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#excess-food-converted-to-production-when-under-construction" class="md-nav__link">
|
|
🔷 Excess Food converted to Production when under construction
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#requires-at-least-amount-population" class="md-nav__link">
|
|
🔷 Requires at least [amount] population
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cost-increases-by-amount-per-owned-city" class="md-nav__link">
|
|
🔷 Cost increases by [amount] per owned city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#requires-a-buildingname-in-all-cities" class="md-nav__link">
|
|
🔷 Requires a [buildingName] in all cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#requires-a-buildingname-in-at-least-amount-cities" class="md-nav__link">
|
|
🔷 Requires a [buildingName] in at least [amount] cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-on-terrainfilter" class="md-nav__link">
|
|
🔷 Must be on [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-not-be-on-terrainfilter" class="md-nav__link">
|
|
🔷 Must not be on [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-next-to-terrainfilter" class="md-nav__link">
|
|
🔷 Must be next to [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-not-be-next-to-terrainfilter" class="md-nav__link">
|
|
🔷 Must not be next to [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unsellable" class="md-nav__link">
|
|
🔷 Unsellable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#obsolete-with-tech" class="md-nav__link">
|
|
🔷 Obsolete with [tech]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#indicates-the-capital-city" class="md-nav__link">
|
|
🔷 Indicates the capital city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-1-extra-copy-of-each-improved-luxury-resource-near-this-city" class="md-nav__link">
|
|
🔷 Provides 1 extra copy of each improved luxury resource near this City
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#destroyed-when-the-city-is-captured" class="md-nav__link">
|
|
🔷 Destroyed when the city is captured
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#never-destroyed-when-the-city-is-captured" class="md-nav__link">
|
|
🔷 Never destroyed when the city is captured
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#doubles-gold-given-to-enemy-if-city-is-captured" class="md-nav__link">
|
|
🔷 Doubles Gold given to enemy if city is captured
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#remove-extra-unhappiness-from-annexed-cities" class="md-nav__link">
|
|
🔷 Remove extra unhappiness from annexed cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#spaceship-part" class="md-nav__link">
|
|
🔷 Spaceship part
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-when-religion-is-disabled" class="md-nav__link">
|
|
🔷 Hidden when religion is disabled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-when-victorytype-victory-is-disabled" class="md-nav__link">
|
|
🔷 Hidden when [victoryType] Victory is disabled
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unit-uniques" class="md-nav__link">
|
|
Unit uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Unit uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#founds-a-new-city" class="md-nav__link">
|
|
🔷 Founds a new city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-construct-improvementname" class="md-nav__link">
|
|
🔷 Can construct [improvementName]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-build-improvementfilterterrainfilter-improvements-on-tiles" class="md-nav__link">
|
|
🔷 Can build [improvementFilter/terrainFilter] improvements on tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-create-improvements-on-water-resources" class="md-nav__link">
|
|
🔷 May create improvements on water resources
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-found-a-religion" class="md-nav__link">
|
|
🔷 May found a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-enhance-a-religion" class="md-nav__link">
|
|
🔷 May enhance a religion
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-attack-combatantfilter-units" class="md-nav__link">
|
|
🔷 Can only attack [combatantFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-attack-tilefilter-tiles" class="md-nav__link">
|
|
🔷 Can only attack [tileFilter] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-attack" class="md-nav__link">
|
|
🔷 Cannot attack
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-set-up-to-ranged-attack" class="md-nav__link">
|
|
🔷 Must set up to ranged attack
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#self-destructs-when-attacking" class="md-nav__link">
|
|
🔷 Self-destructs when attacking
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#blast-radius-amount" class="md-nav__link">
|
|
🔷 Blast radius [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ranged-attacks-may-be-performed-over-obstacles" class="md-nav__link">
|
|
🔷 Ranged attacks may be performed over obstacles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#uncapturable" class="md-nav__link">
|
|
🔷 Uncapturable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-withdraw-before-melee-amount" class="md-nav__link">
|
|
🔷 May withdraw before melee ([amount]%)
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unable-to-capture-cities" class="md-nav__link">
|
|
🔷 Unable to capture cities
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-move-after-attacking" class="md-nav__link">
|
|
🔷 Can move after attacking
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-move-immediately-once-bought" class="md-nav__link">
|
|
🔷 Can move immediately once bought
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unit-will-heal-every-turn-even-if-it-performs-an-action" class="md-nav__link">
|
|
🔷 Unit will heal every turn, even if it performs an action
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-adjacent-units-heal-amount-hp-when-healing" class="md-nav__link">
|
|
🔷 All adjacent units heal [amount] HP when healing
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#eliminates-combat-penalty-for-attacking-across-a-coast" class="md-nav__link">
|
|
🔷 Eliminates combat penalty for attacking across a coast
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#6-tiles-in-every-direction-always-visible" class="md-nav__link">
|
|
🔷 6 tiles in every direction always visible
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-carry-amount-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Can carry [amount] [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-carry-amount-extra-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Can carry [amount] extra [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-be-carried-by-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Cannot be carried by [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-capture-killed-mapunitfilter-units" class="md-nav__link">
|
|
🔷 May capture killed [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#invisible-to-others" class="md-nav__link">
|
|
🔷 Invisible to others
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#invisible-to-non-adjacent-units" class="md-nav__link">
|
|
🔷 Invisible to non-adjacent units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-see-invisible-mapunitfilter-units" class="md-nav__link">
|
|
🔷 Can see invisible [mapUnitFilter] units
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-upgrade-to-baseunitfilter-through-ruins-like-effects" class="md-nav__link">
|
|
🔷 May upgrade to [baseUnitFilter] through ruins-like effects
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#double-movement-in-terrainfilter" class="md-nav__link">
|
|
🔷 Double movement in [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#all-tiles-cost-1-movement" class="md-nav__link">
|
|
🔷 All tiles cost 1 movement
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-pass-through-impassable-tiles" class="md-nav__link">
|
|
🔷 Can pass through impassable tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ignores-terrain-cost" class="md-nav__link">
|
|
🔷 Ignores terrain cost
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ignores-zone-of-control" class="md-nav__link">
|
|
🔷 Ignores Zone of Control
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rough-terrain-penalty" class="md-nav__link">
|
|
🔷 Rough terrain penalty
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-enter-ice-tiles" class="md-nav__link">
|
|
🔷 Can enter ice tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-enter-ocean-tiles" class="md-nav__link">
|
|
🔷 Cannot enter ocean tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-enter-foreign-tiles-without-open-borders" class="md-nav__link">
|
|
🔷 May enter foreign tiles without open borders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#may-enter-foreign-tiles-without-open-borders-but-loses-amount-religious-strength-each-turn-it-ends-there" class="md-nav__link">
|
|
🔷 May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#never-appears-as-a-barbarian-unit" class="md-nav__link">
|
|
🔷 Never appears as a Barbarian unit
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#religious-unit" class="md-nav__link">
|
|
🔷 Religious Unit
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-added-to-comment-in-the-capital" class="md-nav__link">
|
|
🔷 Can be added to [comment] in the Capital
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#promotion-uniques" class="md-nav__link">
|
|
Promotion uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Promotion uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#heal-this-unit-by-amount-hp" class="md-nav__link">
|
|
🔷 Heal this unit by [amount] HP
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#terrain-uniques" class="md-nav__link">
|
|
Terrain uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Terrain uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-adjacent-to-amount-simpleterrain-tiles" class="md-nav__link">
|
|
🔷 Must be adjacent to [amount] [simpleTerrain] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-adjacent-to-amount-to-amount-simpleterrain-tiles" class="md-nav__link">
|
|
🔷 Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-not-be-on-amount-largest-landmasses" class="md-nav__link">
|
|
🔷 Must not be on [amount] largest landmasses
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#must-be-on-amount-largest-landmasses" class="md-nav__link">
|
|
🔷 Must be on [amount] largest landmasses
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-on-latitudes-from-amount-to-amount-percent-of-distance-equator-to-pole" class="md-nav__link">
|
|
🔷 Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-in-groups-of-amount-to-amount-tiles" class="md-nav__link">
|
|
🔷 Occurs in groups of [amount] to [amount] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#neighboring-tiles-will-convert-to-baseterrain" class="md-nav__link">
|
|
🔷 Neighboring tiles will convert to [baseTerrain]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#neighboring-tiles-except-baseterrain-will-convert-to-baseterrain" class="md-nav__link">
|
|
🔷 Neighboring tiles except [baseTerrain] will convert to [baseTerrain]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#grants-500-gold-to-the-first-civilization-to-discover-it" class="md-nav__link">
|
|
🔷 Grants 500 Gold to the first civilization to discover it
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#units-ending-their-turn-on-this-terrain-take-amount-damage" class="md-nav__link">
|
|
🔷 Units ending their turn on this terrain take [amount] damage
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#grants-promotion-comment-to-adjacent-mapunitfilter-units-for-the-rest-of-the-game" class="md-nav__link">
|
|
🔷 Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-strength-for-cities-built-on-this-terrain" class="md-nav__link">
|
|
🔷 [amount] Strength for cities built on this terrain
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-a-one-time-production-bonus-to-the-closest-city-when-cut-down" class="md-nav__link">
|
|
🔷 Provides a one-time Production bonus to the closest city when cut down
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#tile-provides-yield-without-assigned-population" class="md-nav__link">
|
|
🔷 Tile provides yield without assigned population
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#nullifies-all-other-stats-this-tile-provides" class="md-nav__link">
|
|
🔷 Nullifies all other stats this tile provides
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#only-improvementfilter-improvements-may-be-built-on-this-tile" class="md-nav__link">
|
|
🔷 Only [improvementFilter] improvements may be built on this tile
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#blocks-line-of-sight-from-tiles-at-same-elevation" class="md-nav__link">
|
|
🔷 Blocks line-of-sight from tiles at same elevation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#has-an-elevation-of-amount-for-visibility-calculations" class="md-nav__link">
|
|
🔷 Has an elevation of [amount] for visibility calculations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#always-fertility-amount-for-map-generation" class="md-nav__link">
|
|
🔷 Always Fertility [amount] for Map Generation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-to-fertility-for-map-generation" class="md-nav__link">
|
|
🔷 [amount] to Fertility for Map Generation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#a-region-is-formed-with-at-least-amount-simpleterrain-tiles-with-priority-amount" class="md-nav__link">
|
|
🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#a-region-is-formed-with-at-least-amount-simpleterrain-tiles-and-simpleterrain-tiles-with-priority-amount" class="md-nav__link">
|
|
🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#a-region-can-not-contain-more-simpleterrain-tiles-than-simpleterrain-tiles" class="md-nav__link">
|
|
🔷 A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#base-terrain-on-this-tile-is-not-counted-for-region-determination" class="md-nav__link">
|
|
🔷 Base Terrain on this tile is not counted for Region determination
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#starts-in-regions-of-this-type-receive-an-extra-resource" class="md-nav__link">
|
|
🔷 Starts in regions of this type receive an extra [resource]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#never-receives-any-resources" class="md-nav__link">
|
|
🔷 Never receives any resources
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#becomes-terrainname-when-adjacent-to-terrainfilter" class="md-nav__link">
|
|
🔷 Becomes [terrainName] when adjacent to [terrainFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#considered-terrainquality-when-determining-start-locations" class="md-nav__link">
|
|
🔷 Considered [terrainQuality] when determining start locations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#doesnt-generate-naturally" class="md-nav__link">
|
|
🔷 Doesn't generate naturally
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-at-temperature-between-amount-and-amount-and-humidity-between-amount-and-amount" class="md-nav__link">
|
|
🔷 Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-in-chains-at-high-elevations" class="md-nav__link">
|
|
🔷 Occurs in chains at high elevations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#occurs-in-groups-around-high-elevations" class="md-nav__link">
|
|
🔷 Occurs in groups around high elevations
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#every-amount-tiles-with-this-terrain-will-receive-a-major-deposit-of-a-strategic-resource" class="md-nav__link">
|
|
🔷 Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rare-feature" class="md-nav__link">
|
|
🔷 Rare feature
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#resistant-to-nukes" class="md-nav__link">
|
|
🔷 Resistant to nukes
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-destroyed-by-nukes" class="md-nav__link">
|
|
🔷 Can be destroyed by nukes
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#fresh-water" class="md-nav__link">
|
|
🔷 Fresh water
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#rough-terrain" class="md-nav__link">
|
|
🔷 Rough terrain
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#improvement-uniques" class="md-nav__link">
|
|
Improvement uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Improvement uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-also-be-built-on-tiles-adjacent-to-fresh-water" class="md-nav__link">
|
|
🔷 Can also be built on tiles adjacent to fresh water
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-from-tilefilter-tiles" class="md-nav__link">
|
|
🔷 [stats] from [tileFilter] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#stats-for-each-adjacent-tilefilter" class="md-nav__link">
|
|
🔷 [stats] for each adjacent [tileFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-built-outside-your-borders" class="md-nav__link">
|
|
🔷 Can be built outside your borders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-be-built-just-outside-your-borders" class="md-nav__link">
|
|
🔷 Can be built just outside your borders
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#cannot-be-built-on-tilefilter-tiles" class="md-nav__link">
|
|
🔷 Cannot be built on [tileFilter] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#does-not-need-removal-of-tilefilter" class="md-nav__link">
|
|
🔷 Does not need removal of [tileFilter]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gives-a-defensive-bonus-of-amount" class="md-nav__link">
|
|
🔷 Gives a defensive bonus of [amount]%
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#costs-amount-gold-per-turn-when-in-your-territory" class="md-nav__link">
|
|
🔷 Costs [amount] gold per turn when in your territory
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#adjacent-enemy-units-ending-their-turn-take-amount-damage" class="md-nav__link">
|
|
🔷 Adjacent enemy units ending their turn take [amount] damage
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#great-improvement" class="md-nav__link">
|
|
🔷 Great Improvement
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-a-random-bonus-when-entered" class="md-nav__link">
|
|
🔷 Provides a random bonus when entered
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#unpillagable" class="md-nav__link">
|
|
🔷 Unpillagable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#indestructible" class="md-nav__link">
|
|
🔷 Indestructible
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#irremovable" class="md-nav__link">
|
|
🔷 Irremovable
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#resource-uniques" class="md-nav__link">
|
|
Resource uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Resource uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#generated-with-weight-amount" class="md-nav__link">
|
|
🔷 Generated with weight [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#minor-deposits-generated-with-weight-amount" class="md-nav__link">
|
|
🔷 Minor deposits generated with weight [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#generated-near-city-states-with-weight-amount" class="md-nav__link">
|
|
🔷 Generated near City States with weight [amount]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#special-placement-during-map-generation" class="md-nav__link">
|
|
🔷 Special placement during map generation
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#generated-on-every-amount-tiles" class="md-nav__link">
|
|
🔷 Generated on every [amount] tiles
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#guaranteed-with-strategic-balance-resource-option" class="md-nav__link">
|
|
🔷 Guaranteed with Strategic Balance resource option
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#deposits-in-tilefilter-tiles-always-provide-amount-resources" class="md-nav__link">
|
|
🔷 Deposits in [tileFilter] tiles always provide [amount] resources
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#can-only-be-created-by-mercantile-city-states" class="md-nav__link">
|
|
🔷 Can only be created by Mercantile City-States
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#ruins-uniques" class="md-nav__link">
|
|
Ruins uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Ruins uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#free-baseunitfilter-found-in-the-ruins" class="md-nav__link">
|
|
🔷 Free [baseUnitFilter] found in the ruins
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-population-in-a-random-city" class="md-nav__link">
|
|
🔷 [amount] population in a random city
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#amount-free-random-researchable-techs-from-the-era" class="md-nav__link">
|
|
🔷 [amount] free random researchable Tech(s) from the [era]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-amount-stat" class="md-nav__link">
|
|
🔷 Gain [amount] [stat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-amount-amount-stat" class="md-nav__link">
|
|
🔷 Gain [amount]-[amount] [stat]
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-enough-faith-for-a-pantheon" class="md-nav__link">
|
|
🔷 Gain enough Faith for a Pantheon
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#gain-enough-faith-for-amount-of-a-great-prophet" class="md-nav__link">
|
|
🔷 Gain enough Faith for [amount]% of a Great Prophet
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#reveal-up-to-amountall-tilefilter-within-a-amount-tile-radius" class="md-nav__link">
|
|
🔷 Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#from-a-randomly-chosen-tile-amount-tiles-away-from-the-ruins-reveal-tiles-up-to-amount-tiles-away-with-amount-chance" class="md-nav__link">
|
|
🔷 From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#this-unit-gains-amount-xp" class="md-nav__link">
|
|
🔷 This Unit gains [amount] XP
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#this-unit-upgrades-for-free-including-special-upgrades" class="md-nav__link">
|
|
🔷 This Unit upgrades for free including special upgrades
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#only-available-after-amount-turns" class="md-nav__link">
|
|
🔷 Only available after [amount] turns
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-before-founding-a-pantheon" class="md-nav__link">
|
|
🔷 Hidden before founding a Pantheon
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-after-founding-a-pantheon" class="md-nav__link">
|
|
🔷 Hidden after founding a Pantheon
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#hidden-after-generating-a-great-prophet" class="md-nav__link">
|
|
🔷 Hidden after generating a Great Prophet
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#citystate-uniques" class="md-nav__link">
|
|
CityState uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="CityState uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-stats-per-turn" class="md-nav__link">
|
|
🔷 Provides [stats] per turn
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-stats-cityfilter-per-turn" class="md-nav__link">
|
|
🔷 Provides [stats] [cityFilter] per turn
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-amount-happiness" class="md-nav__link">
|
|
🔷 Provides [amount] Happiness
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-military-units-every-amount-turns" class="md-nav__link">
|
|
🔷 Provides military units every ≈[amount] turns
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#provides-a-unique-luxury" class="md-nav__link">
|
|
🔷 Provides a unique luxury
|
|
</a>
|
|
|
|
</li>
|
|
|
|
</ul>
|
|
</nav>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#conditional-uniques" class="md-nav__link">
|
|
Conditional uniques
|
|
</a>
|
|
|
|
<nav class="md-nav" aria-label="Conditional uniques">
|
|
<ul class="md-nav__list">
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_1" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_2" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_3" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_4" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_5" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_6" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_7" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_8" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_9" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_10" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_11" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_12" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_13" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_14" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_15" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_16" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_17" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_18" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_19" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_20" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_21" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_22" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_23" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_24" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_25" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_26" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_27" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_28" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_29" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_30" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_31" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_32" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_33" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_34" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
<li class="md-nav__item">
|
|
<a href="#_35" class="md-nav__link">
|
|
🔷
|
|
</a>
|
|
|
|
</li>
|
|
|
|
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<a href="#_36" class="md-nav__link">
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<a href="#_37" class="md-nav__link">
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<a href="#_43" class="md-nav__link">
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</nav>
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</li>
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<li class="md-nav__item">
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<a href="#deprecated-uniques" class="md-nav__link">
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Deprecated uniques
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</a>
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</div>
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</div>
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<div class="md-content" data-md-component="content">
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<article class="md-content__inner md-typeset">
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<h1>Uniques</h1>
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<h2 id="table-of-contents">Table of Contents</h2>
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<ul>
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<li><a href="#triggerable-uniques">Triggerable uniques</a></li>
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<li><a href="#global-uniques">Global uniques</a></li>
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<li><a href="#nation-uniques">Nation uniques</a></li>
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<li><a href="#tech-uniques">Tech uniques</a></li>
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<li><a href="#followerbelief-uniques">FollowerBelief uniques</a></li>
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<li><a href="#building-uniques">Building uniques</a></li>
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<li><a href="#unit-uniques">Unit uniques</a></li>
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<li><a href="#promotion-uniques">Promotion uniques</a></li>
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<li><a href="#terrain-uniques">Terrain uniques</a></li>
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<li><a href="#improvement-uniques">Improvement uniques</a></li>
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<li><a href="#resource-uniques">Resource uniques</a></li>
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<li><a href="#ruins-uniques">Ruins uniques</a></li>
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<li><a href="#citystate-uniques">CityState uniques</a></li>
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<li><a href="#conditional-uniques">Conditional uniques</a></li>
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<li><a href="#deprecated-uniques">Deprecated uniques</a></li>
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</ul>
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<h2 id="triggerable-uniques">Triggerable uniques</h2>
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<h3 id="free-baseunitfilter-appears">🔷 Free [baseUnitFilter] appears</h3>
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<p>Example: "Free [Melee] appears"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="amount-free-baseunitfilter-units-appear">🔷 [amount] free [baseUnitFilter] units appear</h3>
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<p>Example: "[20] free [Melee] units appear"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="free-social-policy">🔷 Free Social Policy</h3>
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<p>Applicable to: Triggerable</p>
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<h3 id="amount-free-social-policies">🔷 [amount] Free Social Policies</h3>
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<p>Example: "[20] Free Social Policies"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="empire-enters-golden-age">🔷 Empire enters golden age</h3>
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<p>Applicable to: Triggerable</p>
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<h3 id="free-great-person">🔷 Free Great Person</h3>
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<p>Applicable to: Triggerable</p>
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<h3 id="amount-population-cityfilter">🔷 [amount] population [cityFilter]</h3>
|
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<p>Example: "[20] population [in all cities]"</p>
|
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<p>Applicable to: Triggerable</p>
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<h3 id="free-technology">🔷 Free Technology</h3>
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<p>Applicable to: Triggerable</p>
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<h3 id="amount-free-technologies">🔷 [amount] Free Technologies</h3>
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<p>Example: "[20] Free Technologies"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="reveals-the-entire-map">🔷 Reveals the entire map</h3>
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<p>Applicable to: Triggerable</p>
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<h3 id="triggers-voting-for-the-diplomatic-victory">🔷 Triggers voting for the Diplomatic Victory</h3>
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<p>Applicable to: Triggerable</p>
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<h3 id="this-unit-gains-the-promotion-promotion">🔷 This Unit gains the [promotion] promotion</h3>
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<p>Example: "This Unit gains the [Shock I] promotion"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="mapunitfilter-units-gain-the-promotion-promotion">🔷 [mapUnitFilter] units gain the [promotion] promotion</h3>
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<p>Example: "[Wounded] units gain the [Shock I] promotion"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="provides-the-cheapest-stat-building-in-your-first-amount-cities-for-free">🔷 Provides the cheapest [stat] building in your first [amount] cities for free</h3>
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<p>Example: "Provides the cheapest [Culture] building in your first [20] cities for free"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="provides-a-buildingname-in-your-first-amount-cities-for-free">🔷 Provides a [buildingName] in your first [amount] cities for free</h3>
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<p>Example: "Provides a [Library] in your first [20] cities for free"</p>
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<p>Applicable to: Triggerable</p>
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<h3 id="will-not-be-displayed-in-civilopedia">🔷 Will not be displayed in Civilopedia</h3>
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<p>Applicable to: Triggerable, Global, Nation, Era, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, CityState, ModOptions, Conditional</p>
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<h2 id="global-uniques">Global uniques</h2>
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<h3 id="stats">🔷 [stats]</h3>
|
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<p>Example: "[+1 Gold, +2 Production]"</p>
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<p>Applicable to: Global, FollowerBelief, Improvement</p>
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<h3 id="stats-cityfilter">🔷 [stats] [cityFilter]</h3>
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<p>Example: "[+1 Gold, +2 Production] [in all cities]"</p>
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<p>Applicable to: Global, FollowerBelief</p>
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<h3 id="stats-from-every-specialist-cityfilter">🔷 [stats] from every specialist [cityFilter]</h3>
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<p>Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"</p>
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<p>Applicable to: Global, FollowerBelief</p>
|
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<h3 id="stats-per-amount-population-cityfilter">🔷 [stats] per [amount] population [cityFilter]</h3>
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<p>Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"</p>
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<p>Applicable to: Global, FollowerBelief</p>
|
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<h3 id="stats-in-cities-with-amount-or-more-population">🔷 [stats] in cities with [amount] or more population</h3>
|
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<p>Example: "[+1 Gold, +2 Production] in cities with [20] or more population"</p>
|
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<p>Applicable to: Global, FollowerBelief</p>
|
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<h3 id="stats-in-cities-on-terrainfilter-tiles">🔷 [stats] in cities on [terrainFilter] tiles</h3>
|
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<p>Example: "[+1 Gold, +2 Production] in cities on [Forest] tiles"</p>
|
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<p>Applicable to: Global, FollowerBelief</p>
|
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<h3 id="stats-from-all-buildingfilter-buildings">🔷 [stats] from all [buildingFilter] buildings</h3>
|
|
<p>Example: "[+1 Gold, +2 Production] from all [Culture] buildings"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="stats-whenever-a-great-person-is-expended">🔷 [stats] whenever a Great Person is expended</h3>
|
|
<p>Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="stats-from-tilefilter-tiles-cityfilter">🔷 [stats] from [tileFilter] tiles [cityFilter]</h3>
|
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<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"</p>
|
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<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="stats-from-tilefilter-tiles-without-tilefilter-cityfilter">🔷 [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]</h3>
|
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<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="stats-from-every-tilefilterspecialistbuildingfilter">🔷 [stats] from every [tileFilter/specialist/buildingFilter]</h3>
|
|
<p>Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingFilter]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="stats-from-each-trade-route">🔷 [stats] from each Trade Route</h3>
|
|
<p>Example: "[+1 Gold, +2 Production] from each Trade Route"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-stat">🔷 [amount]% [stat]</h3>
|
|
<p>Example: "[20]% [Culture]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-stat-cityfilter">🔷 [amount]% [stat] [cityFilter]</h3>
|
|
<p>Example: "[20]% [Culture] [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-stat-from-every-tilefilterspecialistbuildingname">🔷 [amount]% [stat] from every [tileFilter/specialist/buildingName]</h3>
|
|
<p>Example: "[20]% [Culture] from every [tileFilter/specialist/buildingName]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-yield-from-every-tilefilter">🔷 [amount]% Yield from every [tileFilter]</h3>
|
|
<p>Example: "[20]% Yield from every [Farm]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-stat-from-city-states">🔷 [amount]% [stat] from City-States</h3>
|
|
<p>Example: "[20]% [Culture] from City-States"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="gold-from-all-trade-routes-25">🔷 Gold from all trade routes +25%</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="nullifies-stat-cityfilter">🔷 Nullifies [stat] [cityFilter]</h3>
|
|
<p>Example: "Nullifies [Culture] [in all cities]"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="nullifies-growth-cityfilter">🔷 Nullifies Growth [cityFilter]</h3>
|
|
<p>Example: "Nullifies Growth [in all cities]"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-production-when-constructing-buildingfilter-wonders-cityfilter">🔷 [amount]% Production when constructing [buildingFilter] wonders [cityFilter]</h3>
|
|
<p>Example: "[20]% Production when constructing [Culture] wonders [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-production-when-constructing-buildingfilter-buildings-cityfilter">🔷 [amount]% Production when constructing [buildingFilter] buildings [cityFilter]</h3>
|
|
<p>Example: "[20]% Production when constructing [Culture] buildings [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-production-when-constructing-baseunitfilter-units-cityfilter">🔷 [amount]% Production when constructing [baseUnitFilter] units [cityFilter]</h3>
|
|
<p>Example: "[20]% Production when constructing [Melee] units [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-production-towards-any-buildings-that-already-exist-in-the-capital">🔷 [amount]% Production towards any buildings that already exist in the Capital</h3>
|
|
<p>Example: "[20]% Production towards any buildings that already exist in the Capital"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="tile-yields-from-natural-wonders-doubled">🔷 Tile yields from Natural Wonders doubled</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="military-units-gifted-from-city-states-start-with-amount-xp">🔷 Military Units gifted from City-States start with [amount] XP</h3>
|
|
<p>Example: "Military Units gifted from City-States start with [20] XP"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="militaristic-city-states-grant-units-amount-times-as-fast-when-you-are-at-war-with-a-common-nation">🔷 Militaristic City-States grant units [amount] times as fast when you are at war with a common nation</h3>
|
|
<p>Example: "Militaristic City-States grant units [20] times as fast when you are at war with a common nation"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="gifts-of-gold-to-city-states-generate-amount-more-influence">🔷 Gifts of Gold to City-States generate [amount]% more Influence</h3>
|
|
<p>Example: "Gifts of Gold to City-States generate [20]% more Influence"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="can-spend-gold-to-annex-or-puppet-a-city-state-that-has-been-your-ally-for-amount-turns">🔷 Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.</h3>
|
|
<p>Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [20] turns."</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="city-state-territory-always-counts-as-friendly-territory">🔷 City-State territory always counts as friendly territory</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="allied-city-states-will-occasionally-gift-great-people">🔷 Allied City-States will occasionally gift Great People</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-city-state-influence-degradation">🔷 [amount]% City-State Influence degradation</h3>
|
|
<p>Example: "[20]% City-State Influence degradation"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="resting-point-for-influence-with-city-states-is-increased-by-amount">🔷 Resting point for Influence with City-States is increased by [amount]</h3>
|
|
<p>Example: "Resting point for Influence with City-States is increased by [20]"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="allied-city-states-provide-stat-equal-to-amount-of-what-they-produce-for-themselves">🔷 Allied City-States provide [stat] equal to [amount]% of what they produce for themselves</h3>
|
|
<p>Example: "Allied City-States provide [Culture] equal to [20]% of what they produce for themselves"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-resources-gifted-by-city-states">🔷 [amount]% resources gifted by City-States</h3>
|
|
<p>Example: "[20]% resources gifted by City-States"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-happiness-from-luxury-resources-gifted-by-city-states">🔷 [amount]% Happiness from luxury resources gifted by City-States</h3>
|
|
<p>Example: "[20]% Happiness from luxury resources gifted by City-States"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="city-state-influence-recovers-at-twice-the-normal-rate">🔷 City-State Influence recovers at twice the normal rate</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-units-cost-no-maintenance">🔷 [amount] units cost no maintenance</h3>
|
|
<p>Example: "[20] units cost no maintenance"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="cannot-build-baseunitfilter-units">🔷 Cannot build [baseUnitFilter] units</h3>
|
|
<p>Example: "Cannot build [Melee] units"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-growth-cityfilter">🔷 [amount]% growth [cityFilter]</h3>
|
|
<p>Example: "[20]% growth [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-food-is-carried-over-after-population-increases-cityfilter">🔷 [amount]% Food is carried over after population increases [cityFilter]</h3>
|
|
<p>Example: "[20]% Food is carried over after population increases [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="gain-a-free-buildingname-cityfilter">🔷 Gain a free [buildingName] [cityFilter]</h3>
|
|
<p>Example: "Gain a free [Library] [in all cities]"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-great-person-generation-cityfilter">🔷 [amount]% Great Person generation [cityFilter]</h3>
|
|
<p>Example: "[20]% Great Person generation [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-great-person-generation-cityfilter_1">🔷 [amount]% great person generation [cityFilter]</h3>
|
|
<p>Example: "[20]% great person generation [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="may-choose-amount-additional-belieftype-beliefs-when-foundingorenhancing-a-religion">🔷 May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion</h3>
|
|
<p>Example: "May choose [20] additional [Follower] beliefs when [founding] a religion"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="may-choose-amount-additional-beliefs-of-any-type-when-foundingorenhancing-a-religion">🔷 May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion</h3>
|
|
<p>Example: "May choose [20] additional belief(s) of any type when [founding] a religion"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-unhappiness-from-population-cityfilter">🔷 [amount]% unhappiness from population [cityFilter]</h3>
|
|
<p>Example: "[20]% unhappiness from population [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-unhappiness-from-specialists-cityfilter">🔷 [amount]% unhappiness from specialists [cityFilter]</h3>
|
|
<p>Example: "[20]% unhappiness from specialists [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-food-consumption-by-specialists-cityfilter">🔷 [amount]% Food consumption by specialists [cityFilter]</h3>
|
|
<p>Example: "[20]% Food consumption by specialists [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="provides-1-happiness-per-2-additional-social-policies-adopted">🔷 Provides 1 happiness per 2 additional social policies adopted</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-of-excess-happiness-converted-to-stat">🔷 [amount]% of excess happiness converted to [stat]</h3>
|
|
<p>Example: "[20]% of excess happiness converted to [Culture]"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-culture-cost-of-natural-border-growth-cityfilter">🔷 [amount]% Culture cost of natural border growth [cityFilter]</h3>
|
|
<p>Example: "[20]% Culture cost of natural border growth [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-gold-cost-of-acquiring-tiles-cityfilter">🔷 [amount]% Gold cost of acquiring tiles [cityFilter]</h3>
|
|
<p>Example: "[20]% Gold cost of acquiring tiles [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
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<h3 id="may-buy-baseunitfilter-units-for-amount-stat-cityfilter-at-an-increasing-price-amount">🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])</h3>
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|
<p>Example: "May buy [Melee] units for [20] [Culture] [in all cities] at an increasing price ([20])"</p>
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<p>Applicable to: Global, FollowerBelief</p>
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|
<h3 id="may-buy-buildingfilter-buildings-for-amount-stat-cityfilter-at-an-increasing-price-amount">🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])</h3>
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|
<p>Example: "May buy [Culture] buildings for [20] [Culture] [in all cities] at an increasing price ([20])"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="may-buy-baseunitfilter-units-for-amount-stat-cityfilter">🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]</h3>
|
|
<p>Example: "May buy [Melee] units for [20] [Culture] [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="may-buy-buildingfilter-buildings-for-amount-stat-cityfilter">🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]</h3>
|
|
<p>Example: "May buy [Culture] buildings for [20] [Culture] [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="may-buy-baseunitfilter-units-with-stat-cityfilter">🔷 May buy [baseUnitFilter] units with [stat] [cityFilter]</h3>
|
|
<p>Example: "May buy [Melee] units with [Culture] [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="may-buy-buildingfilter-buildings-with-stat-cityfilter">🔷 May buy [buildingFilter] buildings with [stat] [cityFilter]</h3>
|
|
<p>Example: "May buy [Culture] buildings with [Culture] [in all cities]"</p>
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|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="may-buy-baseunitfilter-units-with-stat-for-amount-times-their-normal-production-cost">🔷 May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost</h3>
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|
<p>Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"</p>
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|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="may-buy-buildingfilter-buildings-with-stat-for-amount-times-their-normal-production-cost">🔷 May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost</h3>
|
|
<p>Example: "May buy [Culture] buildings with [Culture] for [20] times their normal Production cost"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="enables-conversion-of-city-production-to-gold">🔷 Enables conversion of city production to gold</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="enables-conversion-of-city-production-to-science">🔷 Enables conversion of city production to science</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="stat-cost-of-purchasing-items-in-cities-amount">🔷 [stat] cost of purchasing items in cities [amount]%</h3>
|
|
<p>Example: "[Culture] cost of purchasing items in cities [20]%"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="stat-cost-of-purchasing-buildingfilter-buildings-amount">🔷 [stat] cost of purchasing [buildingFilter] buildings [amount]%</h3>
|
|
<p>Example: "[Culture] cost of purchasing [Culture] buildings [20]%"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="stat-cost-of-purchasing-baseunitfilter-units-amount">🔷 [stat] cost of purchasing [baseUnitFilter] units [amount]%</h3>
|
|
<p>Example: "[Culture] cost of purchasing [Melee] units [20]%"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="improves-movement-speed-on-roads">🔷 Improves movement speed on roads</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="roads-connect-tiles-across-rivers">🔷 Roads connect tiles across rivers</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-maintenance-on-road-railroads">🔷 [amount]% maintenance on road & railroads</h3>
|
|
<p>Example: "[20]% maintenance on road & railroads"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-maintenance-cost-for-buildings-cityfilter">🔷 [amount]% maintenance cost for buildings [cityFilter]</h3>
|
|
<p>Example: "[20]% maintenance cost for buildings [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="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">🔷 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.</h3>
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|
<p>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."</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="once-the-long-count-activates-the-year-on-the-world-screen-displays-as-the-traditional-mayan-long-count">🔷 Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="retain-amount-of-the-happiness-from-a-luxury-after-the-last-copy-has-been-traded-away">🔷 Retain [amount]% of the happiness from a luxury after the last copy has been traded away</h3>
|
|
<p>Example: "Retain [20]% of the happiness from a luxury after the last copy has been traded away"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-happiness-from-each-type-of-luxury-resource">🔷 [amount] Happiness from each type of luxury resource</h3>
|
|
<p>Example: "[20] Happiness from each type of luxury resource"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="each-city-founded-increases-culture-cost-of-policies-amount-less-than-normal">🔷 Each city founded increases culture cost of policies [amount]% less than normal</h3>
|
|
<p>Example: "Each city founded increases culture cost of policies [20]% less than normal"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-culture-cost-of-adopting-new-policies">🔷 [amount]% Culture cost of adopting new Policies</h3>
|
|
<p>Example: "[20]% Culture cost of adopting new Policies"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="quantity-of-strategic-resources-produced-by-the-empire-amount">🔷 Quantity of strategic resources produced by the empire +[amount]%</h3>
|
|
<p>Example: "Quantity of strategic resources produced by the empire +[20]%"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="double-quantity-of-resource-produced">🔷 Double quantity of [resource] produced</h3>
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|
<p>Example: "Double quantity of [Iron] produced"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="double-happiness-from-natural-wonders">🔷 Double Happiness from Natural Wonders</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="enables-construction-of-spaceship-parts">🔷 Enables construction of Spaceship parts</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="enemy-land-units-must-spend-1-extra-movement-point-when-inside-your-territory-obsolete-upon-dynamite">🔷 Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="production-to-science-conversion-in-cities-increased-by-33">🔷 Production to science conversion in cities increased by 33%</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="notified-of-new-barbarian-encampments">🔷 Notified of new Barbarian encampments</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="borrows-city-names-from-other-civilizations-in-the-game">🔷 "Borrows" city names from other civilizations in the game</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="units-fight-as-though-they-were-at-full-strength-even-when-damaged">🔷 Units fight as though they were at full strength even when damaged</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="100-gold-for-discovering-a-natural-wonder-bonus-enhanced-to-500-gold-if-first-to-discover-it">🔷 100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="unhappiness-from-number-of-cities-doubled">🔷 Unhappiness from number of Cities doubled</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="great-general-provides-double-combat-bonus">🔷 Great General provides double combat bonus</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="receive-a-tech-boost-when-scientific-buildingswonders-are-built-in-capital">🔷 Receive a tech boost when scientific buildings/wonders are built in capital</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="may-not-generate-great-prophet-equivalents-naturally">🔷 May not generate great prophet equivalents naturally</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="67-chance-to-earn-25-gold-and-recruit-a-barbarian-unit-from-a-conquered-encampment">🔷 67% chance to earn 25 Gold and recruit a Barbarian unit from a conquered encampment</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="50-chance-of-capturing-defeated-barbarian-naval-units-and-earning-25-gold">🔷 50% chance of capturing defeated Barbarian naval units and earning 25 Gold</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="receive-triple-gold-from-barbarian-encampments-and-pillaging-cities">🔷 Receive triple Gold from Barbarian encampments and pillaging Cities</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="enables-open-borders-agreements">🔷 Enables Open Borders agreements</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="enables-research-agreements">🔷 Enables Research agreements</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="science-gained-from-research-agreements-amount">🔷 Science gained from research agreements [amount]%</h3>
|
|
<p>Example: "Science gained from research agreements [20]%"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="triggers-victory">🔷 Triggers victory</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="triggers-a-cultural-victory-upon-completion">🔷 Triggers a Cultural Victory upon completion</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-city-strength-from-defensive-buildings">🔷 [amount]% City Strength from defensive buildings</h3>
|
|
<p>Example: "[20]% City Strength from defensive buildings"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-tile-improvement-construction-time">🔷 [amount]% tile improvement construction time</h3>
|
|
<p>Example: "[20]% tile improvement construction time"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-gold-from-great-merchant-trade-missions">🔷 [amount]% Gold from Great Merchant trade missions</h3>
|
|
<p>Example: "[20]% Gold from Great Merchant trade missions"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="mapunitfilter-units-adjacent-to-this-city-heal-amount-hp-per-turn-when-healing">🔷 [mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing</h3>
|
|
<p>Example: "[Wounded] Units adjacent to this city heal [20] HP per turn when healing"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="amount-golden-age-length">🔷 [amount]% Golden Age length</h3>
|
|
<p>Example: "[20]% Golden Age length"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-strength-for-cities">🔷 [amount]% Strength for cities</h3>
|
|
<p>Example: "[20]% Strength for cities"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="new-baseunitfilter-units-start-with-amount-experience-cityfilter">🔷 New [baseUnitFilter] units start with [amount] Experience [cityFilter]</h3>
|
|
<p>Example: "New [Melee] units start with [20] Experience [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="all-newly-trained-baseunitfilter-units-cityfilter-receive-the-promotion-promotion">🔷 All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion</h3>
|
|
<p>Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="baseunitfilter-units-built-cityfilter-can-action-amount-extra-times">🔷 [baseUnitFilter] units built [cityFilter] can [action] [amount] extra times</h3>
|
|
<p>Example: "[Melee] units built [in all cities] can [action] [20] extra times"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="enables-embarkation-for-land-units">🔷 Enables embarkation for land units</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="enables-embarked-units-to-enter-ocean-tiles">🔷 Enables embarked units to enter ocean tiles</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="population-loss-from-nuclear-attacks-amount-cityfilter">🔷 Population loss from nuclear attacks [amount]% [cityFilter]</h3>
|
|
<p>Example: "Population loss from nuclear attacks [20]% [in all cities]"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-natural-religion-spread-cityfilter">🔷 [amount]% Natural religion spread [cityFilter]</h3>
|
|
<p>Example: "[20]% Natural religion spread [in all cities]"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="religion-naturally-spreads-to-cities-amount-tiles-away">🔷 Religion naturally spreads to cities [amount] tiles away</h3>
|
|
<p>Example: "Religion naturally spreads to cities [20] tiles away"</p>
|
|
<p>Applicable to: Global, FollowerBelief</p>
|
|
<h3 id="can-be-continually-researched">🔷 Can be continually researched</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-unit-supply">🔷 [amount] Unit Supply</h3>
|
|
<p>Example: "[20] Unit Supply"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-unit-supply-per-amount-population-cityfilter">🔷 [amount] Unit Supply per [amount] population [cityFilter]</h3>
|
|
<p>Example: "[20] Unit Supply per [20] population [in all cities]"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-unit-supply-per-city">🔷 [amount] Unit Supply per city</h3>
|
|
<p>Example: "[20] Unit Supply per city"</p>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="units-in-cities-cost-no-maintenance">🔷 Units in cities cost no Maintenance</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="rebel-units-may-spawn">🔷 Rebel units may spawn</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-strength">🔷 [amount]% Strength</h3>
|
|
<p>Example: "[20]% Strength"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-strength-decreasing-with-distance-from-the-capital">🔷 [amount]% Strength decreasing with distance from the capital</h3>
|
|
<p>Example: "[20]% Strength decreasing with distance from the capital"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-to-flank-attack-bonuses">🔷 [amount]% to Flank Attack bonuses</h3>
|
|
<p>Example: "[20]% to Flank Attack bonuses"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="30-strength-when-fighting-city-state-units-and-cities">🔷 +30% Strength when fighting City-State units and cities</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-movement">🔷 [amount] Movement</h3>
|
|
<p>Example: "[20] Movement"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-sight">🔷 [amount] Sight</h3>
|
|
<p>Example: "[20] Sight"</p>
|
|
<p>Applicable to: Global, Unit, Terrain</p>
|
|
<h3 id="amount-range">🔷 [amount] Range</h3>
|
|
<p>Example: "[20] Range"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-hp-when-healing">🔷 [amount] HP when healing</h3>
|
|
<p>Example: "[20] HP when healing"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-spread-religion-strength">🔷 [amount]% Spread Religion Strength</h3>
|
|
<p>Example: "[20]% Spread Religion Strength"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="no-defensive-terrain-bonus">🔷 No defensive terrain bonus</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="no-defensive-terrain-penalty">🔷 No defensive terrain penalty</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="no-movement-cost-to-pillage">🔷 No movement cost to pillage</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="may-heal-outside-of-friendly-territory">🔷 May heal outside of friendly territory</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="all-healing-effects-doubled">🔷 All healing effects doubled</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="heals-amount-damage-if-it-kills-a-unit">🔷 Heals [amount] damage if it kills a unit</h3>
|
|
<p>Example: "Heals [20] damage if it kills a unit"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="can-only-heal-by-pillaging">🔷 Can only heal by pillaging</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="normal-vision-when-embarked">🔷 Normal vision when embarked</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="defense-bonus-when-embarked">🔷 Defense bonus when embarked</h3>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="embarked-units-can-defend-themselves">🔷 Embarked units can defend themselves</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h3 id="amount-maintenance-costs">🔷 [amount]% maintenance costs</h3>
|
|
<p>Example: "[20]% maintenance costs"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-gold-cost-of-upgrading">🔷 [amount]% Gold cost of upgrading</h3>
|
|
<p>Example: "[20]% Gold cost of upgrading"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="greatperson-is-earned-amount-faster">🔷 [greatPerson] is earned [amount]% faster</h3>
|
|
<p>Example: "[greatPerson] is earned [20]% faster"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="earn-amount-of-the-damage-done-to-mapunitfilter-units-as-plunderablestat">🔷 Earn [amount]% of the damage done to [mapUnitFilter] units as [plunderableStat]</h3>
|
|
<p>Example: "Earn [20]% of the damage done to [Wounded] units as [Gold]"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="upon-capturing-a-city-receive-amount-times-its-stat-production-as-plunderablestat-immediately">🔷 Upon capturing a city, receive [amount] times its [stat] production as [plunderableStat] immediately</h3>
|
|
<p>Example: "Upon capturing a city, receive [20] times its [Culture] production as [Gold] immediately"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="earn-amount-of-killed-mapunitfilter-units-costorstrength-as-plunderablestat">🔷 Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [plunderableStat]</h3>
|
|
<p>Example: "Earn [20]% of killed [Wounded] unit's [Cost] as [Gold]"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-xp-gained-from-combat">🔷 [amount] XP gained from combat</h3>
|
|
<p>Example: "[20] XP gained from combat"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="amount-xp-gained-from-combat_1">🔷 [amount]% XP gained from combat</h3>
|
|
<p>Example: "[20]% XP gained from combat"</p>
|
|
<p>Applicable to: Global, Unit</p>
|
|
<h3 id="this-unit-upgrades-for-free">🔷 This Unit upgrades for free</h3>
|
|
<p>Applicable to: Global</p>
|
|
<h2 id="nation-uniques">Nation uniques</h2>
|
|
<h3 id="will-not-be-chosen-for-new-games">🔷 Will not be chosen for new games</h3>
|
|
<p>Applicable to: Nation</p>
|
|
<h3 id="starts-with-tech">🔷 Starts with [tech]</h3>
|
|
<p>Example: "Starts with [Agriculture]"</p>
|
|
<p>Applicable to: Nation</p>
|
|
<h2 id="tech-uniques">Tech uniques</h2>
|
|
<h3 id="starting-tech">🔷 Starting tech</h3>
|
|
<p>Applicable to: Tech</p>
|
|
<h3 id="only-available">🔷 Only available</h3>
|
|
<p>Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement</p>
|
|
<h2 id="followerbelief-uniques">FollowerBelief uniques</h2>
|
|
<h3 id="amount-stat-from-every-follower-up-to-amount">🔷 [amount]% [stat] from every follower, up to [amount]%</h3>
|
|
<p>Example: "[20]% [Culture] from every follower, up to [20]%"</p>
|
|
<p>Applicable to: FollowerBelief</p>
|
|
<h3 id="earn-amount-of-mapunitfilter-units-costorstrength-as-plunderablestat-when-killed-within-4-tiles-of-a-city-following-this-religion">🔷 Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [plunderableStat] when killed within 4 tiles of a city following this religion</h3>
|
|
<p>Example: "Earn [20]% of [Wounded] unit's [Cost] as [Gold] when killed within 4 tiles of a city following this religion"</p>
|
|
<p>Applicable to: FollowerBelief</p>
|
|
<h2 id="building-uniques">Building uniques</h2>
|
|
<h3 id="consumes-amount-resource">🔷 Consumes [amount] [resource]</h3>
|
|
<p>Example: "Consumes [20] [Iron]"</p>
|
|
<p>Applicable to: Building, Unit, Improvement</p>
|
|
<h3 id="provides-amount-resource">🔷 Provides [amount] [resource]</h3>
|
|
<p>Example: "Provides [20] [Iron]"</p>
|
|
<p>Applicable to: Building, Improvement</p>
|
|
<h3 id="unbuildable">🔷 Unbuildable</h3>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="cannot-be-purchased">🔷 Cannot be purchased</h3>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="can-be-purchased-with-stat-cityfilter">🔷 Can be purchased with [stat] [cityFilter]</h3>
|
|
<p>Example: "Can be purchased with [Culture] [in all cities]"</p>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="can-be-purchased-for-amount-stat-cityfilter">🔷 Can be purchased for [amount] [stat] [cityFilter]</h3>
|
|
<p>Example: "Can be purchased for [20] [Culture] [in all cities]"</p>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="limited-to-amount-per-civilization">🔷 Limited to [amount] per Civilization</h3>
|
|
<p>Example: "Limited to [20] per Civilization"</p>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="hidden-until-amount-social-policy-branches-have-been-completed">🔷 Hidden until [amount] social policy branches have been completed</h3>
|
|
<p>Example: "Hidden until [20] social policy branches have been completed"</p>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="excess-food-converted-to-production-when-under-construction">🔷 Excess Food converted to Production when under construction</h3>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="requires-at-least-amount-population">🔷 Requires at least [amount] population</h3>
|
|
<p>Example: "Requires at least [20] population"</p>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="cost-increases-by-amount-per-owned-city">🔷 Cost increases by [amount] per owned city</h3>
|
|
<p>Example: "Cost increases by [20] per owned city"</p>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="requires-a-buildingname-in-all-cities">🔷 Requires a [buildingName] in all cities</h3>
|
|
<p>Example: "Requires a [Library] in all cities"</p>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="requires-a-buildingname-in-at-least-amount-cities">🔷 Requires a [buildingName] in at least [amount] cities</h3>
|
|
<p>Example: "Requires a [Library] in at least [20] cities"</p>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="must-be-on-terrainfilter">🔷 Must be on [terrainFilter]</h3>
|
|
<p>Example: "Must be on [Forest]"</p>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="must-not-be-on-terrainfilter">🔷 Must not be on [terrainFilter]</h3>
|
|
<p>Example: "Must not be on [Forest]"</p>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="must-be-next-to-terrainfilter">🔷 Must be next to [terrainFilter]</h3>
|
|
<p>Example: "Must be next to [Forest]"</p>
|
|
<p>Applicable to: Building, Improvement</p>
|
|
<h3 id="must-not-be-next-to-terrainfilter">🔷 Must not be next to [terrainFilter]</h3>
|
|
<p>Example: "Must not be next to [Forest]"</p>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="unsellable">🔷 Unsellable</h3>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="obsolete-with-tech">🔷 Obsolete with [tech]</h3>
|
|
<p>Example: "Obsolete with [Agriculture]"</p>
|
|
<p>Applicable to: Building, Improvement, Resource</p>
|
|
<h3 id="indicates-the-capital-city">🔷 Indicates the capital city</h3>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="provides-1-extra-copy-of-each-improved-luxury-resource-near-this-city">🔷 Provides 1 extra copy of each improved luxury resource near this City</h3>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="destroyed-when-the-city-is-captured">🔷 Destroyed when the city is captured</h3>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="never-destroyed-when-the-city-is-captured">🔷 Never destroyed when the city is captured</h3>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="doubles-gold-given-to-enemy-if-city-is-captured">🔷 Doubles Gold given to enemy if city is captured</h3>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="remove-extra-unhappiness-from-annexed-cities">🔷 Remove extra unhappiness from annexed cities</h3>
|
|
<p>Applicable to: Building</p>
|
|
<h3 id="spaceship-part">🔷 Spaceship part</h3>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h3 id="hidden-when-religion-is-disabled">🔷 Hidden when religion is disabled</h3>
|
|
<p>Applicable to: Building, Unit, Ruins</p>
|
|
<h3 id="hidden-when-victorytype-victory-is-disabled">🔷 Hidden when [victoryType] Victory is disabled</h3>
|
|
<p>Example: "Hidden when [Domination] Victory is disabled"</p>
|
|
<p>Applicable to: Building, Unit</p>
|
|
<h2 id="unit-uniques">Unit uniques</h2>
|
|
<h3 id="founds-a-new-city">🔷 Founds a new city</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-construct-improvementname">🔷 Can construct [improvementName]</h3>
|
|
<p>Example: "Can construct [Trading Post]"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-build-improvementfilterterrainfilter-improvements-on-tiles">🔷 Can build [improvementFilter/terrainFilter] improvements on tiles</h3>
|
|
<p>Example: "Can build [improvementFilter/terrainFilter] improvements on tiles"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-create-improvements-on-water-resources">🔷 May create improvements on water resources</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-found-a-religion">🔷 May found a religion</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-enhance-a-religion">🔷 May enhance a religion</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-only-attack-combatantfilter-units">🔷 Can only attack [combatantFilter] units</h3>
|
|
<p>Example: "Can only attack [City] units"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-only-attack-tilefilter-tiles">🔷 Can only attack [tileFilter] tiles</h3>
|
|
<p>Example: "Can only attack [Farm] tiles"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="cannot-attack">🔷 Cannot attack</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="must-set-up-to-ranged-attack">🔷 Must set up to ranged attack</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="self-destructs-when-attacking">🔷 Self-destructs when attacking</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="blast-radius-amount">🔷 Blast radius [amount]</h3>
|
|
<p>Example: "Blast radius [20]"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="ranged-attacks-may-be-performed-over-obstacles">🔷 Ranged attacks may be performed over obstacles</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="uncapturable">🔷 Uncapturable</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-withdraw-before-melee-amount">🔷 May withdraw before melee ([amount]%)</h3>
|
|
<p>Example: "May withdraw before melee ([20]%)"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="unable-to-capture-cities">🔷 Unable to capture cities</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-move-after-attacking">🔷 Can move after attacking</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-move-immediately-once-bought">🔷 Can move immediately once bought</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="unit-will-heal-every-turn-even-if-it-performs-an-action">🔷 Unit will heal every turn, even if it performs an action</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="all-adjacent-units-heal-amount-hp-when-healing">🔷 All adjacent units heal [amount] HP when healing</h3>
|
|
<p>Example: "All adjacent units heal [20] HP when healing"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="eliminates-combat-penalty-for-attacking-across-a-coast">🔷 Eliminates combat penalty for attacking across a coast</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="6-tiles-in-every-direction-always-visible">🔷 6 tiles in every direction always visible</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-carry-amount-mapunitfilter-units">🔷 Can carry [amount] [mapUnitFilter] units</h3>
|
|
<p>Example: "Can carry [20] [Wounded] units"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-carry-amount-extra-mapunitfilter-units">🔷 Can carry [amount] extra [mapUnitFilter] units</h3>
|
|
<p>Example: "Can carry [20] extra [Wounded] units"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="cannot-be-carried-by-mapunitfilter-units">🔷 Cannot be carried by [mapUnitFilter] units</h3>
|
|
<p>Example: "Cannot be carried by [Wounded] units"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-capture-killed-mapunitfilter-units">🔷 May capture killed [mapUnitFilter] units</h3>
|
|
<p>Example: "May capture killed [Wounded] units"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="invisible-to-others">🔷 Invisible to others</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="invisible-to-non-adjacent-units">🔷 Invisible to non-adjacent units</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-see-invisible-mapunitfilter-units">🔷 Can see invisible [mapUnitFilter] units</h3>
|
|
<p>Example: "Can see invisible [Wounded] units"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-upgrade-to-baseunitfilter-through-ruins-like-effects">🔷 May upgrade to [baseUnitFilter] through ruins-like effects</h3>
|
|
<p>Example: "May upgrade to [Melee] through ruins-like effects"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="double-movement-in-terrainfilter">🔷 Double movement in [terrainFilter]</h3>
|
|
<p>Example: "Double movement in [Forest]"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="all-tiles-cost-1-movement">🔷 All tiles cost 1 movement</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-pass-through-impassable-tiles">🔷 Can pass through impassable tiles</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="ignores-terrain-cost">🔷 Ignores terrain cost</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="ignores-zone-of-control">🔷 Ignores Zone of Control</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="rough-terrain-penalty">🔷 Rough terrain penalty</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-enter-ice-tiles">🔷 Can enter ice tiles</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="cannot-enter-ocean-tiles">🔷 Cannot enter ocean tiles</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-enter-foreign-tiles-without-open-borders">🔷 May enter foreign tiles without open borders</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="may-enter-foreign-tiles-without-open-borders-but-loses-amount-religious-strength-each-turn-it-ends-there">🔷 May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there</h3>
|
|
<p>Example: "May enter foreign tiles without open borders, but loses [20] religious strength each turn it ends there"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="never-appears-as-a-barbarian-unit">🔷 Never appears as a Barbarian unit</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="religious-unit">🔷 Religious Unit</h3>
|
|
<p>Applicable to: Unit</p>
|
|
<h3 id="can-be-added-to-comment-in-the-capital">🔷 Can be added to [comment] in the Capital</h3>
|
|
<p>Example: "Can be added to [comment] in the Capital"</p>
|
|
<p>Applicable to: Unit</p>
|
|
<h2 id="promotion-uniques">Promotion uniques</h2>
|
|
<h3 id="heal-this-unit-by-amount-hp">🔷 Heal this unit by [amount] HP</h3>
|
|
<p>Example: "Heal this unit by [20] HP"</p>
|
|
<p>Applicable to: Promotion</p>
|
|
<h2 id="terrain-uniques">Terrain uniques</h2>
|
|
<h3 id="must-be-adjacent-to-amount-simpleterrain-tiles">🔷 Must be adjacent to [amount] [simpleTerrain] tiles</h3>
|
|
<p>Example: "Must be adjacent to [20] [Elevated] tiles"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="must-be-adjacent-to-amount-to-amount-simpleterrain-tiles">🔷 Must be adjacent to [amount] to [amount] [simpleTerrain] tiles</h3>
|
|
<p>Example: "Must be adjacent to [20] to [20] [Elevated] tiles"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="must-not-be-on-amount-largest-landmasses">🔷 Must not be on [amount] largest landmasses</h3>
|
|
<p>Example: "Must not be on [20] largest landmasses"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="must-be-on-amount-largest-landmasses">🔷 Must be on [amount] largest landmasses</h3>
|
|
<p>Example: "Must be on [20] largest landmasses"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="occurs-on-latitudes-from-amount-to-amount-percent-of-distance-equator-to-pole">🔷 Occurs on latitudes from [amount] to [amount] percent of distance equator to pole</h3>
|
|
<p>Example: "Occurs on latitudes from [20] to [20] percent of distance equator to pole"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="occurs-in-groups-of-amount-to-amount-tiles">🔷 Occurs in groups of [amount] to [amount] tiles</h3>
|
|
<p>Example: "Occurs in groups of [20] to [20] tiles"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="neighboring-tiles-will-convert-to-baseterrain">🔷 Neighboring tiles will convert to [baseTerrain]</h3>
|
|
<p>Example: "Neighboring tiles will convert to [Grassland]"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="neighboring-tiles-except-baseterrain-will-convert-to-baseterrain">🔷 Neighboring tiles except [baseTerrain] will convert to [baseTerrain]</h3>
|
|
<p>Example: "Neighboring tiles except [Grassland] will convert to [Grassland]"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="grants-500-gold-to-the-first-civilization-to-discover-it">🔷 Grants 500 Gold to the first civilization to discover it</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="units-ending-their-turn-on-this-terrain-take-amount-damage">🔷 Units ending their turn on this terrain take [amount] damage</h3>
|
|
<p>Example: "Units ending their turn on this terrain take [20] damage"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="grants-promotion-comment-to-adjacent-mapunitfilter-units-for-the-rest-of-the-game">🔷 Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game</h3>
|
|
<p>Example: "Grants [Shock I] ([comment]) to adjacent [Wounded] units for the rest of the game"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="amount-strength-for-cities-built-on-this-terrain">🔷 [amount] Strength for cities built on this terrain</h3>
|
|
<p>Example: "[20] Strength for cities built on this terrain"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="provides-a-one-time-production-bonus-to-the-closest-city-when-cut-down">🔷 Provides a one-time Production bonus to the closest city when cut down</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="tile-provides-yield-without-assigned-population">🔷 Tile provides yield without assigned population</h3>
|
|
<p>Applicable to: Terrain, Improvement</p>
|
|
<h3 id="nullifies-all-other-stats-this-tile-provides">🔷 Nullifies all other stats this tile provides</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="only-improvementfilter-improvements-may-be-built-on-this-tile">🔷 Only [improvementFilter] improvements may be built on this tile</h3>
|
|
<p>Example: "Only [All Road] improvements may be built on this tile"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="blocks-line-of-sight-from-tiles-at-same-elevation">🔷 Blocks line-of-sight from tiles at same elevation</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="has-an-elevation-of-amount-for-visibility-calculations">🔷 Has an elevation of [amount] for visibility calculations</h3>
|
|
<p>Example: "Has an elevation of [20] for visibility calculations"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="always-fertility-amount-for-map-generation">🔷 Always Fertility [amount] for Map Generation</h3>
|
|
<p>Example: "Always Fertility [20] for Map Generation"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="amount-to-fertility-for-map-generation">🔷 [amount] to Fertility for Map Generation</h3>
|
|
<p>Example: "[20] to Fertility for Map Generation"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="a-region-is-formed-with-at-least-amount-simpleterrain-tiles-with-priority-amount">🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]</h3>
|
|
<p>Example: "A Region is formed with at least [20]% [Elevated] tiles, with priority [20]"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="a-region-is-formed-with-at-least-amount-simpleterrain-tiles-and-simpleterrain-tiles-with-priority-amount">🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]</h3>
|
|
<p>Example: "A Region is formed with at least [20]% [Elevated] tiles and [Elevated] tiles, with priority [20]"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="a-region-can-not-contain-more-simpleterrain-tiles-than-simpleterrain-tiles">🔷 A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles</h3>
|
|
<p>Example: "A Region can not contain more [Elevated] tiles than [Elevated] tiles"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="base-terrain-on-this-tile-is-not-counted-for-region-determination">🔷 Base Terrain on this tile is not counted for Region determination</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="starts-in-regions-of-this-type-receive-an-extra-resource">🔷 Starts in regions of this type receive an extra [resource]</h3>
|
|
<p>Example: "Starts in regions of this type receive an extra [Iron]"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="never-receives-any-resources">🔷 Never receives any resources</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="becomes-terrainname-when-adjacent-to-terrainfilter">🔷 Becomes [terrainName] when adjacent to [terrainFilter]</h3>
|
|
<p>Example: "Becomes [terrainName] when adjacent to [Forest]"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="considered-terrainquality-when-determining-start-locations">🔷 Considered [terrainQuality] when determining start locations</h3>
|
|
<p>Example: "Considered [Undesirable] when determining start locations"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="doesnt-generate-naturally">🔷 Doesn't generate naturally</h3>
|
|
<p>Applicable to: Terrain, Resource</p>
|
|
<h3 id="occurs-at-temperature-between-amount-and-amount-and-humidity-between-amount-and-amount">🔷 Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]</h3>
|
|
<p>Example: "Occurs at temperature between [20] and [20] and humidity between [20] and [20]"</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="occurs-in-chains-at-high-elevations">🔷 Occurs in chains at high elevations</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="occurs-in-groups-around-high-elevations">🔷 Occurs in groups around high elevations</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="every-amount-tiles-with-this-terrain-will-receive-a-major-deposit-of-a-strategic-resource">🔷 Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.</h3>
|
|
<p>Example: "Every [20] tiles with this terrain will receive a major deposit of a strategic resource."</p>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="rare-feature">🔷 Rare feature</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="resistant-to-nukes">🔷 Resistant to nukes</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="can-be-destroyed-by-nukes">🔷 Can be destroyed by nukes</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="fresh-water">🔷 Fresh water</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h3 id="rough-terrain">🔷 Rough terrain</h3>
|
|
<p>Applicable to: Terrain</p>
|
|
<h2 id="improvement-uniques">Improvement uniques</h2>
|
|
<h3 id="can-also-be-built-on-tiles-adjacent-to-fresh-water">🔷 Can also be built on tiles adjacent to fresh water</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="stats-from-tilefilter-tiles">🔷 [stats] from [tileFilter] tiles</h3>
|
|
<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles"</p>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="stats-for-each-adjacent-tilefilter">🔷 [stats] for each adjacent [tileFilter]</h3>
|
|
<p>Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"</p>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="can-be-built-outside-your-borders">🔷 Can be built outside your borders</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="can-be-built-just-outside-your-borders">🔷 Can be built just outside your borders</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="cannot-be-built-on-tilefilter-tiles">🔷 Cannot be built on [tileFilter] tiles</h3>
|
|
<p>Example: "Cannot be built on [Farm] tiles"</p>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="does-not-need-removal-of-tilefilter">🔷 Does not need removal of [tileFilter]</h3>
|
|
<p>Example: "Does not need removal of [Farm]"</p>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="gives-a-defensive-bonus-of-amount">🔷 Gives a defensive bonus of [amount]%</h3>
|
|
<p>Example: "Gives a defensive bonus of [20]%"</p>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="costs-amount-gold-per-turn-when-in-your-territory">🔷 Costs [amount] gold per turn when in your territory</h3>
|
|
<p>Example: "Costs [20] gold per turn when in your territory"</p>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="adjacent-enemy-units-ending-their-turn-take-amount-damage">🔷 Adjacent enemy units ending their turn take [amount] damage</h3>
|
|
<p>Example: "Adjacent enemy units ending their turn take [20] damage"</p>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="great-improvement">🔷 Great Improvement</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="provides-a-random-bonus-when-entered">🔷 Provides a random bonus when entered</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="unpillagable">🔷 Unpillagable</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="indestructible">🔷 Indestructible</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h3 id="irremovable">🔷 Irremovable</h3>
|
|
<p>Applicable to: Improvement</p>
|
|
<h2 id="resource-uniques">Resource uniques</h2>
|
|
<h3 id="generated-with-weight-amount">🔷 Generated with weight [amount]</h3>
|
|
<p>Example: "Generated with weight [20]"</p>
|
|
<p>Applicable to: Resource</p>
|
|
<h3 id="minor-deposits-generated-with-weight-amount">🔷 Minor deposits generated with weight [amount]</h3>
|
|
<p>Example: "Minor deposits generated with weight [20]"</p>
|
|
<p>Applicable to: Resource</p>
|
|
<h3 id="generated-near-city-states-with-weight-amount">🔷 Generated near City States with weight [amount]</h3>
|
|
<p>Example: "Generated near City States with weight [20]"</p>
|
|
<p>Applicable to: Resource</p>
|
|
<h3 id="special-placement-during-map-generation">🔷 Special placement during map generation</h3>
|
|
<p>Applicable to: Resource</p>
|
|
<h3 id="generated-on-every-amount-tiles">🔷 Generated on every [amount] tiles</h3>
|
|
<p>Example: "Generated on every [20] tiles"</p>
|
|
<p>Applicable to: Resource</p>
|
|
<h3 id="guaranteed-with-strategic-balance-resource-option">🔷 Guaranteed with Strategic Balance resource option</h3>
|
|
<p>Applicable to: Resource</p>
|
|
<h3 id="deposits-in-tilefilter-tiles-always-provide-amount-resources">🔷 Deposits in [tileFilter] tiles always provide [amount] resources</h3>
|
|
<p>Example: "Deposits in [Farm] tiles always provide [20] resources"</p>
|
|
<p>Applicable to: Resource</p>
|
|
<h3 id="can-only-be-created-by-mercantile-city-states">🔷 Can only be created by Mercantile City-States</h3>
|
|
<p>Applicable to: Resource</p>
|
|
<h2 id="ruins-uniques">Ruins uniques</h2>
|
|
<h3 id="free-baseunitfilter-found-in-the-ruins">🔷 Free [baseUnitFilter] found in the ruins</h3>
|
|
<p>Example: "Free [Melee] found in the ruins"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="amount-population-in-a-random-city">🔷 [amount] population in a random city</h3>
|
|
<p>Example: "[20] population in a random city"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="amount-free-random-researchable-techs-from-the-era">🔷 [amount] free random researchable Tech(s) from the [era]</h3>
|
|
<p>Example: "[20] free random researchable Tech(s) from the [Ancient era]"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="gain-amount-stat">🔷 Gain [amount] [stat]</h3>
|
|
<p>Example: "Gain [20] [Culture]"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="gain-amount-amount-stat">🔷 Gain [amount]-[amount] [stat]</h3>
|
|
<p>Example: "Gain [20]-[20] [Culture]"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="gain-enough-faith-for-a-pantheon">🔷 Gain enough Faith for a Pantheon</h3>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="gain-enough-faith-for-amount-of-a-great-prophet">🔷 Gain enough Faith for [amount]% of a Great Prophet</h3>
|
|
<p>Example: "Gain enough Faith for [20]% of a Great Prophet"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="reveal-up-to-amountall-tilefilter-within-a-amount-tile-radius">🔷 Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius</h3>
|
|
<p>Example: "Reveal up to [amount/'all'] [Farm] within a [20] tile radius"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="from-a-randomly-chosen-tile-amount-tiles-away-from-the-ruins-reveal-tiles-up-to-amount-tiles-away-with-amount-chance">🔷 From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance</h3>
|
|
<p>Example: "From a randomly chosen tile [20] tiles away from the ruins, reveal tiles up to [20] tiles away with [20]% chance"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="this-unit-gains-amount-xp">🔷 This Unit gains [amount] XP</h3>
|
|
<p>Example: "This Unit gains [20] XP"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="this-unit-upgrades-for-free-including-special-upgrades">🔷 This Unit upgrades for free including special upgrades</h3>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="only-available-after-amount-turns">🔷 Only available after [amount] turns</h3>
|
|
<p>Example: "Only available after [20] turns"</p>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="hidden-before-founding-a-pantheon">🔷 Hidden before founding a Pantheon</h3>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="hidden-after-founding-a-pantheon">🔷 Hidden after founding a Pantheon</h3>
|
|
<p>Applicable to: Ruins</p>
|
|
<h3 id="hidden-after-generating-a-great-prophet">🔷 Hidden after generating a Great Prophet</h3>
|
|
<p>Applicable to: Ruins</p>
|
|
<h2 id="citystate-uniques">CityState uniques</h2>
|
|
<h3 id="provides-stats-per-turn">🔷 Provides [stats] per turn</h3>
|
|
<p>Example: "Provides [+1 Gold, +2 Production] per turn"</p>
|
|
<p>Applicable to: CityState</p>
|
|
<h3 id="provides-stats-cityfilter-per-turn">🔷 Provides [stats] [cityFilter] per turn</h3>
|
|
<p>Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn"</p>
|
|
<p>Applicable to: CityState</p>
|
|
<h3 id="provides-amount-happiness">🔷 Provides [amount] Happiness</h3>
|
|
<p>Example: "Provides [20] Happiness"</p>
|
|
<p>Applicable to: CityState</p>
|
|
<h3 id="provides-military-units-every-amount-turns">🔷 Provides military units every ≈[amount] turns</h3>
|
|
<p>Example: "Provides military units every ≈[20] turns"</p>
|
|
<p>Applicable to: CityState</p>
|
|
<h3 id="provides-a-unique-luxury">🔷 Provides a unique luxury</h3>
|
|
<p>Applicable to: CityState</p>
|
|
<h2 id="conditional-uniques">Conditional uniques</h2>
|
|
<h3 id="_1">🔷 <when at war></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_2">🔷 <when not at war></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_3">🔷 <during a Golden Age></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_4">🔷 <with [resource]></h3>
|
|
<p>Example: "<with [Iron]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_5">🔷 <while the empire is happy></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_6">🔷 <when between [amount] and [amount] Happiness></h3>
|
|
<p>Example: "<when between [20] and [20] Happiness>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_7">🔷 <when below [amount] Happiness></h3>
|
|
<p>Example: "<when below [20] Happiness>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_8">🔷 <during the [era]></h3>
|
|
<p>Example: "<during the [Ancient era]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_9">🔷 <before the [era]></h3>
|
|
<p>Example: "<before the [Ancient era]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_10">🔷 <starting from the [era]></h3>
|
|
<p>Example: "<starting from the [Ancient era]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_11">🔷 <if no other Civilization has researched this></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_12">🔷 <after discovering [tech]></h3>
|
|
<p>Example: "<after discovering [Agriculture]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_13">🔷 <before discovering [tech]></h3>
|
|
<p>Example: "<before discovering [Agriculture]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_14">🔷 <after adopting [policy]></h3>
|
|
<p>Example: "<after adopting [Oligarchy]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_15">🔷 <before adopting [policy]></h3>
|
|
<p>Example: "<before adopting [Oligarchy]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_16">🔷 <if [buildingName] is constructed></h3>
|
|
<p>Example: "<if [Library] is constructed>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_17">🔷 <for [amount] turns></h3>
|
|
<p>Example: "<for [20] turns>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_18">🔷 <by consuming this unit></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_19">🔷 <in cities with a [buildingFilter]></h3>
|
|
<p>Example: "<in cities with a [Culture]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_20">🔷 <in cities without a [buildingFilter]></h3>
|
|
<p>Example: "<in cities without a [Culture]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_21">🔷 <if this city has at least [amount] specialists></h3>
|
|
<p>Example: "<if this city has at least [20] specialists>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_22">🔷 <in cities where this religion has at least [amount] followers></h3>
|
|
<p>Example: "<in cities where this religion has at least [20] followers>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_23">🔷 <with a garrison></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_24">🔷 <for [mapUnitFilter] units></h3>
|
|
<p>Example: "<for [Wounded] units>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_25">🔷 <for units with [promotion]></h3>
|
|
<p>Example: "<for units with [Shock I]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_26">🔷 <for units without [promotion]></h3>
|
|
<p>Example: "<for units without [Shock I]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_27">🔷 <vs cities></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_28">🔷 <vs [mapUnitFilter] units></h3>
|
|
<p>Example: "<vs [Wounded] units>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_29">🔷 <when fighting units from a Civilization with more Cities than you></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_30">🔷 <when attacking></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_31">🔷 <when defending></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_32">🔷 <when fighting in [tileFilter] tiles></h3>
|
|
<p>Example: "<when fighting in [Farm] tiles>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_33">🔷 <on foreign continents></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_34">🔷 <when adjacent to a [mapUnitFilter] unit></h3>
|
|
<p>Example: "<when adjacent to a [Wounded] unit>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_35">🔷 <when above [amount] HP></h3>
|
|
<p>Example: "<when above [20] HP>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_36">🔷 <when below [amount] HP></h3>
|
|
<p>Example: "<when below [20] HP>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_37">🔷 <with [amount] to [amount] neighboring [tileFilter] tiles></h3>
|
|
<p>Example: "<with [20] to [20] neighboring [Farm] tiles>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_38">🔷 <with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles></h3>
|
|
<p>Example: "<with [20] to [20] neighboring [Farm] [Farm] tiles>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_39">🔷 <in [tileFilter] tiles></h3>
|
|
<p>Example: "<in [Farm] tiles>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_40">🔷 <in [tileFilter] [tileFilter] tiles></h3>
|
|
<p>Example: "<in [Farm] [Farm] tiles>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_41">🔷 <in tiles without [tileFilter]></h3>
|
|
<p>Example: "<in tiles without [Farm]>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_42">🔷 <on water maps></h3>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_43">🔷 <in [regionType] Regions></h3>
|
|
<p>Example: "<in [Hybrid] Regions>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h3 id="_44">🔷 <in all except [regionType] Regions></h3>
|
|
<p>Example: "<in all except [Hybrid] Regions>"</p>
|
|
<p>Applicable to: Conditional</p>
|
|
<h2 id="deprecated-uniques">Deprecated uniques</h2>
|
|
<ul>
|
|
<li>"[stats] from every Wonder" - Deprecated as of 3.19.1, replace with "[stats] from every [Wonder]"</li>
|
|
<li>"[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>"</li>
|
|
<li>"+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"</li>
|
|
<li>"[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]"</li>
|
|
<li>"[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]"</li>
|
|
<li>"[amount]% Culture cost of natural border growth [cityFilter]" - Deprecated as of 3.19.2, replace with "[amount]% Culture cost of natural border growth [cityFilter]"</li>
|
|
<li>"-[amount]% Culture cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Culture cost of natural border growth [cityFilter]"</li>
|
|
<li>"[amount]% cost of natural border growth" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of natural border growth [in all cities]"</li>
|
|
<li>"-[amount]% Gold cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Gold cost of acquiring tiles [cityFilter]"</li>
|
|
<li>"[stat] cost of purchasing [baseUnitFilter] units in cities [amount]%" - Deprecated as of 3.19.3, replace with "[stat] cost of purchasing [baseUnitFilter] units [amount]%"</li>
|
|
<li>"+[amount]% attacking strength for cities with garrisoned units" - Deprecated as of 3.19.1, replace with "[+amount]% Strength for cities <with a garrison> <when attacking>"</li>
|
|
<li>"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]>"</li>
|
|
<li>"Population loss from nuclear attacks -[amount]%" - Deprecated as of 3.19.2, replace with "Population loss from nuclear attacks [-amount]% [in this city]"</li>
|
|
<li>"[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]>"</li>
|
|
<li>"[amount] HP when healing in [tileFilter] tiles" - Deprecated as of 3.19.4, replace with "[amount] HP when healing <in [tileFilter] tiles>"</li>
|
|
<li>"Melee units pay no movement cost to pillage" - Deprecated as of 3.18.17, replace with "No movement cost to pillage <for [Melee] units>"</li>
|
|
<li>"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"</li>
|
|
<li>"+[amount]% attack strength to all [mapUnitFilter] units for [amount2] turns" - Deprecated as of 3.19.8, replace with "[+amount]% Strength <when attacking> <for [mapUnitFilter] units> <for [amount2] turns>"</li>
|
|
<li>"Golden Age length increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% Golden Age length"</li>
|
|
<li>"+[amount]% Defensive Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities <when defending>"</li>
|
|
<li>"[amount]% Attacking Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities <when attacking>"</li>
|
|
<li>"[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>"</li>
|
|
<li>"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>"</li>
|
|
<li>"Double gold from Great Merchant trade missions" - Deprecated as of 3.18.17, replace with "[+100]% Gold from Great Merchant trade missions"</li>
|
|
<li>"Defensive buildings in all cities are 25% more effective" - Deprecated as of 3.18.17, replace with "[+25]% City Strength from defensive buildings"</li>
|
|
<li>"Maintenance on roads & railroads reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% maintenance on road & railroads"</li>
|
|
<li>"-[amount]% maintenance cost for buildings [cityFilter]" - Deprecated as of 3.18.17, replace with "[-amount]% maintenance cost for buildings [cityFilter]"</li>
|
|
<li>"+[amount] happiness from each type of luxury resource" - Deprecated as of 3.18.17, replace with "[+amount] Happiness from each type of luxury resource"</li>
|
|
<li>"Culture cost of adopting new Policies reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% Culture cost of adopting new Policies"</li>
|
|
<li>"[amount]% Culture cost of adopting new policies" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of adopting new Policies"</li>
|
|
<li>"Quantity of Resources gifted by City-States increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% resources gifted by City-States"</li>
|
|
<li>"City-State Influence degrades [amount]% slower" - Deprecated as of 3.18.17, replace with "[-amount]% City-State Influence degradation"</li>
|
|
<li>"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"</li>
|
|
<li>"+[amount]% [stat] from every [tileFilter/specialist/buildingName]" - Deprecated as of 3.18.17, replace with "[+amount]% [stat] from every [tileFilter/specialist/buildingName]"</li>
|
|
<li>"+[amount]% yield from every [tileFilter]" - Deprecated as of 3.18.17, replace with "[+amount]% Yield from every [tileFilter]"</li>
|
|
<li>"[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]>"</li>
|
|
<li>"[mapUnitFilter] units gain [amount]% more Experience from combat" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat <for [mapUnitFilter] units>"</li>
|
|
<li>"[amount]% maintenance costs for [mapUnitFilter] units" - Deprecated as of 3.18.14, replace with "[amount]% maintenance costs <for [mapUnitFilter] units>"</li>
|
|
<li>"50% of excess happiness added to culture towards policies" - Deprecated as of 3.18.2, replace with "[50]% of excess happiness converted to [Culture]"</li>
|
|
<li>"-[amount]% food consumption by specialists [cityFilter]" - Deprecated as of 3.18.2, replace with "[-amount]% Food consumption by specialists [cityFilter]"</li>
|
|
<li>"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]>"</li>
|
|
<li>"Provides a free [buildingName] [cityFilter]" - Deprecated as of 3.17.7 - removed 3.18.19, replace with "Gain a free [buildingName] [cityFilter]"</li>
|
|
<li>"+[amount]% [stat] [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [cityFilter]"</li>
|
|
<li>"+[amount]% [stat] in all cities" - Deprecated as of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [in all cities]"</li>
|
|
<li>"[amount]% [stat] while the empire is happy" - Deprecated as of 3.17.1 - removed 3.18.18, replace with "[amount]% [stat] [in all cities] <while the empire is happy>"</li>
|
|
<li>"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"</li>
|
|
<li>"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"</li>
|
|
<li>"[mapUnitFilter] units deal +[amount]% damage" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <for [mapUnitFilter] units>"</li>
|
|
<li>"+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> <during a Golden Age>"</li>
|
|
<li>"[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>"</li>
|
|
<li>"+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> <vs cities> <when attacking>"</li>
|
|
<li>"+[amount] Movement for all [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount] Movement <for [mapUnitFilter] units>"</li>
|
|
<li>"+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> <during a Golden Age>"</li>
|
|
<li>"[amount] Sight for all [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount] Sight <for [mapUnitFilter] units>"</li>
|
|
<li>"[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>"</li>
|
|
<li>"+[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]"</li>
|
|
<li>"+[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]"</li>
|
|
<li>"+[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]"</li>
|
|
<li>"+[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]"</li>
|
|
<li>"+[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]"</li>
|
|
<li>"Increases embarked movement +1" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"</li>
|
|
<li>"+1 Movement for all embarked units" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"</li>
|
|
<li>"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]"</li>
|
|
<li>"Unhappiness from population decreased by [amount]% [cityFilter]" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[-amount]% unhappiness from population [cityFilter]"</li>
|
|
<li>"+[amount]% growth [cityFilter]" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[+amount]% growth [cityFilter]"</li>
|
|
<li>"+[amount]% growth [cityFilter] when not at war" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[+amount]% growth [cityFilter] <when not at war>"</li>
|
|
<li>"-[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>"</li>
|
|
<li>"-[amount]% unit upkeep costs" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[amount]% maintenance costs <for [All] units>"</li>
|
|
<li>"[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"</li>
|
|
<li>"[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>"</li>
|
|
<li>"+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"</li>
|
|
<li>"-33% unit upkeep costs" - Deprecated Extremely old - used for auto-updates only, replace with "[-33]% maintenance costs <for [All] units>"</li>
|
|
<li>"-50% food consumption by specialists" - Deprecated Extremely old - used for auto-updates only, replace with "[-50]% Food consumption by specialists [in all cities]"</li>
|
|
<li>"+50% attacking strength for cities with garrisoned units" - Deprecated Extremely old - used for auto-updates only, replace with "[+50]% Strength for cities <with a garrison> <when attacking>"</li>
|
|
<li>"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]>"</li>
|
|
<li>"Not displayed as an available construction without [buildingName/tech/resource/policy]" - Deprecated as of 3.19.8, replace with "Only available <after adopting [buildingName/tech/resource/policy]>" OR "Only available <with [buildingName/tech/resource/policy]>" OR "Only available <if [buildingName/tech/resource/policy] is constructed>" OR "Only available <after discovering [buildingName/tech/resource/policy]>"</li>
|
|
<li>"Unlocked with [buildingName/tech/era/policy]" - Deprecated as of 3.19.12, replace with "Only available <after adopting [buildingName/tech/era/policy]>" OR "Only available <if [buildingName/tech/era/policy] is constructed>" OR "Only available <starting from the [buildingName/tech/era/policy]>" OR "Only available <after discovering [buildingName/tech/era/policy]>"</li>
|
|
<li>"Requires [buildingName/tech/era/policy]" - Deprecated as of 3.19.12, replace with "Only available <after adopting [buildingName/tech/era/policy]>" OR "Only available <if [buildingName/tech/era/policy] is constructed>" OR "Only available <starting from the [buildingName/tech/era/policy]>" OR "Only available <after discovering [buildingName/tech/era/policy]>"</li>
|
|
<li>"Cannot be built with [buildingName]" - Deprecated as of 3.19.9, replace with "Only available <in cities without a [buildingName]>"</li>
|
|
<li>"Requires a [buildingName] in this city" - Deprecated as of 3.19.9, replace with "Only available <in cities with a [buildingName]>"</li>
|
|
<li>"[stats] with [resource]" - Deprecated as of 3.19.7, replace with "[stats] <with [resource]>"</li>
|
|
<li>"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]"</li>
|
|
<li>"[stats] once [tech] is discovered" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "[stats] <after discovering [tech]>"</li>
|
|
<li>"Eliminates combat penalty for attacking from the sea" - Deprecated as of 3.19.8, replace with "Eliminates combat penalty for attacking across a coast"</li>
|
|
<li>"[amount]% Bonus XP gain" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat"</li>
|
|
<li>"Cannot enter ocean tiles until Astronomy" - Deprecated as of 3.18.6, replace with "Cannot enter ocean tiles <before discovering [Astronomy]>"</li>
|
|
<li>"+[amount]% Strength when attacking" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <when attacking>"</li>
|
|
<li>"+[amount]% Strength when defending" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <when defending>"</li>
|
|
<li>"[amount]% Strength when defending vs [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when defending> <vs [mapUnitFilter] units>"</li>
|
|
<li>"+[amount]% defence in [tileFilter] tiles" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles> <when defending>"</li>
|
|
<li>"+[amount]% Strength in [tileFilter]" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles>"</li>
|
|
<li>"[amount] Visibility Range" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount] Sight"</li>
|
|
<li>"Limited Visibility" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[-1] Sight"</li>
|
|
<li>"Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [Coast]"</li>
|
|
<li>"Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"</li>
|
|
<li>"Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"</li>
|
|
<li>"+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"</li>
|
|
<li>"-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength"</li>
|
|
<li>"+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength <vs cities>"</li>
|
|
<li>"-[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength <vs cities>"</li>
|
|
<li>"+[amount]% Combat Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"</li>
|
|
<li>"+1 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+1] Sight"</li>
|
|
<li>"+[amount] Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight"</li>
|
|
<li>"+[amount] Sight for all [mapUnitFilter] units" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight <for [mapUnitFilter] units>"</li>
|
|
<li>"+2 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+2] Sight"</li>
|
|
<li>"Can build improvements on tiles" - Deprecated Extremely old - used for auto-updates only, replace with "Can build [Land] improvements on tiles"</li>
|
|
<li>"Science gained from research agreements +50%" - Deprecated Extremely old - used for auto-updates only, replace with "Science gained from research agreements [+50]%"</li>
|
|
<li>"Deal [amount] damage to adjacent enemy units" - Deprecated as of 3.18.17, replace with "Adjacent enemy units ending their turn take [amount] damage"</li>
|
|
<li>"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]>"</li>
|
|
<li>"[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]>"</li>
|
|
<li>"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"</li>
|
|
</ul>
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