# Uniques - My Docs

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# Uniques

## Table of Contents

- Triggerable uniques
- Global uniques
- Nation uniques
- Tech uniques
- FollowerBelief uniques
- Building uniques
- Unit uniques
- Promotion uniques
- Terrain uniques
- Improvement uniques
- Resource uniques
- Ruins uniques
- CityState uniques
- Conditional uniques
- Deprecated uniques

## Triggerable uniques

### 🔷 Free [baseUnitFilter] appears

Example: "Free [Melee] appears"

Applicable to: Triggerable

### 🔷 [amount] free [baseUnitFilter] units appear

Example: "[20] free [Melee] units appear"

Applicable to: Triggerable

### 🔷 Free Social Policy

Applicable to: Triggerable

### 🔷 [amount] Free Social Policies

Example: "[20] Free Social Policies"

Applicable to: Triggerable

### 🔷 Empire enters golden age

Applicable to: Triggerable

### 🔷 Free Great Person

Applicable to: Triggerable

### 🔷 [amount] population [cityFilter]

Example: "[20] population [in all cities]"

Applicable to: Triggerable

### 🔷 Free Technology

Applicable to: Triggerable

### 🔷 [amount] Free Technologies

Example: "[20] Free Technologies"

Applicable to: Triggerable

### 🔷 Reveals the entire map

Applicable to: Triggerable

### 🔷 Triggers voting for the Diplomatic Victory

Applicable to: Triggerable

### 🔷 This Unit gains the [promotion] promotion

Example: "This Unit gains the [Shock I] promotion"

Applicable to: Triggerable

### 🔷 [mapUnitFilter] units gain the [promotion] promotion

Example: "[Wounded] units gain the [Shock I] promotion"

Applicable to: Triggerable

### 🔷 Provides the cheapest [stat] building in your first [amount] cities for free

Example: "Provides the cheapest [Culture] building in your first [20] cities for free"

Applicable to: Triggerable

### 🔷 Provides a [buildingName] in your first [amount] cities for free

Example: "Provides a [Library] in your first [20] cities for free"

Applicable to: Triggerable

### 🔷 Will not be displayed in Civilopedia

Applicable to: Triggerable, Global, Nation, Era, Tech, Policy, FounderBelief, FollowerBelief, Building, Wonder, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, CityState, ModOptions, Conditional

## Global uniques

### 🔷 [stats]

Example: "[+1 Gold, +2 Production]"

Applicable to: Global, FollowerBelief, Improvement

### 🔷 [stats] [cityFilter]

Example: "[+1 Gold, +2 Production] [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [stats] from every specialist [cityFilter]

Example: "[+1 Gold, +2 Production] from every specialist [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [stats] per [amount] population [cityFilter]

Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [stats] in cities with [amount] or more population

Example: "[+1 Gold, +2 Production] in cities with [20] or more population"

Applicable to: Global, FollowerBelief

### 🔷 [stats] in cities on [terrainFilter] tiles

Example: "[+1 Gold, +2 Production] in cities on [Forest] tiles"

Applicable to: Global, FollowerBelief

### 🔷 [stats] from all [buildingFilter] buildings

Example: "[+1 Gold, +2 Production] from all [Culture] buildings"

Applicable to: Global, FollowerBelief

### 🔷 [stats] whenever a Great Person is expended

Example: "[+1 Gold, +2 Production] whenever a Great Person is expended"

Applicable to: Global

### 🔷 [stats] from [tileFilter] tiles [cityFilter]

Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]

Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [stats] from every [tileFilter/specialist/buildingFilter]

Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingFilter]"

Applicable to: Global, FollowerBelief

### 🔷 [stats] from each Trade Route

Example: "[+1 Gold, +2 Production] from each Trade Route"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% [stat]

Example: "[20]% [Culture]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% [stat] [cityFilter]

Example: "[20]% [Culture] [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% [stat] from every [tileFilter/specialist/buildingName]

Example: "[20]% [Culture] from every [tileFilter/specialist/buildingName]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Yield from every [tileFilter]

Example: "[20]% Yield from every [Farm]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% [stat] from City-States

Example: "[20]% [Culture] from City-States"

Applicable to: Global

### 🔷 Gold from all trade routes +25%

Applicable to: Global

### 🔷 Nullifies [stat] [cityFilter]

Example: "Nullifies [Culture] [in all cities]"

Applicable to: Global

### 🔷 Nullifies Growth [cityFilter]

Example: "Nullifies Growth [in all cities]"

Applicable to: Global

### 🔷 [amount]% Production when constructing [buildingFilter] wonders [cityFilter]

Example: "[20]% Production when constructing [Culture] wonders [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Production when constructing [buildingFilter] buildings [cityFilter]

Example: "[20]% Production when constructing [Culture] buildings [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Production when constructing [baseUnitFilter] units [cityFilter]

Example: "[20]% Production when constructing [Melee] units [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Production towards any buildings that already exist in the Capital

Example: "[20]% Production towards any buildings that already exist in the Capital"

Applicable to: Global, FollowerBelief

### 🔷 Tile yields from Natural Wonders doubled

Applicable to: Global

### 🔷 Military Units gifted from City-States start with [amount] XP

Example: "Military Units gifted from City-States start with [20] XP"

Applicable to: Global

### 🔷 Militaristic City-States grant units [amount] times as fast when you are at war with a common nation

Example: "Militaristic City-States grant units [20] times as fast when you are at war with a common nation"

Applicable to: Global

### 🔷 Gifts of Gold to City-States generate [amount]% more Influence

Example: "Gifts of Gold to City-States generate [20]% more Influence"

Applicable to: Global

### 🔷 Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.

Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [20] turns."

Applicable to: Global

### 🔷 City-State territory always counts as friendly territory

Applicable to: Global

### 🔷 Allied City-States will occasionally gift Great People

Applicable to: Global

### 🔷 [amount]% City-State Influence degradation

Example: "[20]% City-State Influence degradation"

Applicable to: Global

### 🔷 Resting point for Influence with City-States is increased by [amount]

Example: "Resting point for Influence with City-States is increased by [20]"

Applicable to: Global

### 🔷 Allied City-States provide [stat] equal to [amount]% of what they produce for themselves

Example: "Allied City-States provide [Culture] equal to [20]% of what they produce for themselves"

Applicable to: Global

### 🔷 [amount]% resources gifted by City-States

Example: "[20]% resources gifted by City-States"

Applicable to: Global

### 🔷 [amount]% Happiness from luxury resources gifted by City-States

Example: "[20]% Happiness from luxury resources gifted by City-States"

Applicable to: Global

### 🔷 City-State Influence recovers at twice the normal rate

Applicable to: Global

### 🔷 [amount] units cost no maintenance

Example: "[20] units cost no maintenance"

Applicable to: Global

### 🔷 Cannot build [baseUnitFilter] units

Example: "Cannot build [Melee] units"

Applicable to: Global

### 🔷 [amount]% growth [cityFilter]

Example: "[20]% growth [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Food is carried over after population increases [cityFilter]

Example: "[20]% Food is carried over after population increases [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 Gain a free [buildingName] [cityFilter]

Example: "Gain a free [Library] [in all cities]"

Applicable to: Global

### 🔷 [amount]% Great Person generation [cityFilter]

Example: "[20]% Great Person generation [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% great person generation [cityFilter]

Example: "[20]% great person generation [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion

Example: "May choose [20] additional [Follower] beliefs when [founding] a religion"

Applicable to: Global

### 🔷 May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion

Example: "May choose [20] additional belief(s) of any type when [founding] a religion"

Applicable to: Global

### 🔷 [amount]% unhappiness from population [cityFilter]

Example: "[20]% unhappiness from population [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% unhappiness from specialists [cityFilter]

Example: "[20]% unhappiness from specialists [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Food consumption by specialists [cityFilter]

Example: "[20]% Food consumption by specialists [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 Provides 1 happiness per 2 additional social policies adopted

Applicable to: Global

### 🔷 [amount]% of excess happiness converted to [stat]

Example: "[20]% of excess happiness converted to [Culture]"

Applicable to: Global

### 🔷 [amount]% Culture cost of natural border growth [cityFilter]

Example: "[20]% Culture cost of natural border growth [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Gold cost of acquiring tiles [cityFilter]

Example: "[20]% Gold cost of acquiring tiles [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])

Example: "May buy [Melee] units for [20] [Culture] [in all cities] at an increasing price ([20])"

Applicable to: Global, FollowerBelief

### 🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])

Example: "May buy [Culture] buildings for [20] [Culture] [in all cities] at an increasing price ([20])"

Applicable to: Global, FollowerBelief

### 🔷 May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]

Example: "May buy [Melee] units for [20] [Culture] [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]

Example: "May buy [Culture] buildings for [20] [Culture] [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 May buy [baseUnitFilter] units with [stat] [cityFilter]

Example: "May buy [Melee] units with [Culture] [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 May buy [buildingFilter] buildings with [stat] [cityFilter]

Example: "May buy [Culture] buildings with [Culture] [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost

Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"

Applicable to: Global, FollowerBelief

### 🔷 May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost

Example: "May buy [Culture] buildings with [Culture] for [20] times their normal Production cost"

Applicable to: Global, FollowerBelief

### 🔷 Enables conversion of city production to gold

Applicable to: Global

### 🔷 Enables conversion of city production to science

Applicable to: Global

### 🔷 [stat] cost of purchasing items in cities [amount]%

Example: "[Culture] cost of purchasing items in cities [20]%"

Applicable to: Global, FollowerBelief

### 🔷 [stat] cost of purchasing [buildingFilter] buildings [amount]%

Example: "[Culture] cost of purchasing [Culture] buildings [20]%"

Applicable to: Global, FollowerBelief

### 🔷 [stat] cost of purchasing [baseUnitFilter] units [amount]%

Example: "[Culture] cost of purchasing [Melee] units [20]%"

Applicable to: Global, FollowerBelief

### 🔷 Improves movement speed on roads

Applicable to: Global

### 🔷 Roads connect tiles across rivers

Applicable to: Global

### 🔷 [amount]% maintenance on road & railroads

Example: "[20]% maintenance on road & railroads"

Applicable to: Global

### 🔷 [amount]% maintenance cost for buildings [cityFilter]

Example: "[20]% maintenance cost for buildings [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once.

Example: "Receive a free Great Person at the end of every [comment] (every 394 years), after researching [Agriculture]. Each bonus person can only be chosen once."

Applicable to: Global

### 🔷 Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.

Applicable to: Global

### 🔷 Retain [amount]% of the happiness from a luxury after the last copy has been traded away

Example: "Retain [20]% of the happiness from a luxury after the last copy has been traded away"

Applicable to: Global

### 🔷 [amount] Happiness from each type of luxury resource

Example: "[20] Happiness from each type of luxury resource"

Applicable to: Global

### 🔷 Each city founded increases culture cost of policies [amount]% less than normal

Example: "Each city founded increases culture cost of policies [20]% less than normal"

Applicable to: Global

### 🔷 [amount]% Culture cost of adopting new Policies

Example: "[20]% Culture cost of adopting new Policies"

Applicable to: Global

### 🔷 Quantity of strategic resources produced by the empire +[amount]%

Example: "Quantity of strategic resources produced by the empire +[20]%"

Applicable to: Global

### 🔷 Double quantity of [resource] produced

Example: "Double quantity of [Iron] produced"

Applicable to: Global

### 🔷 Double Happiness from Natural Wonders

Applicable to: Global

### 🔷 Enables construction of Spaceship parts

Applicable to: Global

### 🔷 Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)

Applicable to: Global

### 🔷 Production to science conversion in cities increased by 33%

Applicable to: Global

### 🔷 Notified of new Barbarian encampments

Applicable to: Global

### 🔷 "Borrows" city names from other civilizations in the game

Applicable to: Global

### 🔷 Units fight as though they were at full strength even when damaged

Applicable to: Global

### 🔷 100 Gold for discovering a Natural Wonder (bonus enhanced to 500 Gold if first to discover it)

Applicable to: Global

### 🔷 Unhappiness from number of Cities doubled

Applicable to: Global

### 🔷 Great General provides double combat bonus

Applicable to: Global

### 🔷 Receive a tech boost when scientific buildings/wonders are built in capital

Applicable to: Global

### 🔷 May not generate great prophet equivalents naturally

Applicable to: Global

### 🔷 67% chance to earn 25 Gold and recruit a Barbarian unit from a conquered encampment

Applicable to: Global

### 🔷 50% chance of capturing defeated Barbarian naval units and earning 25 Gold

Applicable to: Global

### 🔷 Receive triple Gold from Barbarian encampments and pillaging Cities

Applicable to: Global

### 🔷 Enables Open Borders agreements

Applicable to: Global

### 🔷 Enables Research agreements

Applicable to: Global

### 🔷 Science gained from research agreements [amount]%

Example: "Science gained from research agreements [20]%"

Applicable to: Global

### 🔷 Triggers victory

Applicable to: Global

### 🔷 Triggers a Cultural Victory upon completion

Applicable to: Global

### 🔷 [amount]% City Strength from defensive buildings

Example: "[20]% City Strength from defensive buildings"

Applicable to: Global

### 🔷 [amount]% tile improvement construction time

Example: "[20]% tile improvement construction time"

Applicable to: Global

### 🔷 [amount]% Gold from Great Merchant trade missions

Example: "[20]% Gold from Great Merchant trade missions"

Applicable to: Global

### 🔷 [mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing

Example: "[Wounded] Units adjacent to this city heal [20] HP per turn when healing"

Applicable to: Global, FollowerBelief

### 🔷 [amount]% Golden Age length

Example: "[20]% Golden Age length"

Applicable to: Global

### 🔷 [amount]% Strength for cities

Example: "[20]% Strength for cities"

Applicable to: Global, FollowerBelief

### 🔷 New [baseUnitFilter] units start with [amount] Experience [cityFilter]

Example: "New [Melee] units start with [20] Experience [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion

Example: "All newly-trained [Melee] units [in all cities] receive the [Shock I] promotion"

Applicable to: Global, FollowerBelief

### 🔷 [baseUnitFilter] units built [cityFilter] can [action] [amount] extra times

Example: "[Melee] units built [in all cities] can [action] [20] extra times"

Applicable to: Global, FollowerBelief

### 🔷 Enables embarkation for land units

Applicable to: Global

### 🔷 Enables embarked units to enter ocean tiles

Applicable to: Global

### 🔷 Population loss from nuclear attacks [amount]% [cityFilter]

Example: "Population loss from nuclear attacks [20]% [in all cities]"

Applicable to: Global

### 🔷 [amount]% Natural religion spread [cityFilter]

Example: "[20]% Natural religion spread [in all cities]"

Applicable to: Global, FollowerBelief

### 🔷 Religion naturally spreads to cities [amount] tiles away

Example: "Religion naturally spreads to cities [20] tiles away"

Applicable to: Global, FollowerBelief

### 🔷 Can be continually researched

Applicable to: Global

### 🔷 [amount] Unit Supply

Example: "[20] Unit Supply"

Applicable to: Global

### 🔷 [amount] Unit Supply per [amount] population [cityFilter]

Example: "[20] Unit Supply per [20] population [in all cities]"

Applicable to: Global

### 🔷 [amount] Unit Supply per city

Example: "[20] Unit Supply per city"

Applicable to: Global

### 🔷 Units in cities cost no Maintenance

Applicable to: Global

### 🔷 Rebel units may spawn

Applicable to: Global

### 🔷 [amount]% Strength

Example: "[20]% Strength"

Applicable to: Global, Unit

### 🔷 [amount]% Strength decreasing with distance from the capital

Example: "[20]% Strength decreasing with distance from the capital"

Applicable to: Global, Unit

### 🔷 [amount]% to Flank Attack bonuses

Example: "[20]% to Flank Attack bonuses"

Applicable to: Global, Unit

### 🔷 +30% Strength when fighting City-State units and cities

Applicable to: Global

### 🔷 [amount] Movement

Example: "[20] Movement"

Applicable to: Global, Unit

### 🔷 [amount] Sight

Example: "[20] Sight"

Applicable to: Global, Unit, Terrain

### 🔷 [amount] Range

Example: "[20] Range"

Applicable to: Global, Unit

### 🔷 [amount] HP when healing

Example: "[20] HP when healing"

Applicable to: Global, Unit

### 🔷 [amount]% Spread Religion Strength

Example: "[20]% Spread Religion Strength"

Applicable to: Global, Unit

### 🔷 No defensive terrain bonus

Applicable to: Global, Unit

### 🔷 No defensive terrain penalty

Applicable to: Global, Unit

### 🔷 No movement cost to pillage

Applicable to: Global, Unit

### 🔷 May heal outside of friendly territory

Applicable to: Global, Unit

### 🔷 All healing effects doubled

Applicable to: Global, Unit

### 🔷 Heals [amount] damage if it kills a unit

Example: "Heals [20] damage if it kills a unit"

Applicable to: Global, Unit

### 🔷 Can only heal by pillaging

Applicable to: Global, Unit

### 🔷 Normal vision when embarked

Applicable to: Global, Unit

### 🔷 Defense bonus when embarked

Applicable to: Global, Unit

### 🔷 Embarked units can defend themselves

Applicable to: Global

### 🔷 [amount]% maintenance costs

Example: "[20]% maintenance costs"

Applicable to: Global, Unit

### 🔷 [amount]% Gold cost of upgrading

Example: "[20]% Gold cost of upgrading"

Applicable to: Global, Unit

### 🔷 [greatPerson] is earned [amount]% faster

Example: "[greatPerson] is earned [20]% faster"

Applicable to: Global, Unit

### 🔷 Earn [amount]% of the damage done to [mapUnitFilter] units as [plunderableStat]

Example: "Earn [20]% of the damage done to [Wounded] units as [Gold]"

Applicable to: Global, Unit

### 🔷 Upon capturing a city, receive [amount] times its [stat] production as [plunderableStat] immediately

Example: "Upon capturing a city, receive [20] times its [Culture] production as [Gold] immediately"

Applicable to: Global, Unit

### 🔷 Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [plunderableStat]

Example: "Earn [20]% of killed [Wounded] unit's [Cost] as [Gold]"

Applicable to: Global, Unit

### 🔷 [amount] XP gained from combat

Example: "[20] XP gained from combat"

Applicable to: Global, Unit

### 🔷 [amount]% XP gained from combat

Example: "[20]% XP gained from combat"

Applicable to: Global, Unit

### 🔷 This Unit upgrades for free

Applicable to: Global

## Nation uniques

### 🔷 Will not be chosen for new games

Applicable to: Nation

### 🔷 Starts with [tech]

Example: "Starts with [Agriculture]"

Applicable to: Nation

## Tech uniques

### 🔷 Starting tech

Applicable to: Tech

### 🔷 Only available

Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement

## FollowerBelief uniques

### 🔷 [amount]% [stat] from every follower, up to [amount]%

Example: "[20]% [Culture] from every follower, up to [20]%"

Applicable to: FollowerBelief

### 🔷 Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [plunderableStat] when killed within 4 tiles of a city following this religion

Example: "Earn [20]% of [Wounded] unit's [Cost] as [Gold] when killed within 4 tiles of a city following this religion"

Applicable to: FollowerBelief

## Building uniques

### 🔷 Consumes [amount] [resource]

Example: "Consumes [20] [Iron]"

Applicable to: Building, Unit, Improvement

### 🔷 Provides [amount] [resource]

Example: "Provides [20] [Iron]"

Applicable to: Building, Improvement

### 🔷 Unbuildable

Applicable to: Building, Unit

### 🔷 Cannot be purchased

Applicable to: Building, Unit

### 🔷 Can be purchased with [stat] [cityFilter]

Example: "Can be purchased with [Culture] [in all cities]"

Applicable to: Building, Unit

### 🔷 Can be purchased for [amount] [stat] [cityFilter]

Example: "Can be purchased for [20] [Culture] [in all cities]"

Applicable to: Building, Unit

### 🔷 Limited to [amount] per Civilization

Example: "Limited to [20] per Civilization"

Applicable to: Building, Unit

### 🔷 Hidden until [amount] social policy branches have been completed

Example: "Hidden until [20] social policy branches have been completed"

Applicable to: Building, Unit

### 🔷 Excess Food converted to Production when under construction

Applicable to: Building, Unit

### 🔷 Requires at least [amount] population

Example: "Requires at least [20] population"

Applicable to: Building, Unit

### 🔷 Cost increases by [amount] per owned city

Example: "Cost increases by [20] per owned city"

Applicable to: Building

### 🔷 Requires a [buildingName] in all cities

Example: "Requires a [Library] in all cities"

Applicable to: Building

### 🔷 Requires a [buildingName] in at least [amount] cities

Example: "Requires a [Library] in at least [20] cities"

Applicable to: Building

### 🔷 Must be on [terrainFilter]

Example: "Must be on [Forest]"

Applicable to: Building

### 🔷 Must not be on [terrainFilter]

Example: "Must not be on [Forest]"

Applicable to: Building

### 🔷 Must be next to [terrainFilter]

Example: "Must be next to [Forest]"

Applicable to: Building, Improvement

### 🔷 Must not be next to [terrainFilter]

Example: "Must not be next to [Forest]"

Applicable to: Building

### 🔷 Unsellable

Applicable to: Building

### 🔷 Obsolete with [tech]

Example: "Obsolete with [Agriculture]"

Applicable to: Building, Improvement, Resource

### 🔷 Indicates the capital city

Applicable to: Building

### 🔷 Provides 1 extra copy of each improved luxury resource near this City

Applicable to: Building

### 🔷 Destroyed when the city is captured

Applicable to: Building

### 🔷 Never destroyed when the city is captured

Applicable to: Building

### 🔷 Doubles Gold given to enemy if city is captured

Applicable to: Building

### 🔷 Remove extra unhappiness from annexed cities

Applicable to: Building

### 🔷 Spaceship part

Applicable to: Building, Unit

### 🔷 Hidden when religion is disabled

Applicable to: Building, Unit, Ruins

### 🔷 Hidden when [victoryType] Victory is disabled

Example: "Hidden when [Domination] Victory is disabled"

Applicable to: Building, Unit

## Unit uniques

### 🔷 Founds a new city

Applicable to: Unit

### 🔷 Can construct [improvementName]

Example: "Can construct [Trading Post]"

Applicable to: Unit

### 🔷 Can build [improvementFilter/terrainFilter] improvements on tiles

Example: "Can build [improvementFilter/terrainFilter] improvements on tiles"

Applicable to: Unit

### 🔷 May create improvements on water resources

Applicable to: Unit

### 🔷 May found a religion

Applicable to: Unit

### 🔷 May enhance a religion

Applicable to: Unit

### 🔷 Can only attack [combatantFilter] units

Example: "Can only attack [City] units"

Applicable to: Unit

### 🔷 Can only attack [tileFilter] tiles

Example: "Can only attack [Farm] tiles"

Applicable to: Unit

### 🔷 Cannot attack

Applicable to: Unit

### 🔷 Must set up to ranged attack

Applicable to: Unit

### 🔷 Self-destructs when attacking

Applicable to: Unit

### 🔷 Blast radius [amount]

Example: "Blast radius [20]"

Applicable to: Unit

### 🔷 Ranged attacks may be performed over obstacles

Applicable to: Unit

### 🔷 Uncapturable

Applicable to: Unit

### 🔷 May withdraw before melee ([amount]%)

Example: "May withdraw before melee ([20]%)"

Applicable to: Unit

### 🔷 Unable to capture cities

Applicable to: Unit

### 🔷 Can move after attacking

Applicable to: Unit

### 🔷 Can move immediately once bought

Applicable to: Unit

### 🔷 Unit will heal every turn, even if it performs an action

Applicable to: Unit

### 🔷 All adjacent units heal [amount] HP when healing

Example: "All adjacent units heal [20] HP when healing"

Applicable to: Unit

### 🔷 Eliminates combat penalty for attacking across a coast

Applicable to: Unit

### 🔷 6 tiles in every direction always visible

Applicable to: Unit

### 🔷 Can carry [amount] [mapUnitFilter] units

Example: "Can carry [20] [Wounded] units"

Applicable to: Unit

### 🔷 Can carry [amount] extra [mapUnitFilter] units

Example: "Can carry [20] extra [Wounded] units"

Applicable to: Unit

### 🔷 Cannot be carried by [mapUnitFilter] units

Example: "Cannot be carried by [Wounded] units"

Applicable to: Unit

### 🔷 May capture killed [mapUnitFilter] units

Example: "May capture killed [Wounded] units"

Applicable to: Unit

### 🔷 Invisible to others

Applicable to: Unit

### 🔷 Invisible to non-adjacent units

Applicable to: Unit

### 🔷 Can see invisible [mapUnitFilter] units

Example: "Can see invisible [Wounded] units"

Applicable to: Unit

### 🔷 May upgrade to [baseUnitFilter] through ruins-like effects

Example: "May upgrade to [Melee] through ruins-like effects"

Applicable to: Unit

### 🔷 Double movement in [terrainFilter]

Example: "Double movement in [Forest]"

Applicable to: Unit

### 🔷 All tiles cost 1 movement

Applicable to: Unit

### 🔷 Can pass through impassable tiles

Applicable to: Unit

### 🔷 Ignores terrain cost

Applicable to: Unit

### 🔷 Ignores Zone of Control

Applicable to: Unit

### 🔷 Rough terrain penalty

Applicable to: Unit

### 🔷 Can enter ice tiles

Applicable to: Unit

### 🔷 Cannot enter ocean tiles

Applicable to: Unit

### 🔷 May enter foreign tiles without open borders

Applicable to: Unit

### 🔷 May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there

Example: "May enter foreign tiles without open borders, but loses [20] religious strength each turn it ends there"

Applicable to: Unit

### 🔷 Never appears as a Barbarian unit

Applicable to: Unit

### 🔷 Religious Unit

Applicable to: Unit

### 🔷 Can be added to [comment] in the Capital

Example: "Can be added to [comment] in the Capital"

Applicable to: Unit

## Promotion uniques

### 🔷 Heal this unit by [amount] HP

Example: "Heal this unit by [20] HP"

Applicable to: Promotion

## Terrain uniques

### 🔷 Must be adjacent to [amount] [simpleTerrain] tiles

Example: "Must be adjacent to [20] [Elevated] tiles"

Applicable to: Terrain

### 🔷 Must be adjacent to [amount] to [amount] [simpleTerrain] tiles

Example: "Must be adjacent to [20] to [20] [Elevated] tiles"

Applicable to: Terrain

### 🔷 Must not be on [amount] largest landmasses

Example: "Must not be on [20] largest landmasses"

Applicable to: Terrain

### 🔷 Must be on [amount] largest landmasses

Example: "Must be on [20] largest landmasses"

Applicable to: Terrain

### 🔷 Occurs on latitudes from [amount] to [amount] percent of distance equator to pole

Example: "Occurs on latitudes from [20] to [20] percent of distance equator to pole"

Applicable to: Terrain

### 🔷 Occurs in groups of [amount] to [amount] tiles

Example: "Occurs in groups of [20] to [20] tiles"

Applicable to: Terrain

### 🔷 Neighboring tiles will convert to [baseTerrain]

Example: "Neighboring tiles will convert to [Grassland]"

Applicable to: Terrain

### 🔷 Neighboring tiles except [baseTerrain] will convert to [baseTerrain]

Example: "Neighboring tiles except [Grassland] will convert to [Grassland]"

Applicable to: Terrain

### 🔷 Grants 500 Gold to the first civilization to discover it

Applicable to: Terrain

### 🔷 Units ending their turn on this terrain take [amount] damage

Example: "Units ending their turn on this terrain take [20] damage"

Applicable to: Terrain

### 🔷 Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game

Example: "Grants [Shock I] ([comment]) to adjacent [Wounded] units for the rest of the game"

Applicable to: Terrain

### 🔷 [amount] Strength for cities built on this terrain

Example: "[20] Strength for cities built on this terrain"

Applicable to: Terrain

### 🔷 Provides a one-time Production bonus to the closest city when cut down

Applicable to: Terrain

### 🔷 Tile provides yield without assigned population

Applicable to: Terrain, Improvement

### 🔷 Nullifies all other stats this tile provides

Applicable to: Terrain

### 🔷 Only [improvementFilter] improvements may be built on this tile

Example: "Only [All Road] improvements may be built on this tile"

Applicable to: Terrain

### 🔷 Blocks line-of-sight from tiles at same elevation

Applicable to: Terrain

### 🔷 Has an elevation of [amount] for visibility calculations

Example: "Has an elevation of [20] for visibility calculations"

Applicable to: Terrain

### 🔷 Always Fertility [amount] for Map Generation

Example: "Always Fertility [20] for Map Generation"

Applicable to: Terrain

### 🔷 [amount] to Fertility for Map Generation

Example: "[20] to Fertility for Map Generation"

Applicable to: Terrain

### 🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]

Example: "A Region is formed with at least [20]% [Elevated] tiles, with priority [20]"

Applicable to: Terrain

### 🔷 A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]

Example: "A Region is formed with at least [20]% [Elevated] tiles and [Elevated] tiles, with priority [20]"

Applicable to: Terrain

### 🔷 A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles

Example: "A Region can not contain more [Elevated] tiles than [Elevated] tiles"

Applicable to: Terrain

### 🔷 Base Terrain on this tile is not counted for Region determination

Applicable to: Terrain

### 🔷 Starts in regions of this type receive an extra [resource]

Example: "Starts in regions of this type receive an extra [Iron]"

Applicable to: Terrain

### 🔷 Never receives any resources

Applicable to: Terrain

### 🔷 Becomes [terrainName] when adjacent to [terrainFilter]

Example: "Becomes [terrainName] when adjacent to [Forest]"

Applicable to: Terrain

### 🔷 Considered [terrainQuality] when determining start locations

Example: "Considered [Undesirable] when determining start locations"

Applicable to: Terrain

### 🔷 Doesn't generate naturally

Applicable to: Terrain, Resource

### 🔷 Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]

Example: "Occurs at temperature between [20] and [20] and humidity between [20] and [20]"

Applicable to: Terrain

### 🔷 Occurs in chains at high elevations

Applicable to: Terrain

### 🔷 Occurs in groups around high elevations

Applicable to: Terrain

### 🔷 Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.

Example: "Every [20] tiles with this terrain will receive a major deposit of a strategic resource."

Applicable to: Terrain

### 🔷 Rare feature

Applicable to: Terrain

### 🔷 Resistant to nukes

Applicable to: Terrain

### 🔷 Can be destroyed by nukes

Applicable to: Terrain

### 🔷 Fresh water

Applicable to: Terrain

### 🔷 Rough terrain

Applicable to: Terrain

## Improvement uniques

### 🔷 Can also be built on tiles adjacent to fresh water

Applicable to: Improvement

### 🔷 [stats] from [tileFilter] tiles

Example: "[+1 Gold, +2 Production] from [Farm] tiles"

Applicable to: Improvement

### 🔷 [stats] for each adjacent [tileFilter]

Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"

Applicable to: Improvement

### 🔷 Can be built outside your borders

Applicable to: Improvement

### 🔷 Can be built just outside your borders

Applicable to: Improvement

### 🔷 Cannot be built on [tileFilter] tiles

Example: "Cannot be built on [Farm] tiles"

Applicable to: Improvement

### 🔷 Does not need removal of [tileFilter]

Example: "Does not need removal of [Farm]"

Applicable to: Improvement

### 🔷 Gives a defensive bonus of [amount]%

Example: "Gives a defensive bonus of [20]%"

Applicable to: Improvement

### 🔷 Costs [amount] gold per turn when in your territory

Example: "Costs [20] gold per turn when in your territory"

Applicable to: Improvement

### 🔷 Adjacent enemy units ending their turn take [amount] damage

Example: "Adjacent enemy units ending their turn take [20] damage"

Applicable to: Improvement

### 🔷 Great Improvement

Applicable to: Improvement

### 🔷 Provides a random bonus when entered

Applicable to: Improvement

### 🔷 Unpillagable

Applicable to: Improvement

### 🔷 Indestructible

Applicable to: Improvement

### 🔷 Irremovable

Applicable to: Improvement

## Resource uniques

### 🔷 Generated with weight [amount]

Example: "Generated with weight [20]"

Applicable to: Resource

### 🔷 Minor deposits generated with weight [amount]

Example: "Minor deposits generated with weight [20]"

Applicable to: Resource

### 🔷 Generated near City States with weight [amount]

Example: "Generated near City States with weight [20]"

Applicable to: Resource

### 🔷 Special placement during map generation

Applicable to: Resource

### 🔷 Generated on every [amount] tiles

Example: "Generated on every [20] tiles"

Applicable to: Resource

### 🔷 Guaranteed with Strategic Balance resource option

Applicable to: Resource

### 🔷 Deposits in [tileFilter] tiles always provide [amount] resources

Example: "Deposits in [Farm] tiles always provide [20] resources"

Applicable to: Resource

### 🔷 Can only be created by Mercantile City-States

Applicable to: Resource

## Ruins uniques

### 🔷 Free [baseUnitFilter] found in the ruins

Example: "Free [Melee] found in the ruins"

Applicable to: Ruins

### 🔷 [amount] population in a random city

Example: "[20] population in a random city"

Applicable to: Ruins

### 🔷 [amount] free random researchable Tech(s) from the [era]

Example: "[20] free random researchable Tech(s) from the [Ancient era]"

Applicable to: Ruins

### 🔷 Gain [amount] [stat]

Example: "Gain [20] [Culture]"

Applicable to: Ruins

### 🔷 Gain [amount]-[amount] [stat]

Example: "Gain [20]-[20] [Culture]"

Applicable to: Ruins

### 🔷 Gain enough Faith for a Pantheon

Applicable to: Ruins

### 🔷 Gain enough Faith for [amount]% of a Great Prophet

Example: "Gain enough Faith for [20]% of a Great Prophet"

Applicable to: Ruins

### 🔷 Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius

Example: "Reveal up to [amount/'all'] [Farm] within a [20] tile radius"

Applicable to: Ruins

### 🔷 From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance

Example: "From a randomly chosen tile [20] tiles away from the ruins, reveal tiles up to [20] tiles away with [20]% chance"

Applicable to: Ruins

### 🔷 This Unit gains [amount] XP

Example: "This Unit gains [20] XP"

Applicable to: Ruins

### 🔷 This Unit upgrades for free including special upgrades

Applicable to: Ruins

### 🔷 Only available after [amount] turns

Example: "Only available after [20] turns"

Applicable to: Ruins

### 🔷 Hidden before founding a Pantheon

Applicable to: Ruins

### 🔷 Hidden after founding a Pantheon

Applicable to: Ruins

### 🔷 Hidden after generating a Great Prophet

Applicable to: Ruins

## CityState uniques

### 🔷 Provides [stats] per turn

Example: "Provides [+1 Gold, +2 Production] per turn"

Applicable to: CityState

### 🔷 Provides [stats] [cityFilter] per turn

Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn"

Applicable to: CityState

### 🔷 Provides [amount] Happiness

Example: "Provides [20] Happiness"

Applicable to: CityState

### 🔷 Provides military units every ≈[amount] turns

Example: "Provides military units every ≈[20] turns"

Applicable to: CityState

### 🔷 Provides a unique luxury

Applicable to: CityState

## Conditional uniques

### 🔷 <when at war>

Applicable to: Conditional

### 🔷 <when not at war>

Applicable to: Conditional

### 🔷 <during a Golden Age>

Applicable to: Conditional

### 🔷 <with [resource]>

Example: "<with [Iron]>"

Applicable to: Conditional

### 🔷 <while the empire is happy>

Applicable to: Conditional

### 🔷 <when between [amount] and [amount] Happiness>

Example: "<when between [20] and [20] Happiness>"

Applicable to: Conditional

### 🔷 <when below [amount] Happiness>

Example: "<when below [20] Happiness>"

Applicable to: Conditional

### 🔷 <during the [era]>

Example: "<during the [Ancient era]>"

Applicable to: Conditional

### 🔷 <before the [era]>

Example: "<before the [Ancient era]>"

Applicable to: Conditional

### 🔷 <starting from the [era]>

Example: "<starting from the [Ancient era]>"

Applicable to: Conditional

### 🔷 <if no other Civilization has researched this>

Applicable to: Conditional

### 🔷 <after discovering [tech]>

Example: "<after discovering [Agriculture]>"

Applicable to: Conditional

### 🔷 <before discovering [tech]>

Example: "<before discovering [Agriculture]>"

Applicable to: Conditional

### 🔷 <after adopting [policy]>

Example: "<after adopting [Oligarchy]>"

Applicable to: Conditional

### 🔷 <before adopting [policy]>

Example: "<before adopting [Oligarchy]>"

Applicable to: Conditional

### 🔷 <if [buildingName] is constructed>

Example: "<if [Library] is constructed>"

Applicable to: Conditional

### 🔷 <for [amount] turns>

Example: "<for [20] turns>"

Applicable to: Conditional

### 🔷 <by consuming this unit>

Applicable to: Conditional

### 🔷 <in cities with a [buildingFilter]>

Example: "<in cities with a [Culture]>"

Applicable to: Conditional

### 🔷 <in cities without a [buildingFilter]>

Example: "<in cities without a [Culture]>"

Applicable to: Conditional

### 🔷 <if this city has at least [amount] specialists>

Example: "<if this city has at least [20] specialists>"

Applicable to: Conditional

### 🔷 <in cities where this religion has at least [amount] followers>

Example: "<in cities where this religion has at least [20] followers>"

Applicable to: Conditional

### 🔷 <with a garrison>

Applicable to: Conditional

### 🔷 <for [mapUnitFilter] units>

Example: "<for [Wounded] units>"

Applicable to: Conditional

### 🔷 <for units with [promotion]>

Example: "<for units with [Shock I]>"

Applicable to: Conditional

### 🔷 <for units without [promotion]>

Example: "<for units without [Shock I]>"

Applicable to: Conditional

### 🔷 <vs cities>

Applicable to: Conditional

### 🔷 <vs [mapUnitFilter] units>

Example: "<vs [Wounded] units>"

Applicable to: Conditional

### 🔷 <when fighting units from a Civilization with more Cities than you>

Applicable to: Conditional

### 🔷 <when attacking>

Applicable to: Conditional

### 🔷 <when defending>

Applicable to: Conditional

### 🔷 <when fighting in [tileFilter] tiles>

Example: "<when fighting in [Farm] tiles>"

Applicable to: Conditional

### 🔷 <on foreign continents>

Applicable to: Conditional

### 🔷 <when adjacent to a [mapUnitFilter] unit>

Example: "<when adjacent to a [Wounded] unit>"

Applicable to: Conditional

### 🔷 <when above [amount] HP>

Example: "<when above [20] HP>"

Applicable to: Conditional

### 🔷 <when below [amount] HP>

Example: "<when below [20] HP>"

Applicable to: Conditional

### 🔷 <with [amount] to [amount] neighboring [tileFilter] tiles>

Example: "<with [20] to [20] neighboring [Farm] tiles>"

Applicable to: Conditional

### 🔷 <with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles>

Example: "<with [20] to [20] neighboring [Farm] [Farm] tiles>"

Applicable to: Conditional

### 🔷 <in [tileFilter] tiles>

Example: "<in [Farm] tiles>"

Applicable to: Conditional

### 🔷 <in [tileFilter] [tileFilter] tiles>

Example: "<in [Farm] [Farm] tiles>"

Applicable to: Conditional

### 🔷 <in tiles without [tileFilter]>

Example: "<in tiles without [Farm]>"

Applicable to: Conditional

### 🔷 <on water maps>

Applicable to: Conditional

### 🔷 <in [regionType] Regions>

Example: "<in [Hybrid] Regions>"

Applicable to: Conditional

### 🔷 <in all except [regionType] Regions>

Example: "<in all except [Hybrid] Regions>"

Applicable to: Conditional

## Deprecated uniques

- "[stats] from every Wonder" - Deprecated as of 3.19.1, replace with "[stats] from every [Wonder]"
- "[stats] from every [buildingFilter] in cities where this religion has at least [amount] followers" - Deprecated as of 3.19.3, replace with "[stats] from every [buildingFilter] <in cities where this religion has at least [amount] followers>"
- "+25% Production towards any buildings that already exist in the Capital" - Deprecated as of 3.19.3, replace with "[+25]% Production towards any buildings that already exist in the Capital"
- "[amount]% of food is carried over after population increases" - Deprecated as of 3.19.2, replace with "[amount]% Food is carried over after population increases [in this city]"
- "[amount]% of food is carried over [cityFilter] after population increases" - Deprecated as of 3.19.2, replace with "[amount]% Food is carried over after population increases [cityFilter]"
- "[amount]% Culture cost of natural border growth [cityFilter]" - Deprecated as of 3.19.2, replace with "[amount]% Culture cost of natural border growth [cityFilter]"
- "-[amount]% Culture cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Culture cost of natural border growth [cityFilter]"
- "[amount]% cost of natural border growth" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of natural border growth [in all cities]"
- "-[amount]% Gold cost of acquiring tiles [cityFilter]" - Deprecated as of 3.19.1, replace with "[-amount]% Gold cost of acquiring tiles [cityFilter]"
- "[stat] cost of purchasing [baseUnitFilter] units in cities [amount]%" - Deprecated as of 3.19.3, replace with "[stat] cost of purchasing [baseUnitFilter] units [amount]%"
- "+[amount]% attacking strength for cities with garrisoned units" - Deprecated as of 3.19.1, replace with "[+amount]% Strength for cities <with a garrison> <when attacking>"
- "Can embark and move over Coasts and Oceans immediately" - Deprecated as of 3.19.9, replace with "Enables embarkation for land units <starting from the [Ancient era]>", "Enables embarked units to enter ocean tiles <starting from the [Ancient era]>"
- "Population loss from nuclear attacks -[amount]%" - Deprecated as of 3.19.2, replace with "Population loss from nuclear attacks [-amount]% [in this city]"
- "[amount]% Natural religion spread [cityFilter] with [tech/policy]" - Deprecated as of 3.19.3, replace with "[amount]% Natural religion spread [cityFilter] <after discovering [tech/policy]>" OR "[amount]% Natural religion spread [cityFilter] <after adopting [tech/policy]>"
- "[amount] HP when healing in [tileFilter] tiles" - Deprecated as of 3.19.4, replace with "[amount] HP when healing <in [tileFilter] tiles>"
- "Melee units pay no movement cost to pillage" - Deprecated as of 3.18.17, replace with "No movement cost to pillage <for [Melee] units>"
- "Heal adjacent units for an additional 15 HP per turn" - Deprecated as of 3.19.3, replace with "All adjacent units heal [+15] HP when healing"
- "+[amount]% attack strength to all [mapUnitFilter] units for [amount2] turns" - Deprecated as of 3.19.8, replace with "[+amount]% Strength <when attacking> <for [mapUnitFilter] units> <for [amount2] turns>"
- "Golden Age length increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% Golden Age length"
- "+[amount]% Defensive Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities <when defending>"
- "[amount]% Attacking Strength for cities" - Deprecated as of 3.18.17, replace with "[+amount]% Strength for cities <when attacking>"
- "[amount]% Strength for [mapUnitFilter] units which have another [mapUnitFilter] unit in an adjacent tile" - Deprecated as of 3.18.17, replace with "[amount]% Strength <for [mapUnitFilter] units> <when adjacent to a [mapUnitFilter] unit>"
- "Gold cost of upgrading [baseUnitFilter] units reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% Gold cost of upgrading <for [baseUnitFilter] units>"
- "Double gold from Great Merchant trade missions" - Deprecated as of 3.18.17, replace with "[+100]% Gold from Great Merchant trade missions"
- "Defensive buildings in all cities are 25% more effective" - Deprecated as of 3.18.17, replace with "[+25]% City Strength from defensive buildings"
- "Maintenance on roads & railroads reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% maintenance on road & railroads"
- "-[amount]% maintenance cost for buildings [cityFilter]" - Deprecated as of 3.18.17, replace with "[-amount]% maintenance cost for buildings [cityFilter]"
- "+[amount] happiness from each type of luxury resource" - Deprecated as of 3.18.17, replace with "[+amount] Happiness from each type of luxury resource"
- "Culture cost of adopting new Policies reduced by [amount]%" - Deprecated as of 3.18.17, replace with "[-amount]% Culture cost of adopting new Policies"
- "[amount]% Culture cost of adopting new policies" - Deprecated as of 3.19.1, replace with "[amount]% Culture cost of adopting new Policies"
- "Quantity of Resources gifted by City-States increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% resources gifted by City-States"
- "City-State Influence degrades [amount]% slower" - Deprecated as of 3.18.17, replace with "[-amount]% City-State Influence degradation"
- "Happiness from Luxury Resources gifted by City-States increased by [amount]%" - Deprecated as of 3.18.17, replace with "[+amount]% Happiness from luxury resources gifted by City-States"
- "+[amount]% [stat] from every [tileFilter/specialist/buildingName]" - Deprecated as of 3.18.17, replace with "[+amount]% [stat] from every [tileFilter/specialist/buildingName]"
- "+[amount]% yield from every [tileFilter]" - Deprecated as of 3.18.17, replace with "[+amount]% Yield from every [tileFilter]"
- "[stats] per turn from cities before [tech/policy]" - Deprecated as of 3.18.14, replace with "[stats] [in all cities] <before discovering [tech]>" OR "[stats] [in all cities] <before adopting [policy]>"
- "[mapUnitFilter] units gain [amount]% more Experience from combat" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat <for [mapUnitFilter] units>"
- "[amount]% maintenance costs for [mapUnitFilter] units" - Deprecated as of 3.18.14, replace with "[amount]% maintenance costs <for [mapUnitFilter] units>"
- "50% of excess happiness added to culture towards policies" - Deprecated as of 3.18.2, replace with "[50]% of excess happiness converted to [Culture]"
- "-[amount]% food consumption by specialists [cityFilter]" - Deprecated as of 3.18.2, replace with "[-amount]% Food consumption by specialists [cityFilter]"
- "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] starting from the [era] at an increasing price ([amount])" - Deprecated as of 3.17.9, removed as of 3.19.3, replace with "May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount]) <starting from the [era]>"
- "Provides a free [buildingName] [cityFilter]" - Deprecated as of 3.17.7 - removed 3.18.19, replace with "Gain a free [buildingName] [cityFilter]"
- "+[amount]% [stat] [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [cityFilter]"
- "+[amount]% [stat] in all cities" - Deprecated as of 3.17.10 - removed 3.18.18, replace with "[+amount]% [stat] [in all cities]"
- "[amount]% [stat] while the empire is happy" - Deprecated as of 3.17.1 - removed 3.18.18, replace with "[amount]% [stat] [in all cities] <while the empire is happy>"
- "Immediately creates the cheapest available cultural building in each of your first [amount] cities for free" - Deprecated as of 3.16.15 - removed 3.18.4, replace with "Provides the cheapest [stat] building in your first [amount] cities for free"
- "Immediately creates a [buildingName] in each of your first [amount] cities for free" - Deprecated as of 3.16.15 - removed 3.18.4, replace with "Provides a [buildingName] in your first [amount] cities for free"
- "[mapUnitFilter] units deal +[amount]% damage" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <for [mapUnitFilter] units>"
- "+10% Strength for all units during Golden Age" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+10]% Strength <for [All] units> <during a Golden Age>"
- "[amount]% Strength for [mapUnitFilter] units in [tileFilter]" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <for [mapUnitFilter] units> <when fighting in [tileFilter] tiles>"
- "+15% Combat Strength for all units when attacking Cities" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+15]% Strength <for [All] units> <vs cities> <when attacking>"
- "+[amount] Movement for all [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount] Movement <for [mapUnitFilter] units>"
- "+1 Movement for all units during Golden Age" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+1] Movement <for [All] units> <during a Golden Age>"
- "[amount] Sight for all [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount] Sight <for [mapUnitFilter] units>"
- "[amount]% Spread Religion Strength for [mapUnitFilter] units" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Spread Religion Strength <for [mapUnitFilter] units>"
- "+[amount]% Production when constructing [baseUnitFilter] units [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [baseUnitFilter] units [cityFilter]"
- "+[amount]% Production when constructing [stat] buildings" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [stat] buildings [in all cities]"
- "+[amount]% Production when constructing [constructionFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[+amount]% Production when constructing [constructionFilter] buildings [in all cities]"
- "+[amount]% Production when constructing a [buildingName]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [buildingName] buildings [in all cities]"
- "+[amount]% Production when constructing [constructionFilter] [cityFilter]" - Deprecated as of 3.17.10 - removed 3.18.5, replace with "[amount]% Production when constructing [constructionFilter] buildings [cityFilter]"
- "Increases embarked movement +1" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"
- "+1 Movement for all embarked units" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[+1] Movement <for [Embarked] units>"
- "Unhappiness from population decreased by [amount]%" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[-amount]% unhappiness from population [in all cities]"
- "Unhappiness from population decreased by [amount]% [cityFilter]" - Deprecated As of 3.16.11 - removed 3.17.11, replace with "[-amount]% unhappiness from population [cityFilter]"
- "+[amount]% growth [cityFilter]" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[+amount]% growth [cityFilter]"
- "+[amount]% growth [cityFilter] when not at war" - Deprecated As of 3.16.14 - removed 3.17.11, replace with "[+amount]% growth [cityFilter] <when not at war>"
- "-[amount]% [mapUnitFilter] unit maintenance costs" - Deprecated As of 3.16.16 - removed as of 3.17.11, replace with "[-amount]% maintenance costs <for [mapUnitFilter] units>"
- "-[amount]% unit upkeep costs" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[amount]% maintenance costs <for [All] units>"
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
- "+1 happiness from each type of luxury resource" - Deprecated Extremely old - used for auto-updates only, replace with "[+1] Happiness from each type of luxury resource"
- "-33% unit upkeep costs" - Deprecated Extremely old - used for auto-updates only, replace with "[-33]% maintenance costs <for [All] units>"
- "-50% food consumption by specialists" - Deprecated Extremely old - used for auto-updates only, replace with "[-50]% Food consumption by specialists [in all cities]"
- "+50% attacking strength for cities with garrisoned units" - Deprecated Extremely old - used for auto-updates only, replace with "[+50]% Strength for cities <with a garrison> <when attacking>"
- "Incompatible with [policy/tech/promotion]" - Deprecated as of 3.19.8, replace with "Only available <before adopting [policy/tech/promotion]>" OR "Only available <before discovering [policy/tech/promotion]>" OR "Only available <for units without [policy/tech/promotion]>"
- "Not displayed as an available construction without [buildingName/tech/resource/policy]" - Deprecated as of 3.19.8, replace with "Only available <after adopting [buildingName/tech/resource/policy]>" OR "Only available <with [buildingName/tech/resource/policy]>" OR "Only available <if [buildingName/tech/resource/policy] is constructed>" OR "Only available <after discovering [buildingName/tech/resource/policy]>"
- "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]>"
- "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]>"
- "Cannot be built with [buildingName]" - Deprecated as of 3.19.9, replace with "Only available <in cities without a [buildingName]>"
- "Requires a [buildingName] in this city" - Deprecated as of 3.19.9, replace with "Only available <in cities with a [buildingName]>"
- "[stats] with [resource]" - Deprecated as of 3.19.7, replace with "[stats] <with [resource]>"
- "Not displayed as an available construction unless [buildingName] is built" - Deprecated as of 3.16.11, replace with "Not displayed as an available construction without [buildingName]"
- "[stats] once [tech] is discovered" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "[stats] <after discovering [tech]>"
- "Eliminates combat penalty for attacking from the sea" - Deprecated as of 3.19.8, replace with "Eliminates combat penalty for attacking across a coast"
- "[amount]% Bonus XP gain" - Deprecated as of 3.18.12, replace with "[amount]% XP gained from combat"
- "Cannot enter ocean tiles until Astronomy" - Deprecated as of 3.18.6, replace with "Cannot enter ocean tiles <before discovering [Astronomy]>"
- "+[amount]% Strength when attacking" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <when attacking>"
- "+[amount]% Strength when defending" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[+amount]% Strength <when defending>"
- "[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>"
- "+[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>"
- "+[amount]% Strength in [tileFilter]" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount]% Strength <when fighting in [tileFilter] tiles>"
- "[amount] Visibility Range" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[amount] Sight"
- "Limited Visibility" - Deprecated as of 3.17.5 - removed 3.18.5, replace with "[-1] Sight"
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [Coast]"
- "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"
- "-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[-amount]% Strength"
- "+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength <vs [combatantFilter] units>" OR "[+amount]% Strength <vs cities>"
- "-[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>"
- "+[amount]% Combat Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[+amount]% Strength"
- "+1 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+1] Sight"
- "+[amount] Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight"
- "+[amount] Sight for all [mapUnitFilter] units" - Deprecated Extremely old - used for auto-updates only, replace with "[+amount] Sight <for [mapUnitFilter] units>"
- "+2 Visibility Range" - Deprecated Extremely old - used for auto-updates only, replace with "[+2] Sight"
- "Can build improvements on tiles" - Deprecated Extremely old - used for auto-updates only, replace with "Can build [Land] improvements on tiles"
- "Science gained from research agreements +50%" - Deprecated Extremely old - used for auto-updates only, replace with "Science gained from research agreements [+50]%"
- "Deal [amount] damage to adjacent enemy units" - Deprecated as of 3.18.17, replace with "Adjacent enemy units ending their turn take [amount] damage"
- "Cannot be built on [tileFilter] tiles until [tech] is discovered" - Deprecated as of 3.18.5, replace with "Cannot be built on [tileFilter] tiles <before discovering [tech]>"
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
- "Deal 30 damage to adjacent enemy units" - Deprecated as of 3.17.10 - removed 3.18.19, replace with "Adjacent enemy units ending their turn take [30] damage"