Unciv/site/uniques/index.html
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Triggerable uniques
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<nav class="md-nav" aria-label="Triggerable uniques">
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<li class="md-nav__item">
<a href="#free-baseunitfilter-appears" class="md-nav__link">
&#x1F537; Free [baseUnitFilter] appears
</a>
</li>
<li class="md-nav__item">
<a href="#amount-free-baseunitfilter-units-appear" class="md-nav__link">
&#x1F537; [amount] free [baseUnitFilter] units appear
</a>
</li>
<li class="md-nav__item">
<a href="#free-social-policy" class="md-nav__link">
&#x1F537; Free Social Policy
</a>
</li>
<li class="md-nav__item">
<a href="#amount-free-social-policies" class="md-nav__link">
&#x1F537; [amount] Free Social Policies
</a>
</li>
<li class="md-nav__item">
<a href="#empire-enters-golden-age" class="md-nav__link">
&#x1F537; Empire enters golden age
</a>
</li>
<li class="md-nav__item">
<a href="#free-great-person" class="md-nav__link">
&#x1F537; Free Great Person
</a>
</li>
<li class="md-nav__item">
<a href="#amount-population-cityfilter" class="md-nav__link">
&#x1F537; [amount] population [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#free-technology" class="md-nav__link">
&#x1F537; Free Technology
</a>
</li>
<li class="md-nav__item">
<a href="#amount-free-technologies" class="md-nav__link">
&#x1F537; [amount] Free Technologies
</a>
</li>
<li class="md-nav__item">
<a href="#reveals-the-entire-map" class="md-nav__link">
&#x1F537; Reveals the entire map
</a>
</li>
<li class="md-nav__item">
<a href="#triggers-voting-for-the-diplomatic-victory" class="md-nav__link">
&#x1F537; Triggers voting for the Diplomatic Victory
</a>
</li>
<li class="md-nav__item">
<a href="#this-unit-gains-the-promotion-promotion" class="md-nav__link">
&#x1F537; 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">
&#x1F537; [mapUnitFilter] units gain the [promotion] promotion
</a>
</li>
<li class="md-nav__item">
<a href="#provides-the-cheapest-stat-building-in-your-first-amount-cities-for-free" class="md-nav__link">
&#x1F537; Provides the cheapest [stat] building in your first [amount] cities for free
</a>
</li>
<li class="md-nav__item">
<a href="#provides-a-buildingname-in-your-first-amount-cities-for-free" class="md-nav__link">
&#x1F537; Provides a [buildingName] in your first [amount] cities for free
</a>
</li>
<li class="md-nav__item">
<a href="#will-not-be-displayed-in-civilopedia" class="md-nav__link">
&#x1F537; Will not be displayed in Civilopedia
</a>
</li>
</ul>
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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">
<li class="md-nav__item">
<a href="#stats" class="md-nav__link">
&#x1F537; [stats]
</a>
</li>
<li class="md-nav__item">
<a href="#stats-cityfilter" class="md-nav__link">
&#x1F537; [stats] [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#stats-from-every-specialist-cityfilter" class="md-nav__link">
&#x1F537; [stats] from every specialist [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#stats-per-amount-population-cityfilter" class="md-nav__link">
&#x1F537; [stats] per [amount] population [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#stats-in-cities-with-amount-or-more-population" class="md-nav__link">
&#x1F537; [stats] in cities with [amount] or more population
</a>
</li>
<li class="md-nav__item">
<a href="#stats-in-cities-on-terrainfilter-tiles" class="md-nav__link">
&#x1F537; [stats] in cities on [terrainFilter] tiles
</a>
</li>
<li class="md-nav__item">
<a href="#stats-from-all-buildingfilter-buildings" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#stats-from-every-tilefilterspecialistbuildingfilter" class="md-nav__link">
&#x1F537; [stats] from every [tileFilter/specialist/buildingFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#stats-from-each-trade-route" class="md-nav__link">
&#x1F537; [stats] from each Trade Route
</a>
</li>
<li class="md-nav__item">
<a href="#amount-stat" class="md-nav__link">
&#x1F537; [amount]% [stat]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-stat-cityfilter" class="md-nav__link">
&#x1F537; [amount]% [stat] [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-stat-from-every-tilefilterspecialistbuildingname" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [amount]% Yield from every [tileFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-stat-from-city-states" class="md-nav__link">
&#x1F537; [amount]% [stat] from City-States
</a>
</li>
<li class="md-nav__item">
<a href="#gold-from-all-trade-routes-25" class="md-nav__link">
&#x1F537; Gold from all trade routes +25%
</a>
</li>
<li class="md-nav__item">
<a href="#nullifies-stat-cityfilter" class="md-nav__link">
&#x1F537; Nullifies [stat] [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#nullifies-growth-cityfilter" class="md-nav__link">
&#x1F537; Nullifies Growth [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-production-when-constructing-buildingfilter-wonders-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; [amount] units cost no maintenance
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-build-baseunitfilter-units" class="md-nav__link">
&#x1F537; Cannot build [baseUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#amount-growth-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; Gain a free [buildingName] [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-great-person-generation-cityfilter" class="md-nav__link">
&#x1F537; [amount]% Great Person generation [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-great-person-generation-cityfilter_1" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [amount]% unhappiness from population [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-unhappiness-from-specialists-cityfilter" class="md-nav__link">
&#x1F537; [amount]% unhappiness from specialists [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-food-consumption-by-specialists-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; Improves movement speed on roads
</a>
</li>
<li class="md-nav__item">
<a href="#roads-connect-tiles-across-rivers" class="md-nav__link">
&#x1F537; Roads connect tiles across rivers
</a>
</li>
<li class="md-nav__item">
<a href="#amount-maintenance-on-road-railroads" class="md-nav__link">
&#x1F537; [amount]% maintenance on road &amp; railroads
</a>
</li>
<li class="md-nav__item">
<a href="#amount-maintenance-cost-for-buildings-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; Double quantity of [resource] produced
</a>
</li>
<li class="md-nav__item">
<a href="#double-happiness-from-natural-wonders" class="md-nav__link">
&#x1F537; Double Happiness from Natural Wonders
</a>
</li>
<li class="md-nav__item">
<a href="#enables-construction-of-spaceship-parts" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; "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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Enables Open Borders agreements
</a>
</li>
<li class="md-nav__item">
<a href="#enables-research-agreements" class="md-nav__link">
&#x1F537; Enables Research agreements
</a>
</li>
<li class="md-nav__item">
<a href="#science-gained-from-research-agreements-amount" class="md-nav__link">
&#x1F537; Science gained from research agreements [amount]%
</a>
</li>
<li class="md-nav__item">
<a href="#triggers-victory" class="md-nav__link">
&#x1F537; Triggers victory
</a>
</li>
<li class="md-nav__item">
<a href="#triggers-a-cultural-victory-upon-completion" class="md-nav__link">
&#x1F537; 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">
&#x1F537; [amount]% City Strength from defensive buildings
</a>
</li>
<li class="md-nav__item">
<a href="#amount-tile-improvement-construction-time" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [amount]% Golden Age length
</a>
</li>
<li class="md-nav__item">
<a href="#amount-strength-for-cities" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; Can be continually researched
</a>
</li>
<li class="md-nav__item">
<a href="#amount-unit-supply" class="md-nav__link">
&#x1F537; [amount] Unit Supply
</a>
</li>
<li class="md-nav__item">
<a href="#amount-unit-supply-per-amount-population-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [amount] Unit Supply per city
</a>
</li>
<li class="md-nav__item">
<a href="#units-in-cities-cost-no-maintenance" class="md-nav__link">
&#x1F537; Units in cities cost no Maintenance
</a>
</li>
<li class="md-nav__item">
<a href="#rebel-units-may-spawn" class="md-nav__link">
&#x1F537; Rebel units may spawn
</a>
</li>
<li class="md-nav__item">
<a href="#amount-strength" class="md-nav__link">
&#x1F537; [amount]% Strength
</a>
</li>
<li class="md-nav__item">
<a href="#amount-strength-decreasing-with-distance-from-the-capital" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; +30% Strength when fighting City-State units and cities
</a>
</li>
<li class="md-nav__item">
<a href="#amount-movement" class="md-nav__link">
&#x1F537; [amount] Movement
</a>
</li>
<li class="md-nav__item">
<a href="#amount-sight" class="md-nav__link">
&#x1F537; [amount] Sight
</a>
</li>
<li class="md-nav__item">
<a href="#amount-range" class="md-nav__link">
&#x1F537; [amount] Range
</a>
</li>
<li class="md-nav__item">
<a href="#amount-hp-when-healing" class="md-nav__link">
&#x1F537; [amount] HP when healing
</a>
</li>
<li class="md-nav__item">
<a href="#amount-spread-religion-strength" class="md-nav__link">
&#x1F537; [amount]% Spread Religion Strength
</a>
</li>
<li class="md-nav__item">
<a href="#no-defensive-terrain-bonus" class="md-nav__link">
&#x1F537; No defensive terrain bonus
</a>
</li>
<li class="md-nav__item">
<a href="#no-defensive-terrain-penalty" class="md-nav__link">
&#x1F537; No defensive terrain penalty
</a>
</li>
<li class="md-nav__item">
<a href="#no-movement-cost-to-pillage" class="md-nav__link">
&#x1F537; No movement cost to pillage
</a>
</li>
<li class="md-nav__item">
<a href="#may-heal-outside-of-friendly-territory" class="md-nav__link">
&#x1F537; May heal outside of friendly territory
</a>
</li>
<li class="md-nav__item">
<a href="#all-healing-effects-doubled" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Can only heal by pillaging
</a>
</li>
<li class="md-nav__item">
<a href="#normal-vision-when-embarked" class="md-nav__link">
&#x1F537; Normal vision when embarked
</a>
</li>
<li class="md-nav__item">
<a href="#defense-bonus-when-embarked" class="md-nav__link">
&#x1F537; Defense bonus when embarked
</a>
</li>
<li class="md-nav__item">
<a href="#embarked-units-can-defend-themselves" class="md-nav__link">
&#x1F537; Embarked units can defend themselves
</a>
</li>
<li class="md-nav__item">
<a href="#amount-maintenance-costs" class="md-nav__link">
&#x1F537; [amount]% maintenance costs
</a>
</li>
<li class="md-nav__item">
<a href="#amount-gold-cost-of-upgrading" class="md-nav__link">
&#x1F537; [amount]% Gold cost of upgrading
</a>
</li>
<li class="md-nav__item">
<a href="#greatperson-is-earned-amount-faster" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [amount] XP gained from combat
</a>
</li>
<li class="md-nav__item">
<a href="#amount-xp-gained-from-combat_1" class="md-nav__link">
&#x1F537; [amount]% XP gained from combat
</a>
</li>
<li class="md-nav__item">
<a href="#this-unit-upgrades-for-free" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Will not be chosen for new games
</a>
</li>
<li class="md-nav__item">
<a href="#starts-with-tech" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Starting tech
</a>
</li>
<li class="md-nav__item">
<a href="#only-available" class="md-nav__link">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; Consumes [amount] [resource]
</a>
</li>
<li class="md-nav__item">
<a href="#provides-amount-resource" class="md-nav__link">
&#x1F537; Provides [amount] [resource]
</a>
</li>
<li class="md-nav__item">
<a href="#unbuildable" class="md-nav__link">
&#x1F537; Unbuildable
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-be-purchased" class="md-nav__link">
&#x1F537; Cannot be purchased
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-purchased-with-stat-cityfilter" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Must be on [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#must-not-be-on-terrainfilter" class="md-nav__link">
&#x1F537; Must not be on [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#must-be-next-to-terrainfilter" class="md-nav__link">
&#x1F537; Must be next to [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#must-not-be-next-to-terrainfilter" class="md-nav__link">
&#x1F537; Must not be next to [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#unsellable" class="md-nav__link">
&#x1F537; Unsellable
</a>
</li>
<li class="md-nav__item">
<a href="#obsolete-with-tech" class="md-nav__link">
&#x1F537; Obsolete with [tech]
</a>
</li>
<li class="md-nav__item">
<a href="#indicates-the-capital-city" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Remove extra unhappiness from annexed cities
</a>
</li>
<li class="md-nav__item">
<a href="#spaceship-part" class="md-nav__link">
&#x1F537; Spaceship part
</a>
</li>
<li class="md-nav__item">
<a href="#hidden-when-religion-is-disabled" class="md-nav__link">
&#x1F537; Hidden when religion is disabled
</a>
</li>
<li class="md-nav__item">
<a href="#hidden-when-victorytype-victory-is-disabled" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Founds a new city
</a>
</li>
<li class="md-nav__item">
<a href="#can-construct-improvementname" class="md-nav__link">
&#x1F537; Can construct [improvementName]
</a>
</li>
<li class="md-nav__item">
<a href="#can-build-improvementfilterterrainfilter-improvements-on-tiles" class="md-nav__link">
&#x1F537; 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">
&#x1F537; May create improvements on water resources
</a>
</li>
<li class="md-nav__item">
<a href="#may-found-a-religion" class="md-nav__link">
&#x1F537; May found a religion
</a>
</li>
<li class="md-nav__item">
<a href="#may-enhance-a-religion" class="md-nav__link">
&#x1F537; May enhance a religion
</a>
</li>
<li class="md-nav__item">
<a href="#can-only-attack-combatantfilter-units" class="md-nav__link">
&#x1F537; Can only attack [combatantFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#can-only-attack-tilefilter-tiles" class="md-nav__link">
&#x1F537; Can only attack [tileFilter] tiles
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-attack" class="md-nav__link">
&#x1F537; Cannot attack
</a>
</li>
<li class="md-nav__item">
<a href="#must-set-up-to-ranged-attack" class="md-nav__link">
&#x1F537; Must set up to ranged attack
</a>
</li>
<li class="md-nav__item">
<a href="#self-destructs-when-attacking" class="md-nav__link">
&#x1F537; Self-destructs when attacking
</a>
</li>
<li class="md-nav__item">
<a href="#blast-radius-amount" class="md-nav__link">
&#x1F537; Blast radius [amount]
</a>
</li>
<li class="md-nav__item">
<a href="#ranged-attacks-may-be-performed-over-obstacles" class="md-nav__link">
&#x1F537; Ranged attacks may be performed over obstacles
</a>
</li>
<li class="md-nav__item">
<a href="#uncapturable" class="md-nav__link">
&#x1F537; Uncapturable
</a>
</li>
<li class="md-nav__item">
<a href="#may-withdraw-before-melee-amount" class="md-nav__link">
&#x1F537; May withdraw before melee ([amount]%)
</a>
</li>
<li class="md-nav__item">
<a href="#unable-to-capture-cities" class="md-nav__link">
&#x1F537; Unable to capture cities
</a>
</li>
<li class="md-nav__item">
<a href="#can-move-after-attacking" class="md-nav__link">
&#x1F537; Can move after attacking
</a>
</li>
<li class="md-nav__item">
<a href="#can-move-immediately-once-bought" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Can carry [amount] [mapUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#can-carry-amount-extra-mapunitfilter-units" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Cannot be carried by [mapUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#may-capture-killed-mapunitfilter-units" class="md-nav__link">
&#x1F537; May capture killed [mapUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#invisible-to-others" class="md-nav__link">
&#x1F537; Invisible to others
</a>
</li>
<li class="md-nav__item">
<a href="#invisible-to-non-adjacent-units" class="md-nav__link">
&#x1F537; Invisible to non-adjacent units
</a>
</li>
<li class="md-nav__item">
<a href="#can-see-invisible-mapunitfilter-units" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Double movement in [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#all-tiles-cost-1-movement" class="md-nav__link">
&#x1F537; All tiles cost 1 movement
</a>
</li>
<li class="md-nav__item">
<a href="#can-pass-through-impassable-tiles" class="md-nav__link">
&#x1F537; Can pass through impassable tiles
</a>
</li>
<li class="md-nav__item">
<a href="#ignores-terrain-cost" class="md-nav__link">
&#x1F537; Ignores terrain cost
</a>
</li>
<li class="md-nav__item">
<a href="#ignores-zone-of-control" class="md-nav__link">
&#x1F537; Ignores Zone of Control
</a>
</li>
<li class="md-nav__item">
<a href="#rough-terrain-penalty" class="md-nav__link">
&#x1F537; Rough terrain penalty
</a>
</li>
<li class="md-nav__item">
<a href="#can-enter-ice-tiles" class="md-nav__link">
&#x1F537; Can enter ice tiles
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-enter-ocean-tiles" class="md-nav__link">
&#x1F537; Cannot enter ocean tiles
</a>
</li>
<li class="md-nav__item">
<a href="#may-enter-foreign-tiles-without-open-borders" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Never appears as a Barbarian unit
</a>
</li>
<li class="md-nav__item">
<a href="#religious-unit" class="md-nav__link">
&#x1F537; Religious Unit
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-added-to-comment-in-the-capital" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Never receives any resources
</a>
</li>
<li class="md-nav__item">
<a href="#becomes-terrainname-when-adjacent-to-terrainfilter" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Considered [terrainQuality] when determining start locations
</a>
</li>
<li class="md-nav__item">
<a href="#doesnt-generate-naturally" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Rare feature
</a>
</li>
<li class="md-nav__item">
<a href="#resistant-to-nukes" class="md-nav__link">
&#x1F537; Resistant to nukes
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-destroyed-by-nukes" class="md-nav__link">
&#x1F537; Can be destroyed by nukes
</a>
</li>
<li class="md-nav__item">
<a href="#fresh-water" class="md-nav__link">
&#x1F537; Fresh water
</a>
</li>
<li class="md-nav__item">
<a href="#rough-terrain" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [stats] from [tileFilter] tiles
</a>
</li>
<li class="md-nav__item">
<a href="#stats-for-each-adjacent-tilefilter" class="md-nav__link">
&#x1F537; [stats] for each adjacent [tileFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-built-outside-your-borders" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Adjacent enemy units ending their turn take [amount] damage
</a>
</li>
<li class="md-nav__item">
<a href="#great-improvement" class="md-nav__link">
&#x1F537; Great Improvement
</a>
</li>
<li class="md-nav__item">
<a href="#provides-a-random-bonus-when-entered" class="md-nav__link">
&#x1F537; Provides a random bonus when entered
</a>
</li>
<li class="md-nav__item">
<a href="#unpillagable" class="md-nav__link">
&#x1F537; Unpillagable
</a>
</li>
<li class="md-nav__item">
<a href="#indestructible" class="md-nav__link">
&#x1F537; Indestructible
</a>
</li>
<li class="md-nav__item">
<a href="#irremovable" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Generated with weight [amount]
</a>
</li>
<li class="md-nav__item">
<a href="#minor-deposits-generated-with-weight-amount" class="md-nav__link">
&#x1F537; Minor deposits generated with weight [amount]
</a>
</li>
<li class="md-nav__item">
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&#x1F537; Generated near City States with weight [amount]
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&#x1F537; Special placement during map generation
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&#x1F537; Generated on every [amount] tiles
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&#x1F537; Guaranteed with Strategic Balance resource option
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&#x1F537; Deposits in [tileFilter] tiles always provide [amount] resources
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&#x1F537; Can only be created by Mercantile City-States
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&#x1F537; Free [baseUnitFilter] found in the ruins
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&#x1F537; [amount] population in a random city
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&#x1F537; [amount] free random researchable Tech(s) from the [era]
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&#x1F537; Gain [amount] [stat]
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&#x1F537; Gain [amount]-[amount] [stat]
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&#x1F537; Gain enough Faith for a Pantheon
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<a href="#gain-enough-faith-for-amount-of-a-great-prophet" class="md-nav__link">
&#x1F537; Gain enough Faith for [amount]% of a Great Prophet
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&#x1F537; Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius
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&#x1F537; From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance
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&#x1F537; This Unit gains [amount] XP
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&#x1F537; This Unit upgrades for free including special upgrades
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&#x1F537; Only available after [amount] turns
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&#x1F537; Hidden before founding a Pantheon
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&#x1F537; Hidden after founding a Pantheon
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&#x1F537; Hidden after generating a Great Prophet
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&#x1F537; Provides [stats] per turn
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&#x1F537; Provides [stats] [cityFilter] per turn
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&#x1F537; Provides [amount] Happiness
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&#x1F537; Provides military units every ≈[amount] turns
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&#x1F537; Provides a unique luxury
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Triggerable uniques
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<a href="#free-baseunitfilter-appears" class="md-nav__link">
&#x1F537; Free [baseUnitFilter] appears
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&#x1F537; [amount] free [baseUnitFilter] units appear
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&#x1F537; Free Social Policy
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&#x1F537; [amount] Free Social Policies
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&#x1F537; Empire enters golden age
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&#x1F537; Free Great Person
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&#x1F537; [amount] population [cityFilter]
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&#x1F537; Free Technology
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&#x1F537; [amount] Free Technologies
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&#x1F537; Reveals the entire map
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&#x1F537; Triggers voting for the Diplomatic Victory
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&#x1F537; This Unit gains the [promotion] promotion
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<a href="#mapunitfilter-units-gain-the-promotion-promotion" class="md-nav__link">
&#x1F537; [mapUnitFilter] units gain the [promotion] promotion
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&#x1F537; Provides the cheapest [stat] building in your first [amount] cities for free
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&#x1F537; Provides a [buildingName] in your first [amount] cities for free
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&#x1F537; Will not be displayed in Civilopedia
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&#x1F537; [stats]
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&#x1F537; [stats] [cityFilter]
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&#x1F537; [stats] from every specialist [cityFilter]
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&#x1F537; [stats] per [amount] population [cityFilter]
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&#x1F537; [stats] in cities with [amount] or more population
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&#x1F537; [stats] in cities on [terrainFilter] tiles
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&#x1F537; [stats] from all [buildingFilter] buildings
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<a href="#stats-whenever-a-great-person-is-expended" class="md-nav__link">
&#x1F537; [stats] whenever a Great Person is expended
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&#x1F537; [stats] from [tileFilter] tiles [cityFilter]
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&#x1F537; [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
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&#x1F537; [stats] from every [tileFilter/specialist/buildingFilter]
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&#x1F537; [stats] from each Trade Route
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&#x1F537; [amount]% [stat]
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&#x1F537; [amount]% [stat] [cityFilter]
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&#x1F537; [amount]% [stat] from every [tileFilter/specialist/buildingName]
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&#x1F537; [amount]% Yield from every [tileFilter]
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&#x1F537; [amount]% [stat] from City-States
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</li>
<li class="md-nav__item">
<a href="#gold-from-all-trade-routes-25" class="md-nav__link">
&#x1F537; Gold from all trade routes +25%
</a>
</li>
<li class="md-nav__item">
<a href="#nullifies-stat-cityfilter" class="md-nav__link">
&#x1F537; Nullifies [stat] [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#nullifies-growth-cityfilter" class="md-nav__link">
&#x1F537; Nullifies Growth [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-production-when-constructing-buildingfilter-wonders-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; [amount] units cost no maintenance
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-build-baseunitfilter-units" class="md-nav__link">
&#x1F537; Cannot build [baseUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#amount-growth-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; Gain a free [buildingName] [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-great-person-generation-cityfilter" class="md-nav__link">
&#x1F537; [amount]% Great Person generation [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-great-person-generation-cityfilter_1" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [amount]% unhappiness from population [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-unhappiness-from-specialists-cityfilter" class="md-nav__link">
&#x1F537; [amount]% unhappiness from specialists [cityFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#amount-food-consumption-by-specialists-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; Improves movement speed on roads
</a>
</li>
<li class="md-nav__item">
<a href="#roads-connect-tiles-across-rivers" class="md-nav__link">
&#x1F537; Roads connect tiles across rivers
</a>
</li>
<li class="md-nav__item">
<a href="#amount-maintenance-on-road-railroads" class="md-nav__link">
&#x1F537; [amount]% maintenance on road &amp; railroads
</a>
</li>
<li class="md-nav__item">
<a href="#amount-maintenance-cost-for-buildings-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; Double quantity of [resource] produced
</a>
</li>
<li class="md-nav__item">
<a href="#double-happiness-from-natural-wonders" class="md-nav__link">
&#x1F537; Double Happiness from Natural Wonders
</a>
</li>
<li class="md-nav__item">
<a href="#enables-construction-of-spaceship-parts" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; "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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Enables Open Borders agreements
</a>
</li>
<li class="md-nav__item">
<a href="#enables-research-agreements" class="md-nav__link">
&#x1F537; Enables Research agreements
</a>
</li>
<li class="md-nav__item">
<a href="#science-gained-from-research-agreements-amount" class="md-nav__link">
&#x1F537; Science gained from research agreements [amount]%
</a>
</li>
<li class="md-nav__item">
<a href="#triggers-victory" class="md-nav__link">
&#x1F537; Triggers victory
</a>
</li>
<li class="md-nav__item">
<a href="#triggers-a-cultural-victory-upon-completion" class="md-nav__link">
&#x1F537; 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">
&#x1F537; [amount]% City Strength from defensive buildings
</a>
</li>
<li class="md-nav__item">
<a href="#amount-tile-improvement-construction-time" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; [amount]% Golden Age length
</a>
</li>
<li class="md-nav__item">
<a href="#amount-strength-for-cities" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; Can be continually researched
</a>
</li>
<li class="md-nav__item">
<a href="#amount-unit-supply" class="md-nav__link">
&#x1F537; [amount] Unit Supply
</a>
</li>
<li class="md-nav__item">
<a href="#amount-unit-supply-per-amount-population-cityfilter" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [amount] Unit Supply per city
</a>
</li>
<li class="md-nav__item">
<a href="#units-in-cities-cost-no-maintenance" class="md-nav__link">
&#x1F537; Units in cities cost no Maintenance
</a>
</li>
<li class="md-nav__item">
<a href="#rebel-units-may-spawn" class="md-nav__link">
&#x1F537; Rebel units may spawn
</a>
</li>
<li class="md-nav__item">
<a href="#amount-strength" class="md-nav__link">
&#x1F537; [amount]% Strength
</a>
</li>
<li class="md-nav__item">
<a href="#amount-strength-decreasing-with-distance-from-the-capital" class="md-nav__link">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; +30% Strength when fighting City-State units and cities
</a>
</li>
<li class="md-nav__item">
<a href="#amount-movement" class="md-nav__link">
&#x1F537; [amount] Movement
</a>
</li>
<li class="md-nav__item">
<a href="#amount-sight" class="md-nav__link">
&#x1F537; [amount] Sight
</a>
</li>
<li class="md-nav__item">
<a href="#amount-range" class="md-nav__link">
&#x1F537; [amount] Range
</a>
</li>
<li class="md-nav__item">
<a href="#amount-hp-when-healing" class="md-nav__link">
&#x1F537; [amount] HP when healing
</a>
</li>
<li class="md-nav__item">
<a href="#amount-spread-religion-strength" class="md-nav__link">
&#x1F537; [amount]% Spread Religion Strength
</a>
</li>
<li class="md-nav__item">
<a href="#no-defensive-terrain-bonus" class="md-nav__link">
&#x1F537; No defensive terrain bonus
</a>
</li>
<li class="md-nav__item">
<a href="#no-defensive-terrain-penalty" class="md-nav__link">
&#x1F537; No defensive terrain penalty
</a>
</li>
<li class="md-nav__item">
<a href="#no-movement-cost-to-pillage" class="md-nav__link">
&#x1F537; No movement cost to pillage
</a>
</li>
<li class="md-nav__item">
<a href="#may-heal-outside-of-friendly-territory" class="md-nav__link">
&#x1F537; May heal outside of friendly territory
</a>
</li>
<li class="md-nav__item">
<a href="#all-healing-effects-doubled" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Can only heal by pillaging
</a>
</li>
<li class="md-nav__item">
<a href="#normal-vision-when-embarked" class="md-nav__link">
&#x1F537; Normal vision when embarked
</a>
</li>
<li class="md-nav__item">
<a href="#defense-bonus-when-embarked" class="md-nav__link">
&#x1F537; Defense bonus when embarked
</a>
</li>
<li class="md-nav__item">
<a href="#embarked-units-can-defend-themselves" class="md-nav__link">
&#x1F537; Embarked units can defend themselves
</a>
</li>
<li class="md-nav__item">
<a href="#amount-maintenance-costs" class="md-nav__link">
&#x1F537; [amount]% maintenance costs
</a>
</li>
<li class="md-nav__item">
<a href="#amount-gold-cost-of-upgrading" class="md-nav__link">
&#x1F537; [amount]% Gold cost of upgrading
</a>
</li>
<li class="md-nav__item">
<a href="#greatperson-is-earned-amount-faster" class="md-nav__link">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [amount] XP gained from combat
</a>
</li>
<li class="md-nav__item">
<a href="#amount-xp-gained-from-combat_1" class="md-nav__link">
&#x1F537; [amount]% XP gained from combat
</a>
</li>
<li class="md-nav__item">
<a href="#this-unit-upgrades-for-free" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Will not be chosen for new games
</a>
</li>
<li class="md-nav__item">
<a href="#starts-with-tech" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Starting tech
</a>
</li>
<li class="md-nav__item">
<a href="#only-available" class="md-nav__link">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; Consumes [amount] [resource]
</a>
</li>
<li class="md-nav__item">
<a href="#provides-amount-resource" class="md-nav__link">
&#x1F537; Provides [amount] [resource]
</a>
</li>
<li class="md-nav__item">
<a href="#unbuildable" class="md-nav__link">
&#x1F537; Unbuildable
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-be-purchased" class="md-nav__link">
&#x1F537; Cannot be purchased
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-purchased-with-stat-cityfilter" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Must be on [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#must-not-be-on-terrainfilter" class="md-nav__link">
&#x1F537; Must not be on [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#must-be-next-to-terrainfilter" class="md-nav__link">
&#x1F537; Must be next to [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#must-not-be-next-to-terrainfilter" class="md-nav__link">
&#x1F537; Must not be next to [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#unsellable" class="md-nav__link">
&#x1F537; Unsellable
</a>
</li>
<li class="md-nav__item">
<a href="#obsolete-with-tech" class="md-nav__link">
&#x1F537; Obsolete with [tech]
</a>
</li>
<li class="md-nav__item">
<a href="#indicates-the-capital-city" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Remove extra unhappiness from annexed cities
</a>
</li>
<li class="md-nav__item">
<a href="#spaceship-part" class="md-nav__link">
&#x1F537; Spaceship part
</a>
</li>
<li class="md-nav__item">
<a href="#hidden-when-religion-is-disabled" class="md-nav__link">
&#x1F537; Hidden when religion is disabled
</a>
</li>
<li class="md-nav__item">
<a href="#hidden-when-victorytype-victory-is-disabled" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Founds a new city
</a>
</li>
<li class="md-nav__item">
<a href="#can-construct-improvementname" class="md-nav__link">
&#x1F537; Can construct [improvementName]
</a>
</li>
<li class="md-nav__item">
<a href="#can-build-improvementfilterterrainfilter-improvements-on-tiles" class="md-nav__link">
&#x1F537; 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">
&#x1F537; May create improvements on water resources
</a>
</li>
<li class="md-nav__item">
<a href="#may-found-a-religion" class="md-nav__link">
&#x1F537; May found a religion
</a>
</li>
<li class="md-nav__item">
<a href="#may-enhance-a-religion" class="md-nav__link">
&#x1F537; May enhance a religion
</a>
</li>
<li class="md-nav__item">
<a href="#can-only-attack-combatantfilter-units" class="md-nav__link">
&#x1F537; Can only attack [combatantFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#can-only-attack-tilefilter-tiles" class="md-nav__link">
&#x1F537; Can only attack [tileFilter] tiles
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-attack" class="md-nav__link">
&#x1F537; Cannot attack
</a>
</li>
<li class="md-nav__item">
<a href="#must-set-up-to-ranged-attack" class="md-nav__link">
&#x1F537; Must set up to ranged attack
</a>
</li>
<li class="md-nav__item">
<a href="#self-destructs-when-attacking" class="md-nav__link">
&#x1F537; Self-destructs when attacking
</a>
</li>
<li class="md-nav__item">
<a href="#blast-radius-amount" class="md-nav__link">
&#x1F537; Blast radius [amount]
</a>
</li>
<li class="md-nav__item">
<a href="#ranged-attacks-may-be-performed-over-obstacles" class="md-nav__link">
&#x1F537; Ranged attacks may be performed over obstacles
</a>
</li>
<li class="md-nav__item">
<a href="#uncapturable" class="md-nav__link">
&#x1F537; Uncapturable
</a>
</li>
<li class="md-nav__item">
<a href="#may-withdraw-before-melee-amount" class="md-nav__link">
&#x1F537; May withdraw before melee ([amount]%)
</a>
</li>
<li class="md-nav__item">
<a href="#unable-to-capture-cities" class="md-nav__link">
&#x1F537; Unable to capture cities
</a>
</li>
<li class="md-nav__item">
<a href="#can-move-after-attacking" class="md-nav__link">
&#x1F537; Can move after attacking
</a>
</li>
<li class="md-nav__item">
<a href="#can-move-immediately-once-bought" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Can carry [amount] [mapUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#can-carry-amount-extra-mapunitfilter-units" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Cannot be carried by [mapUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#may-capture-killed-mapunitfilter-units" class="md-nav__link">
&#x1F537; May capture killed [mapUnitFilter] units
</a>
</li>
<li class="md-nav__item">
<a href="#invisible-to-others" class="md-nav__link">
&#x1F537; Invisible to others
</a>
</li>
<li class="md-nav__item">
<a href="#invisible-to-non-adjacent-units" class="md-nav__link">
&#x1F537; Invisible to non-adjacent units
</a>
</li>
<li class="md-nav__item">
<a href="#can-see-invisible-mapunitfilter-units" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Double movement in [terrainFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#all-tiles-cost-1-movement" class="md-nav__link">
&#x1F537; All tiles cost 1 movement
</a>
</li>
<li class="md-nav__item">
<a href="#can-pass-through-impassable-tiles" class="md-nav__link">
&#x1F537; Can pass through impassable tiles
</a>
</li>
<li class="md-nav__item">
<a href="#ignores-terrain-cost" class="md-nav__link">
&#x1F537; Ignores terrain cost
</a>
</li>
<li class="md-nav__item">
<a href="#ignores-zone-of-control" class="md-nav__link">
&#x1F537; Ignores Zone of Control
</a>
</li>
<li class="md-nav__item">
<a href="#rough-terrain-penalty" class="md-nav__link">
&#x1F537; Rough terrain penalty
</a>
</li>
<li class="md-nav__item">
<a href="#can-enter-ice-tiles" class="md-nav__link">
&#x1F537; Can enter ice tiles
</a>
</li>
<li class="md-nav__item">
<a href="#cannot-enter-ocean-tiles" class="md-nav__link">
&#x1F537; Cannot enter ocean tiles
</a>
</li>
<li class="md-nav__item">
<a href="#may-enter-foreign-tiles-without-open-borders" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Never appears as a Barbarian unit
</a>
</li>
<li class="md-nav__item">
<a href="#religious-unit" class="md-nav__link">
&#x1F537; Religious Unit
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-added-to-comment-in-the-capital" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Never receives any resources
</a>
</li>
<li class="md-nav__item">
<a href="#becomes-terrainname-when-adjacent-to-terrainfilter" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Considered [terrainQuality] when determining start locations
</a>
</li>
<li class="md-nav__item">
<a href="#doesnt-generate-naturally" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Rare feature
</a>
</li>
<li class="md-nav__item">
<a href="#resistant-to-nukes" class="md-nav__link">
&#x1F537; Resistant to nukes
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-destroyed-by-nukes" class="md-nav__link">
&#x1F537; Can be destroyed by nukes
</a>
</li>
<li class="md-nav__item">
<a href="#fresh-water" class="md-nav__link">
&#x1F537; Fresh water
</a>
</li>
<li class="md-nav__item">
<a href="#rough-terrain" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [stats] from [tileFilter] tiles
</a>
</li>
<li class="md-nav__item">
<a href="#stats-for-each-adjacent-tilefilter" class="md-nav__link">
&#x1F537; [stats] for each adjacent [tileFilter]
</a>
</li>
<li class="md-nav__item">
<a href="#can-be-built-outside-your-borders" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Adjacent enemy units ending their turn take [amount] damage
</a>
</li>
<li class="md-nav__item">
<a href="#great-improvement" class="md-nav__link">
&#x1F537; Great Improvement
</a>
</li>
<li class="md-nav__item">
<a href="#provides-a-random-bonus-when-entered" class="md-nav__link">
&#x1F537; Provides a random bonus when entered
</a>
</li>
<li class="md-nav__item">
<a href="#unpillagable" class="md-nav__link">
&#x1F537; Unpillagable
</a>
</li>
<li class="md-nav__item">
<a href="#indestructible" class="md-nav__link">
&#x1F537; Indestructible
</a>
</li>
<li class="md-nav__item">
<a href="#irremovable" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Generated with weight [amount]
</a>
</li>
<li class="md-nav__item">
<a href="#minor-deposits-generated-with-weight-amount" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Special placement during map generation
</a>
</li>
<li class="md-nav__item">
<a href="#generated-on-every-amount-tiles" class="md-nav__link">
&#x1F537; Generated on every [amount] tiles
</a>
</li>
<li class="md-nav__item">
<a href="#guaranteed-with-strategic-balance-resource-option" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; [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">
&#x1F537; [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">
&#x1F537; Gain [amount] [stat]
</a>
</li>
<li class="md-nav__item">
<a href="#gain-amount-amount-stat" class="md-nav__link">
&#x1F537; Gain [amount]-[amount] [stat]
</a>
</li>
<li class="md-nav__item">
<a href="#gain-enough-faith-for-a-pantheon" class="md-nav__link">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; 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">
&#x1F537; Only available after [amount] turns
</a>
</li>
<li class="md-nav__item">
<a href="#hidden-before-founding-a-pantheon" class="md-nav__link">
&#x1F537; Hidden before founding a Pantheon
</a>
</li>
<li class="md-nav__item">
<a href="#hidden-after-founding-a-pantheon" class="md-nav__link">
&#x1F537; Hidden after founding a Pantheon
</a>
</li>
<li class="md-nav__item">
<a href="#hidden-after-generating-a-great-prophet" class="md-nav__link">
&#x1F537; 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">
&#x1F537; Provides [stats] per turn
</a>
</li>
<li class="md-nav__item">
<a href="#provides-stats-cityfilter-per-turn" class="md-nav__link">
&#x1F537; Provides [stats] [cityFilter] per turn
</a>
</li>
<li class="md-nav__item">
<a href="#provides-amount-happiness" class="md-nav__link">
&#x1F537; Provides [amount] Happiness
</a>
</li>
<li class="md-nav__item">
<a href="#provides-military-units-every-amount-turns" class="md-nav__link">
&#x1F537; Provides military units every ≈[amount] turns
</a>
</li>
<li class="md-nav__item">
<a href="#provides-a-unique-luxury" class="md-nav__link">
&#x1F537; 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">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_2" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_3" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_4" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_5" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_6" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_7" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_8" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_9" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_10" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_11" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_12" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_13" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_14" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_15" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_16" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_17" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_18" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_19" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_20" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_21" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_22" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_23" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_24" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_25" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_26" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_27" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_28" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_29" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_30" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_31" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_32" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_33" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_34" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_35" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_36" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_37" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_38" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_39" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_40" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_41" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_42" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_43" class="md-nav__link">
&#x1F537;
</a>
</li>
<li class="md-nav__item">
<a href="#_44" class="md-nav__link">
&#x1F537;
</a>
</li>
</ul>
</nav>
</li>
<li class="md-nav__item">
<a href="#deprecated-uniques" class="md-nav__link">
Deprecated uniques
</a>
</li>
</ul>
</nav>
</div>
</div>
</div>
<div class="md-content" data-md-component="content">
<article class="md-content__inner md-typeset">
<h1>Uniques</h1>
<h2 id="table-of-contents">Table of Contents</h2>
<ul>
<li><a href="#triggerable-uniques">Triggerable uniques</a></li>
<li><a href="#global-uniques">Global uniques</a></li>
<li><a href="#nation-uniques">Nation uniques</a></li>
<li><a href="#tech-uniques">Tech uniques</a></li>
<li><a href="#followerbelief-uniques">FollowerBelief uniques</a></li>
<li><a href="#building-uniques">Building uniques</a></li>
<li><a href="#unit-uniques">Unit uniques</a></li>
<li><a href="#promotion-uniques">Promotion uniques</a></li>
<li><a href="#terrain-uniques">Terrain uniques</a></li>
<li><a href="#improvement-uniques">Improvement uniques</a></li>
<li><a href="#resource-uniques">Resource uniques</a></li>
<li><a href="#ruins-uniques">Ruins uniques</a></li>
<li><a href="#citystate-uniques">CityState uniques</a></li>
<li><a href="#conditional-uniques">Conditional uniques</a></li>
<li><a href="#deprecated-uniques">Deprecated uniques</a></li>
</ul>
<h2 id="triggerable-uniques">Triggerable uniques</h2>
<h3 id="free-baseunitfilter-appears">&#x1F537; Free [baseUnitFilter] appears</h3>
<p>Example: "Free [Melee] appears"</p>
<p>Applicable to: Triggerable</p>
<h3 id="amount-free-baseunitfilter-units-appear">&#x1F537; [amount] free [baseUnitFilter] units appear</h3>
<p>Example: "[20] free [Melee] units appear"</p>
<p>Applicable to: Triggerable</p>
<h3 id="free-social-policy">&#x1F537; Free Social Policy</h3>
<p>Applicable to: Triggerable</p>
<h3 id="amount-free-social-policies">&#x1F537; [amount] Free Social Policies</h3>
<p>Example: "[20] Free Social Policies"</p>
<p>Applicable to: Triggerable</p>
<h3 id="empire-enters-golden-age">&#x1F537; Empire enters golden age</h3>
<p>Applicable to: Triggerable</p>
<h3 id="free-great-person">&#x1F537; Free Great Person</h3>
<p>Applicable to: Triggerable</p>
<h3 id="amount-population-cityfilter">&#x1F537; [amount] population [cityFilter]</h3>
<p>Example: "[20] population [in all cities]"</p>
<p>Applicable to: Triggerable</p>
<h3 id="free-technology">&#x1F537; Free Technology</h3>
<p>Applicable to: Triggerable</p>
<h3 id="amount-free-technologies">&#x1F537; [amount] Free Technologies</h3>
<p>Example: "[20] Free Technologies"</p>
<p>Applicable to: Triggerable</p>
<h3 id="reveals-the-entire-map">&#x1F537; Reveals the entire map</h3>
<p>Applicable to: Triggerable</p>
<h3 id="triggers-voting-for-the-diplomatic-victory">&#x1F537; Triggers voting for the Diplomatic Victory</h3>
<p>Applicable to: Triggerable</p>
<h3 id="this-unit-gains-the-promotion-promotion">&#x1F537; This Unit gains the [promotion] promotion</h3>
<p>Example: "This Unit gains the [Shock I] promotion"</p>
<p>Applicable to: Triggerable</p>
<h3 id="mapunitfilter-units-gain-the-promotion-promotion">&#x1F537; [mapUnitFilter] units gain the [promotion] promotion</h3>
<p>Example: "[Wounded] units gain the [Shock I] promotion"</p>
<p>Applicable to: Triggerable</p>
<h3 id="provides-the-cheapest-stat-building-in-your-first-amount-cities-for-free">&#x1F537; Provides the cheapest [stat] building in your first [amount] cities for free</h3>
<p>Example: "Provides the cheapest [Culture] building in your first [20] cities for free"</p>
<p>Applicable to: Triggerable</p>
<h3 id="provides-a-buildingname-in-your-first-amount-cities-for-free">&#x1F537; Provides a [buildingName] in your first [amount] cities for free</h3>
<p>Example: "Provides a [Library] in your first [20] cities for free"</p>
<p>Applicable to: Triggerable</p>
<h3 id="will-not-be-displayed-in-civilopedia">&#x1F537; Will not be displayed in Civilopedia</h3>
<p>Applicable to: Triggerable, Global, Nation, Era, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, CityState, ModOptions, Conditional</p>
<h2 id="global-uniques">Global uniques</h2>
<h3 id="stats">&#x1F537; [stats]</h3>
<p>Example: "[+1 Gold, +2 Production]"</p>
<p>Applicable to: Global, FollowerBelief, Improvement</p>
<h3 id="stats-cityfilter">&#x1F537; [stats] [cityFilter]</h3>
<p>Example: "[+1 Gold, +2 Production] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="stats-from-every-specialist-cityfilter">&#x1F537; [stats] from every specialist [cityFilter]</h3>
<p>Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="stats-per-amount-population-cityfilter">&#x1F537; [stats] per [amount] population [cityFilter]</h3>
<p>Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="stats-in-cities-with-amount-or-more-population">&#x1F537; [stats] in cities with [amount] or more population</h3>
<p>Example: "[+1 Gold, +2 Production] in cities with [20] or more population"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="stats-in-cities-on-terrainfilter-tiles">&#x1F537; [stats] in cities on [terrainFilter] tiles</h3>
<p>Example: "[+1 Gold, +2 Production] in cities on [Forest] tiles"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="stats-from-all-buildingfilter-buildings">&#x1F537; [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">&#x1F537; [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">&#x1F537; [stats] from [tileFilter] tiles [cityFilter]</h3>
<p>Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="stats-from-tilefilter-tiles-without-tilefilter-cityfilter">&#x1F537; [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]</h3>
<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">&#x1F537; [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">&#x1F537; [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">&#x1F537; [amount]% [stat]</h3>
<p>Example: "[20]% [Culture]"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="amount-stat-cityfilter">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; Gold from all trade routes +25%</h3>
<p>Applicable to: Global</p>
<h3 id="nullifies-stat-cityfilter">&#x1F537; Nullifies [stat] [cityFilter]</h3>
<p>Example: "Nullifies [Culture] [in all cities]"</p>
<p>Applicable to: Global</p>
<h3 id="nullifies-growth-cityfilter">&#x1F537; 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">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; Tile yields from Natural Wonders doubled</h3>
<p>Applicable to: Global</p>
<h3 id="military-units-gifted-from-city-states-start-with-amount-xp">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; City-State territory always counts as friendly territory</h3>
<p>Applicable to: Global</p>
<h3 id="allied-city-states-will-occasionally-gift-great-people">&#x1F537; Allied City-States will occasionally gift Great People</h3>
<p>Applicable to: Global</p>
<h3 id="amount-city-state-influence-degradation">&#x1F537; [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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; [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">&#x1F537; City-State Influence recovers at twice the normal rate</h3>
<p>Applicable to: Global</p>
<h3 id="amount-units-cost-no-maintenance">&#x1F537; [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">&#x1F537; Cannot build [baseUnitFilter] units</h3>
<p>Example: "Cannot build [Melee] units"</p>
<p>Applicable to: Global</p>
<h3 id="amount-growth-cityfilter">&#x1F537; [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">&#x1F537; [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">&#x1F537; 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">&#x1F537; [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">&#x1F537; [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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; Provides 1 happiness per 2 additional social policies adopted</h3>
<p>Applicable to: Global</p>
<h3 id="amount-of-excess-happiness-converted-to-stat">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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>
<h3 id="may-buy-baseunitfilter-units-for-amount-stat-cityfilter-at-an-increasing-price-amount">&#x1F537; May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])</h3>
<p>Example: "May buy [Melee] units for [20] [Culture] [in all cities] at an increasing price ([20])"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="may-buy-buildingfilter-buildings-for-amount-stat-cityfilter-at-an-increasing-price-amount">&#x1F537; May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])</h3>
<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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; May buy [buildingFilter] buildings with [stat] [cityFilter]</h3>
<p>Example: "May buy [Culture] buildings with [Culture] [in all cities]"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="may-buy-baseunitfilter-units-with-stat-for-amount-times-their-normal-production-cost">&#x1F537; May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost</h3>
<p>Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"</p>
<p>Applicable to: Global, FollowerBelief</p>
<h3 id="may-buy-buildingfilter-buildings-with-stat-for-amount-times-their-normal-production-cost">&#x1F537; 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">&#x1F537; Enables conversion of city production to gold</h3>
<p>Applicable to: Global</p>
<h3 id="enables-conversion-of-city-production-to-science">&#x1F537; Enables conversion of city production to science</h3>
<p>Applicable to: Global</p>
<h3 id="stat-cost-of-purchasing-items-in-cities-amount">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; Improves movement speed on roads</h3>
<p>Applicable to: Global</p>
<h3 id="roads-connect-tiles-across-rivers">&#x1F537; Roads connect tiles across rivers</h3>
<p>Applicable to: Global</p>
<h3 id="amount-maintenance-on-road-railroads">&#x1F537; [amount]% maintenance on road &amp; railroads</h3>
<p>Example: "[20]% maintenance on road &amp; railroads"</p>
<p>Applicable to: Global</p>
<h3 id="amount-maintenance-cost-for-buildings-cityfilter">&#x1F537; [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">&#x1F537; 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>
<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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; 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">&#x1F537; [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">&#x1F537; 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">&#x1F537; Double quantity of [resource] produced</h3>
<p>Example: "Double quantity of [Iron] produced"</p>
<p>Applicable to: Global</p>
<h3 id="double-happiness-from-natural-wonders">&#x1F537; Double Happiness from Natural Wonders</h3>
<p>Applicable to: Global</p>
<h3 id="enables-construction-of-spaceship-parts">&#x1F537; 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">&#x1F537; 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">&#x1F537; Production to science conversion in cities increased by 33%</h3>
<p>Applicable to: Global</p>
<h3 id="notified-of-new-barbarian-encampments">&#x1F537; Notified of new Barbarian encampments</h3>
<p>Applicable to: Global</p>
<h3 id="borrows-city-names-from-other-civilizations-in-the-game">&#x1F537; "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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Unhappiness from number of Cities doubled</h3>
<p>Applicable to: Global</p>
<h3 id="great-general-provides-double-combat-bonus">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Receive triple Gold from Barbarian encampments and pillaging Cities</h3>
<p>Applicable to: Global</p>
<h3 id="enables-open-borders-agreements">&#x1F537; Enables Open Borders agreements</h3>
<p>Applicable to: Global</p>
<h3 id="enables-research-agreements">&#x1F537; Enables Research agreements</h3>
<p>Applicable to: Global</p>
<h3 id="science-gained-from-research-agreements-amount">&#x1F537; 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">&#x1F537; Triggers victory</h3>
<p>Applicable to: Global</p>
<h3 id="triggers-a-cultural-victory-upon-completion">&#x1F537; Triggers a Cultural Victory upon completion</h3>
<p>Applicable to: Global</p>
<h3 id="amount-city-strength-from-defensive-buildings">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; [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">&#x1F537; [amount]% Golden Age length</h3>
<p>Example: "[20]% Golden Age length"</p>
<p>Applicable to: Global</p>
<h3 id="amount-strength-for-cities">&#x1F537; [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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; Enables embarkation for land units</h3>
<p>Applicable to: Global</p>
<h3 id="enables-embarked-units-to-enter-ocean-tiles">&#x1F537; Enables embarked units to enter ocean tiles</h3>
<p>Applicable to: Global</p>
<h3 id="population-loss-from-nuclear-attacks-amount-cityfilter">&#x1F537; 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">&#x1F537; [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">&#x1F537; 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">&#x1F537; Can be continually researched</h3>
<p>Applicable to: Global</p>
<h3 id="amount-unit-supply">&#x1F537; [amount] Unit Supply</h3>
<p>Example: "[20] Unit Supply"</p>
<p>Applicable to: Global</p>
<h3 id="amount-unit-supply-per-amount-population-cityfilter">&#x1F537; [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">&#x1F537; [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">&#x1F537; Units in cities cost no Maintenance</h3>
<p>Applicable to: Global</p>
<h3 id="rebel-units-may-spawn">&#x1F537; Rebel units may spawn</h3>
<p>Applicable to: Global</p>
<h3 id="amount-strength">&#x1F537; [amount]% Strength</h3>
<p>Example: "[20]% Strength"</p>
<p>Applicable to: Global, Unit</p>
<h3 id="amount-strength-decreasing-with-distance-from-the-capital">&#x1F537; [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">&#x1F537; [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">&#x1F537; +30% Strength when fighting City-State units and cities</h3>
<p>Applicable to: Global</p>
<h3 id="amount-movement">&#x1F537; [amount] Movement</h3>
<p>Example: "[20] Movement"</p>
<p>Applicable to: Global, Unit</p>
<h3 id="amount-sight">&#x1F537; [amount] Sight</h3>
<p>Example: "[20] Sight"</p>
<p>Applicable to: Global, Unit, Terrain</p>
<h3 id="amount-range">&#x1F537; [amount] Range</h3>
<p>Example: "[20] Range"</p>
<p>Applicable to: Global, Unit</p>
<h3 id="amount-hp-when-healing">&#x1F537; [amount] HP when healing</h3>
<p>Example: "[20] HP when healing"</p>
<p>Applicable to: Global, Unit</p>
<h3 id="amount-spread-religion-strength">&#x1F537; [amount]% Spread Religion Strength</h3>
<p>Example: "[20]% Spread Religion Strength"</p>
<p>Applicable to: Global, Unit</p>
<h3 id="no-defensive-terrain-bonus">&#x1F537; No defensive terrain bonus</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="no-defensive-terrain-penalty">&#x1F537; No defensive terrain penalty</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="no-movement-cost-to-pillage">&#x1F537; No movement cost to pillage</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="may-heal-outside-of-friendly-territory">&#x1F537; May heal outside of friendly territory</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="all-healing-effects-doubled">&#x1F537; All healing effects doubled</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="heals-amount-damage-if-it-kills-a-unit">&#x1F537; 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">&#x1F537; Can only heal by pillaging</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="normal-vision-when-embarked">&#x1F537; Normal vision when embarked</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="defense-bonus-when-embarked">&#x1F537; Defense bonus when embarked</h3>
<p>Applicable to: Global, Unit</p>
<h3 id="embarked-units-can-defend-themselves">&#x1F537; Embarked units can defend themselves</h3>
<p>Applicable to: Global</p>
<h3 id="amount-maintenance-costs">&#x1F537; [amount]% maintenance costs</h3>
<p>Example: "[20]% maintenance costs"</p>
<p>Applicable to: Global, Unit</p>
<h3 id="amount-gold-cost-of-upgrading">&#x1F537; [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">&#x1F537; [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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; [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">&#x1F537; 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">&#x1F537; Will not be chosen for new games</h3>
<p>Applicable to: Nation</p>
<h3 id="starts-with-tech">&#x1F537; 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">&#x1F537; Starting tech</h3>
<p>Applicable to: Tech</p>
<h3 id="only-available">&#x1F537; 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">&#x1F537; [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">&#x1F537; 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">&#x1F537; Consumes [amount] [resource]</h3>
<p>Example: "Consumes [20] [Iron]"</p>
<p>Applicable to: Building, Unit, Improvement</p>
<h3 id="provides-amount-resource">&#x1F537; Provides [amount] [resource]</h3>
<p>Example: "Provides [20] [Iron]"</p>
<p>Applicable to: Building, Improvement</p>
<h3 id="unbuildable">&#x1F537; Unbuildable</h3>
<p>Applicable to: Building, Unit</p>
<h3 id="cannot-be-purchased">&#x1F537; Cannot be purchased</h3>
<p>Applicable to: Building, Unit</p>
<h3 id="can-be-purchased-with-stat-cityfilter">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Excess Food converted to Production when under construction</h3>
<p>Applicable to: Building, Unit</p>
<h3 id="requires-at-least-amount-population">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Must be on [terrainFilter]</h3>
<p>Example: "Must be on [Forest]"</p>
<p>Applicable to: Building</p>
<h3 id="must-not-be-on-terrainfilter">&#x1F537; 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">&#x1F537; 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">&#x1F537; Must not be next to [terrainFilter]</h3>
<p>Example: "Must not be next to [Forest]"</p>
<p>Applicable to: Building</p>
<h3 id="unsellable">&#x1F537; Unsellable</h3>
<p>Applicable to: Building</p>
<h3 id="obsolete-with-tech">&#x1F537; Obsolete with [tech]</h3>
<p>Example: "Obsolete with [Agriculture]"</p>
<p>Applicable to: Building, Improvement, Resource</p>
<h3 id="indicates-the-capital-city">&#x1F537; Indicates the capital city</h3>
<p>Applicable to: Building</p>
<h3 id="provides-1-extra-copy-of-each-improved-luxury-resource-near-this-city">&#x1F537; 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">&#x1F537; Destroyed when the city is captured</h3>
<p>Applicable to: Building</p>
<h3 id="never-destroyed-when-the-city-is-captured">&#x1F537; Never destroyed when the city is captured</h3>
<p>Applicable to: Building</p>
<h3 id="doubles-gold-given-to-enemy-if-city-is-captured">&#x1F537; Doubles Gold given to enemy if city is captured</h3>
<p>Applicable to: Building</p>
<h3 id="remove-extra-unhappiness-from-annexed-cities">&#x1F537; Remove extra unhappiness from annexed cities</h3>
<p>Applicable to: Building</p>
<h3 id="spaceship-part">&#x1F537; Spaceship part</h3>
<p>Applicable to: Building, Unit</p>
<h3 id="hidden-when-religion-is-disabled">&#x1F537; Hidden when religion is disabled</h3>
<p>Applicable to: Building, Unit, Ruins</p>
<h3 id="hidden-when-victorytype-victory-is-disabled">&#x1F537; 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">&#x1F537; Founds a new city</h3>
<p>Applicable to: Unit</p>
<h3 id="can-construct-improvementname">&#x1F537; Can construct [improvementName]</h3>
<p>Example: "Can construct [Trading Post]"</p>
<p>Applicable to: Unit</p>
<h3 id="can-build-improvementfilterterrainfilter-improvements-on-tiles">&#x1F537; 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">&#x1F537; May create improvements on water resources</h3>
<p>Applicable to: Unit</p>
<h3 id="may-found-a-religion">&#x1F537; May found a religion</h3>
<p>Applicable to: Unit</p>
<h3 id="may-enhance-a-religion">&#x1F537; May enhance a religion</h3>
<p>Applicable to: Unit</p>
<h3 id="can-only-attack-combatantfilter-units">&#x1F537; 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">&#x1F537; Can only attack [tileFilter] tiles</h3>
<p>Example: "Can only attack [Farm] tiles"</p>
<p>Applicable to: Unit</p>
<h3 id="cannot-attack">&#x1F537; Cannot attack</h3>
<p>Applicable to: Unit</p>
<h3 id="must-set-up-to-ranged-attack">&#x1F537; Must set up to ranged attack</h3>
<p>Applicable to: Unit</p>
<h3 id="self-destructs-when-attacking">&#x1F537; Self-destructs when attacking</h3>
<p>Applicable to: Unit</p>
<h3 id="blast-radius-amount">&#x1F537; Blast radius [amount]</h3>
<p>Example: "Blast radius [20]"</p>
<p>Applicable to: Unit</p>
<h3 id="ranged-attacks-may-be-performed-over-obstacles">&#x1F537; Ranged attacks may be performed over obstacles</h3>
<p>Applicable to: Unit</p>
<h3 id="uncapturable">&#x1F537; Uncapturable</h3>
<p>Applicable to: Unit</p>
<h3 id="may-withdraw-before-melee-amount">&#x1F537; 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">&#x1F537; Unable to capture cities</h3>
<p>Applicable to: Unit</p>
<h3 id="can-move-after-attacking">&#x1F537; Can move after attacking</h3>
<p>Applicable to: Unit</p>
<h3 id="can-move-immediately-once-bought">&#x1F537; Can move immediately once bought</h3>
<p>Applicable to: Unit</p>
<h3 id="unit-will-heal-every-turn-even-if-it-performs-an-action">&#x1F537; 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">&#x1F537; 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">&#x1F537; Eliminates combat penalty for attacking across a coast</h3>
<p>Applicable to: Unit</p>
<h3 id="6-tiles-in-every-direction-always-visible">&#x1F537; 6 tiles in every direction always visible</h3>
<p>Applicable to: Unit</p>
<h3 id="can-carry-amount-mapunitfilter-units">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; May capture killed [mapUnitFilter] units</h3>
<p>Example: "May capture killed [Wounded] units"</p>
<p>Applicable to: Unit</p>
<h3 id="invisible-to-others">&#x1F537; Invisible to others</h3>
<p>Applicable to: Unit</p>
<h3 id="invisible-to-non-adjacent-units">&#x1F537; Invisible to non-adjacent units</h3>
<p>Applicable to: Unit</p>
<h3 id="can-see-invisible-mapunitfilter-units">&#x1F537; 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">&#x1F537; 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">&#x1F537; Double movement in [terrainFilter]</h3>
<p>Example: "Double movement in [Forest]"</p>
<p>Applicable to: Unit</p>
<h3 id="all-tiles-cost-1-movement">&#x1F537; All tiles cost 1 movement</h3>
<p>Applicable to: Unit</p>
<h3 id="can-pass-through-impassable-tiles">&#x1F537; Can pass through impassable tiles</h3>
<p>Applicable to: Unit</p>
<h3 id="ignores-terrain-cost">&#x1F537; Ignores terrain cost</h3>
<p>Applicable to: Unit</p>
<h3 id="ignores-zone-of-control">&#x1F537; Ignores Zone of Control</h3>
<p>Applicable to: Unit</p>
<h3 id="rough-terrain-penalty">&#x1F537; Rough terrain penalty</h3>
<p>Applicable to: Unit</p>
<h3 id="can-enter-ice-tiles">&#x1F537; Can enter ice tiles</h3>
<p>Applicable to: Unit</p>
<h3 id="cannot-enter-ocean-tiles">&#x1F537; Cannot enter ocean tiles</h3>
<p>Applicable to: Unit</p>
<h3 id="may-enter-foreign-tiles-without-open-borders">&#x1F537; 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">&#x1F537; 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">&#x1F537; Never appears as a Barbarian unit</h3>
<p>Applicable to: Unit</p>
<h3 id="religious-unit">&#x1F537; Religious Unit</h3>
<p>Applicable to: Unit</p>
<h3 id="can-be-added-to-comment-in-the-capital">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; 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">&#x1F537; Tile provides yield without assigned population</h3>
<p>Applicable to: Terrain, Improvement</p>
<h3 id="nullifies-all-other-stats-this-tile-provides">&#x1F537; Nullifies all other stats this tile provides</h3>
<p>Applicable to: Terrain</p>
<h3 id="only-improvementfilter-improvements-may-be-built-on-this-tile">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Never receives any resources</h3>
<p>Applicable to: Terrain</p>
<h3 id="becomes-terrainname-when-adjacent-to-terrainfilter">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Occurs in chains at high elevations</h3>
<p>Applicable to: Terrain</p>
<h3 id="occurs-in-groups-around-high-elevations">&#x1F537; 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">&#x1F537; 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">&#x1F537; Rare feature</h3>
<p>Applicable to: Terrain</p>
<h3 id="resistant-to-nukes">&#x1F537; Resistant to nukes</h3>
<p>Applicable to: Terrain</p>
<h3 id="can-be-destroyed-by-nukes">&#x1F537; Can be destroyed by nukes</h3>
<p>Applicable to: Terrain</p>
<h3 id="fresh-water">&#x1F537; Fresh water</h3>
<p>Applicable to: Terrain</p>
<h3 id="rough-terrain">&#x1F537; 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">&#x1F537; Can also be built on tiles adjacent to fresh water</h3>
<p>Applicable to: Improvement</p>
<h3 id="stats-from-tilefilter-tiles">&#x1F537; [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">&#x1F537; [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">&#x1F537; Can be built outside your borders</h3>
<p>Applicable to: Improvement</p>
<h3 id="can-be-built-just-outside-your-borders">&#x1F537; Can be built just outside your borders</h3>
<p>Applicable to: Improvement</p>
<h3 id="cannot-be-built-on-tilefilter-tiles">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Great Improvement</h3>
<p>Applicable to: Improvement</p>
<h3 id="provides-a-random-bonus-when-entered">&#x1F537; Provides a random bonus when entered</h3>
<p>Applicable to: Improvement</p>
<h3 id="unpillagable">&#x1F537; Unpillagable</h3>
<p>Applicable to: Improvement</p>
<h3 id="indestructible">&#x1F537; Indestructible</h3>
<p>Applicable to: Improvement</p>
<h3 id="irremovable">&#x1F537; Irremovable</h3>
<p>Applicable to: Improvement</p>
<h2 id="resource-uniques">Resource uniques</h2>
<h3 id="generated-with-weight-amount">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Special placement during map generation</h3>
<p>Applicable to: Resource</p>
<h3 id="generated-on-every-amount-tiles">&#x1F537; 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">&#x1F537; Guaranteed with Strategic Balance resource option</h3>
<p>Applicable to: Resource</p>
<h3 id="deposits-in-tilefilter-tiles-always-provide-amount-resources">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; [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">&#x1F537; [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">&#x1F537; Gain [amount] [stat]</h3>
<p>Example: "Gain [20] [Culture]"</p>
<p>Applicable to: Ruins</p>
<h3 id="gain-amount-amount-stat">&#x1F537; 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">&#x1F537; Gain enough Faith for a Pantheon</h3>
<p>Applicable to: Ruins</p>
<h3 id="gain-enough-faith-for-amount-of-a-great-prophet">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; This Unit upgrades for free including special upgrades</h3>
<p>Applicable to: Ruins</p>
<h3 id="only-available-after-amount-turns">&#x1F537; 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">&#x1F537; Hidden before founding a Pantheon</h3>
<p>Applicable to: Ruins</p>
<h3 id="hidden-after-founding-a-pantheon">&#x1F537; Hidden after founding a Pantheon</h3>
<p>Applicable to: Ruins</p>
<h3 id="hidden-after-generating-a-great-prophet">&#x1F537; 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">&#x1F537; 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">&#x1F537; 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">&#x1F537; Provides [amount] Happiness</h3>
<p>Example: "Provides [20] Happiness"</p>
<p>Applicable to: CityState</p>
<h3 id="provides-military-units-every-amount-turns">&#x1F537; 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">&#x1F537; Provides a unique luxury</h3>
<p>Applicable to: CityState</p>
<h2 id="conditional-uniques">Conditional uniques</h2>
<h3 id="_1">&#x1F537; <when at war></h3>
<p>Applicable to: Conditional</p>
<h3 id="_2">&#x1F537; <when not at war></h3>
<p>Applicable to: Conditional</p>
<h3 id="_3">&#x1F537; <during a Golden Age></h3>
<p>Applicable to: Conditional</p>
<h3 id="_4">&#x1F537; <with [resource]></h3>
<p>Example: "<with [Iron]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_5">&#x1F537; <while the empire is happy></h3>
<p>Applicable to: Conditional</p>
<h3 id="_6">&#x1F537; <when between [amount] and [amount] Happiness></h3>
<p>Example: "<when between [20] and [20] Happiness>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_7">&#x1F537; <when below [amount] Happiness></h3>
<p>Example: "<when below [20] Happiness>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_8">&#x1F537; <during the [era]></h3>
<p>Example: "<during the [Ancient era]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_9">&#x1F537; <before the [era]></h3>
<p>Example: "<before the [Ancient era]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_10">&#x1F537; <starting from the [era]></h3>
<p>Example: "<starting from the [Ancient era]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_11">&#x1F537; <if no other Civilization has researched this></h3>
<p>Applicable to: Conditional</p>
<h3 id="_12">&#x1F537; <after discovering [tech]></h3>
<p>Example: "<after discovering [Agriculture]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_13">&#x1F537; <before discovering [tech]></h3>
<p>Example: "<before discovering [Agriculture]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_14">&#x1F537; <after adopting [policy]></h3>
<p>Example: "<after adopting [Oligarchy]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_15">&#x1F537; <before adopting [policy]></h3>
<p>Example: "<before adopting [Oligarchy]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_16">&#x1F537; <if [buildingName] is constructed></h3>
<p>Example: "<if [Library] is constructed>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_17">&#x1F537; <for [amount] turns></h3>
<p>Example: "<for [20] turns>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_18">&#x1F537; <by consuming this unit></h3>
<p>Applicable to: Conditional</p>
<h3 id="_19">&#x1F537; <in cities with a [buildingFilter]></h3>
<p>Example: "<in cities with a [Culture]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_20">&#x1F537; <in cities without a [buildingFilter]></h3>
<p>Example: "<in cities without a [Culture]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_21">&#x1F537; <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">&#x1F537; <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">&#x1F537; <with a garrison></h3>
<p>Applicable to: Conditional</p>
<h3 id="_24">&#x1F537; <for [mapUnitFilter] units></h3>
<p>Example: "<for [Wounded] units>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_25">&#x1F537; <for units with [promotion]></h3>
<p>Example: "<for units with [Shock I]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_26">&#x1F537; <for units without [promotion]></h3>
<p>Example: "<for units without [Shock I]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_27">&#x1F537; <vs cities></h3>
<p>Applicable to: Conditional</p>
<h3 id="_28">&#x1F537; <vs [mapUnitFilter] units></h3>
<p>Example: "<vs [Wounded] units>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_29">&#x1F537; <when fighting units from a Civilization with more Cities than you></h3>
<p>Applicable to: Conditional</p>
<h3 id="_30">&#x1F537; <when attacking></h3>
<p>Applicable to: Conditional</p>
<h3 id="_31">&#x1F537; <when defending></h3>
<p>Applicable to: Conditional</p>
<h3 id="_32">&#x1F537; <when fighting in [tileFilter] tiles></h3>
<p>Example: "<when fighting in [Farm] tiles>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_33">&#x1F537; <on foreign continents></h3>
<p>Applicable to: Conditional</p>
<h3 id="_34">&#x1F537; <when adjacent to a [mapUnitFilter] unit></h3>
<p>Example: "<when adjacent to a [Wounded] unit>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_35">&#x1F537; <when above [amount] HP></h3>
<p>Example: "<when above [20] HP>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_36">&#x1F537; <when below [amount] HP></h3>
<p>Example: "<when below [20] HP>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_37">&#x1F537; <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">&#x1F537; <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">&#x1F537; <in [tileFilter] tiles></h3>
<p>Example: "<in [Farm] tiles>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_40">&#x1F537; <in [tileFilter] [tileFilter] tiles></h3>
<p>Example: "<in [Farm] [Farm] tiles>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_41">&#x1F537; <in tiles without [tileFilter]></h3>
<p>Example: "<in tiles without [Farm]>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_42">&#x1F537; <on water maps></h3>
<p>Applicable to: Conditional</p>
<h3 id="_43">&#x1F537; <in [regionType] Regions></h3>
<p>Example: "<in [Hybrid] Regions>"</p>
<p>Applicable to: Conditional</p>
<h3 id="_44">&#x1F537; <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 &amp; railroads reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% maintenance on road &amp; 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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