From 1fcc59adb3563f25b90bf2b6338da178c445d821 Mon Sep 17 00:00:00 2001 From: Yair Morgenstern Date: Wed, 23 Feb 2022 16:26:07 +0200 Subject: [PATCH] More readable unique docs - this is the easiest way I've found to have the uniques themselves stand out --- .../com/unciv/app/desktop/UniqueDocsWriter.kt | 2 +- docs/uniques.md | 730 +++++++++--------- 2 files changed, 366 insertions(+), 366 deletions(-) diff --git a/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt b/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt index 6c4911c7f3..fdc6aeed2d 100644 --- a/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt +++ b/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt @@ -72,7 +72,7 @@ class UniqueDocsWriter { val uniqueText = if (targetType.key == UniqueTarget.Conditional) "<${uniqueType.text}>" else uniqueType.text - lines += "#### $uniqueText" + lines += "### 🔷 $uniqueText" if (uniqueType.text.contains('[')) lines += "Example: \"${replaceExamples(uniqueText)}\"\n" lines += "Applicable to: " + uniqueType.targetTypes.sorted().joinToString() diff --git a/docs/uniques.md b/docs/uniques.md index 8b31a8faec..579732dc1a 100644 --- a/docs/uniques.md +++ b/docs/uniques.md @@ -17,1560 +17,1560 @@ - [Deprecated uniques](#deprecated-uniques) ## Triggerable uniques -#### Free [baseUnitFilter] appears +### 🔷 Free [baseUnitFilter] appears Example: "Free [Melee] appears" Applicable to: Triggerable -#### [amount] free [baseUnitFilter] units appear +### 🔷 [amount] free [baseUnitFilter] units appear Example: "[20] free [Melee] units appear" Applicable to: Triggerable -#### Free Social Policy +### 🔷 Free Social Policy Applicable to: Triggerable -#### [amount] Free Social Policies +### 🔷 [amount] Free Social Policies Example: "[20] Free Social Policies" Applicable to: Triggerable -#### Empire enters golden age +### 🔷 Empire enters golden age Applicable to: Triggerable -#### Free Great Person +### 🔷 Free Great Person Applicable to: Triggerable -#### [amount] population [cityFilter] +### 🔷 [amount] population [cityFilter] Example: "[20] population [in all cities]" Applicable to: Triggerable -#### Free Technology +### 🔷 Free Technology Applicable to: Triggerable -#### [amount] Free Technologies +### 🔷 [amount] Free Technologies Example: "[20] Free Technologies" Applicable to: Triggerable -#### Reveals the entire map +### 🔷 Reveals the entire map Applicable to: Triggerable -#### Triggers voting for the Diplomatic Victory +### 🔷 Triggers voting for the Diplomatic Victory Applicable to: Triggerable -#### This Unit gains the [promotion] promotion +### 🔷 This Unit gains the [promotion] promotion Example: "This Unit gains the [Shock I] promotion" Applicable to: Triggerable -#### [mapUnitFilter] units gain the [promotion] promotion +### 🔷 [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 +### 🔷 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 +### 🔷 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 +### 🔷 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] +### 🔷 [stats] Example: "[+1 Gold, +2 Production]" Applicable to: Global, FollowerBelief, Improvement -#### [stats] [cityFilter] +### 🔷 [stats] [cityFilter] Example: "[+1 Gold, +2 Production] [in all cities]" Applicable to: Global, FollowerBelief -#### [stats] from every specialist [cityFilter] +### 🔷 [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] +### 🔷 [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 +### 🔷 [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 +### 🔷 [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 +### 🔷 [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 +### 🔷 [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] +### 🔷 [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] +### 🔷 [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] +### 🔷 [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 +### 🔷 [stats] from each Trade Route Example: "[+1 Gold, +2 Production] from each Trade Route" Applicable to: Global, FollowerBelief -#### [amount]% [stat] +### 🔷 [amount]% [stat] Example: "[20]% [Culture]" Applicable to: Global, FollowerBelief -#### [amount]% [stat] [cityFilter] +### 🔷 [amount]% [stat] [cityFilter] Example: "[20]% [Culture] [in all cities]" Applicable to: Global, FollowerBelief -#### [amount]% [stat] from every [tileFilter/specialist/buildingName] +### 🔷 [amount]% [stat] from every [tileFilter/specialist/buildingName] Example: "[20]% [Culture] from every [tileFilter/specialist/buildingName]" Applicable to: Global, FollowerBelief -#### [amount]% Yield from every [tileFilter] +### 🔷 [amount]% Yield from every [tileFilter] Example: "[20]% Yield from every [Farm]" Applicable to: Global, FollowerBelief -#### [amount]% [stat] from City-States +### 🔷 [amount]% [stat] from City-States Example: "[20]% [Culture] from City-States" Applicable to: Global -#### Gold from all trade routes +25% +### 🔷 Gold from all trade routes +25% Applicable to: Global -#### Nullifies [stat] [cityFilter] +### 🔷 Nullifies [stat] [cityFilter] Example: "Nullifies [Culture] [in all cities]" Applicable to: Global -#### Nullifies Growth [cityFilter] +### 🔷 Nullifies Growth [cityFilter] Example: "Nullifies Growth [in all cities]" Applicable to: Global -#### [amount]% Production when constructing [buildingFilter] wonders [cityFilter] +### 🔷 [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] +### 🔷 [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] +### 🔷 [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 +### 🔷 [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 +### 🔷 Tile yields from Natural Wonders doubled Applicable to: Global -#### Military Units gifted from City-States start with [amount] XP +### 🔷 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 +### 🔷 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 +### 🔷 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. +### 🔷 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 +### 🔷 City-State territory always counts as friendly territory Applicable to: Global -#### Allied City-States will occasionally gift Great People +### 🔷 Allied City-States will occasionally gift Great People Applicable to: Global -#### [amount]% City-State Influence degradation +### 🔷 [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] +### 🔷 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 +### 🔷 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 +### 🔷 [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 +### 🔷 [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 +### 🔷 City-State Influence recovers at twice the normal rate Applicable to: Global -#### [amount] units cost no maintenance +### 🔷 [amount] units cost no maintenance Example: "[20] units cost no maintenance" Applicable to: Global -#### Cannot build [baseUnitFilter] units +### 🔷 Cannot build [baseUnitFilter] units Example: "Cannot build [Melee] units" Applicable to: Global -#### [amount]% growth [cityFilter] +### 🔷 [amount]% growth [cityFilter] Example: "[20]% growth [in all cities]" Applicable to: Global, FollowerBelief -#### [amount]% Food is carried over after population increases [cityFilter] +### 🔷 [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] +### 🔷 Gain a free [buildingName] [cityFilter] Example: "Gain a free [Library] [in all cities]" Applicable to: Global -#### [amount]% Great Person generation [cityFilter] +### 🔷 [amount]% Great Person generation [cityFilter] Example: "[20]% Great Person generation [in all cities]" Applicable to: Global, FollowerBelief -#### [amount]% great person generation [cityFilter] +### 🔷 [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 +### 🔷 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 +### 🔷 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] +### 🔷 [amount]% unhappiness from population [cityFilter] Example: "[20]% unhappiness from population [in all cities]" Applicable to: Global, FollowerBelief -#### [amount]% unhappiness from specialists [cityFilter] +### 🔷 [amount]% unhappiness from specialists [cityFilter] Example: "[20]% unhappiness from specialists [in all cities]" Applicable to: Global, FollowerBelief -#### [amount]% Food consumption by specialists [cityFilter] +### 🔷 [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 +### 🔷 Provides 1 happiness per 2 additional social policies adopted Applicable to: Global -#### [amount]% of excess happiness converted to [stat] +### 🔷 [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] +### 🔷 [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] +### 🔷 [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]) +### 🔷 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]) +### 🔷 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] +### 🔷 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] +### 🔷 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] +### 🔷 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] +### 🔷 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 +### 🔷 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 +### 🔷 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 +### 🔷 Enables conversion of city production to gold Applicable to: Global -#### Enables conversion of city production to science +### 🔷 Enables conversion of city production to science Applicable to: Global -#### [stat] cost of purchasing items in cities [amount]% +### 🔷 [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]% +### 🔷 [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]% +### 🔷 [stat] cost of purchasing [baseUnitFilter] units [amount]% Example: "[Culture] cost of purchasing [Melee] units [20]%" Applicable to: Global, FollowerBelief -#### Improves movement speed on roads +### 🔷 Improves movement speed on roads Applicable to: Global -#### Roads connect tiles across rivers +### 🔷 Roads connect tiles across rivers Applicable to: Global -#### [amount]% maintenance on road & railroads +### 🔷 [amount]% maintenance on road & railroads Example: "[20]% maintenance on road & railroads" Applicable to: Global -#### [amount]% maintenance cost for buildings [cityFilter] +### 🔷 [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. +### 🔷 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. +### 🔷 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 +### 🔷 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 +### 🔷 [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 +### 🔷 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 +### 🔷 [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]% +### 🔷 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 +### 🔷 Double quantity of [resource] produced Example: "Double quantity of [Iron] produced" Applicable to: Global -#### Double Happiness from Natural Wonders +### 🔷 Double Happiness from Natural Wonders Applicable to: Global -#### Enables construction of Spaceship parts +### 🔷 Enables construction of Spaceship parts Applicable to: Global -#### Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite) +### 🔷 Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite) Applicable to: Global -#### Production to science conversion in cities increased by 33% +### 🔷 Production to science conversion in cities increased by 33% Applicable to: Global -#### Notified of new Barbarian encampments +### 🔷 Notified of new Barbarian encampments Applicable to: Global -#### "Borrows" city names from other civilizations in the game +### 🔷 "Borrows" city names from other civilizations in the game Applicable to: Global -#### Units fight as though they were at full strength even when damaged +### 🔷 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) +### 🔷 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 +### 🔷 Unhappiness from number of Cities doubled Applicable to: Global -#### Great General provides double combat bonus +### 🔷 Great General provides double combat bonus Applicable to: Global -#### Receive a tech boost when scientific buildings/wonders are built in capital +### 🔷 Receive a tech boost when scientific buildings/wonders are built in capital Applicable to: Global -#### May not generate great prophet equivalents naturally +### 🔷 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 +### 🔷 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 +### 🔷 50% chance of capturing defeated Barbarian naval units and earning 25 Gold Applicable to: Global -#### Receive triple Gold from Barbarian encampments and pillaging Cities +### 🔷 Receive triple Gold from Barbarian encampments and pillaging Cities Applicable to: Global -#### Enables Open Borders agreements +### 🔷 Enables Open Borders agreements Applicable to: Global -#### Enables Research agreements +### 🔷 Enables Research agreements Applicable to: Global -#### Science gained from research agreements [amount]% +### 🔷 Science gained from research agreements [amount]% Example: "Science gained from research agreements [20]%" Applicable to: Global -#### Triggers victory +### 🔷 Triggers victory Applicable to: Global -#### Triggers a Cultural Victory upon completion +### 🔷 Triggers a Cultural Victory upon completion Applicable to: Global -#### [amount]% City Strength from defensive buildings +### 🔷 [amount]% City Strength from defensive buildings Example: "[20]% City Strength from defensive buildings" Applicable to: Global -#### [amount]% tile improvement construction time +### 🔷 [amount]% tile improvement construction time Example: "[20]% tile improvement construction time" Applicable to: Global -#### [amount]% Gold from Great Merchant trade missions +### 🔷 [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 +### 🔷 [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 +### 🔷 [amount]% Golden Age length Example: "[20]% Golden Age length" Applicable to: Global -#### [amount]% Strength for cities +### 🔷 [amount]% Strength for cities Example: "[20]% Strength for cities" Applicable to: Global, FollowerBelief -#### New [baseUnitFilter] units start with [amount] Experience [cityFilter] +### 🔷 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 +### 🔷 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 +### 🔷 [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 +### 🔷 Enables embarkation for land units Applicable to: Global -#### Enables embarked units to enter ocean tiles +### 🔷 Enables embarked units to enter ocean tiles Applicable to: Global -#### Population loss from nuclear attacks [amount]% [cityFilter] +### 🔷 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] +### 🔷 [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 +### 🔷 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 +### 🔷 Can be continually researched Applicable to: Global -#### [amount] Unit Supply +### 🔷 [amount] Unit Supply Example: "[20] Unit Supply" Applicable to: Global -#### [amount] Unit Supply per [amount] population [cityFilter] +### 🔷 [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 +### 🔷 [amount] Unit Supply per city Example: "[20] Unit Supply per city" Applicable to: Global -#### Units in cities cost no Maintenance +### 🔷 Units in cities cost no Maintenance Applicable to: Global -#### Rebel units may spawn +### 🔷 Rebel units may spawn Applicable to: Global -#### [amount]% Strength +### 🔷 [amount]% Strength Example: "[20]% Strength" Applicable to: Global, Unit -#### [amount]% Strength decreasing with distance from the capital +### 🔷 [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 +### 🔷 [amount]% to Flank Attack bonuses Example: "[20]% to Flank Attack bonuses" Applicable to: Global, Unit -#### +30% Strength when fighting City-State units and cities +### 🔷 +30% Strength when fighting City-State units and cities Applicable to: Global -#### [amount] Movement +### 🔷 [amount] Movement Example: "[20] Movement" Applicable to: Global, Unit -#### [amount] Sight +### 🔷 [amount] Sight Example: "[20] Sight" Applicable to: Global, Unit, Terrain -#### [amount] Range +### 🔷 [amount] Range Example: "[20] Range" Applicable to: Global, Unit -#### [amount] HP when healing +### 🔷 [amount] HP when healing Example: "[20] HP when healing" Applicable to: Global, Unit -#### [amount]% Spread Religion Strength +### 🔷 [amount]% Spread Religion Strength Example: "[20]% Spread Religion Strength" Applicable to: Global, Unit -#### No defensive terrain bonus +### 🔷 No defensive terrain bonus Applicable to: Global, Unit -#### No defensive terrain penalty +### 🔷 No defensive terrain penalty Applicable to: Global, Unit -#### No movement cost to pillage +### 🔷 No movement cost to pillage Applicable to: Global, Unit -#### May heal outside of friendly territory +### 🔷 May heal outside of friendly territory Applicable to: Global, Unit -#### All healing effects doubled +### 🔷 All healing effects doubled Applicable to: Global, Unit -#### Heals [amount] damage if it kills a 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 +### 🔷 Can only heal by pillaging Applicable to: Global, Unit -#### Normal vision when embarked +### 🔷 Normal vision when embarked Applicable to: Global, Unit -#### Defense bonus when embarked +### 🔷 Defense bonus when embarked Applicable to: Global, Unit -#### Embarked units can defend themselves +### 🔷 Embarked units can defend themselves Applicable to: Global -#### [amount]% maintenance costs +### 🔷 [amount]% maintenance costs Example: "[20]% maintenance costs" Applicable to: Global, Unit -#### [amount]% Gold cost of upgrading +### 🔷 [amount]% Gold cost of upgrading Example: "[20]% Gold cost of upgrading" Applicable to: Global, Unit -#### [greatPerson] is earned [amount]% faster +### 🔷 [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] +### 🔷 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 +### 🔷 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] +### 🔷 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 +### 🔷 [amount] XP gained from combat Example: "[20] XP gained from combat" Applicable to: Global, Unit -#### [amount]% XP gained from combat +### 🔷 [amount]% XP gained from combat Example: "[20]% XP gained from combat" Applicable to: Global, Unit -#### This Unit upgrades for free +### 🔷 This Unit upgrades for free Applicable to: Global ## Nation uniques -#### Will not be chosen for new games +### 🔷 Will not be chosen for new games Applicable to: Nation -#### Starts with [tech] +### 🔷 Starts with [tech] Example: "Starts with [Agriculture]" Applicable to: Nation ## Tech uniques -#### Starting tech +### 🔷 Starting tech Applicable to: Tech -#### Only available +### 🔷 Only available Applicable to: Tech, Policy, Building, Unit, Promotion, Improvement ## FollowerBelief uniques -#### [amount]% [stat] from every follower, up to [amount]% +### 🔷 [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 +### 🔷 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] +### 🔷 Consumes [amount] [resource] Example: "Consumes [20] [Iron]" Applicable to: Building, Unit, Improvement -#### Provides [amount] [resource] +### 🔷 Provides [amount] [resource] Example: "Provides [20] [Iron]" Applicable to: Building, Improvement -#### Unbuildable +### 🔷 Unbuildable Applicable to: Building, Unit -#### Cannot be purchased +### 🔷 Cannot be purchased Applicable to: Building, Unit -#### Can be purchased with [stat] [cityFilter] +### 🔷 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] +### 🔷 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 +### 🔷 Limited to [amount] per Civilization Example: "Limited to [20] per Civilization" Applicable to: Building, Unit -#### Hidden until [amount] social policy branches have been completed +### 🔷 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 +### 🔷 Excess Food converted to Production when under construction Applicable to: Building, Unit -#### Requires at least [amount] population +### 🔷 Requires at least [amount] population Example: "Requires at least [20] population" Applicable to: Building, Unit -#### Cost increases by [amount] per owned city +### 🔷 Cost increases by [amount] per owned city Example: "Cost increases by [20] per owned city" Applicable to: Building -#### Requires a [buildingName] in all cities +### 🔷 Requires a [buildingName] in all cities Example: "Requires a [Library] in all cities" Applicable to: Building -#### Requires a [buildingName] in at least [amount] cities +### 🔷 Requires a [buildingName] in at least [amount] cities Example: "Requires a [Library] in at least [20] cities" Applicable to: Building -#### Must be on [terrainFilter] +### 🔷 Must be on [terrainFilter] Example: "Must be on [Forest]" Applicable to: Building -#### Must not be on [terrainFilter] +### 🔷 Must not be on [terrainFilter] Example: "Must not be on [Forest]" Applicable to: Building -#### Must be next to [terrainFilter] +### 🔷 Must be next to [terrainFilter] Example: "Must be next to [Forest]" Applicable to: Building, Improvement -#### Must not be next to [terrainFilter] +### 🔷 Must not be next to [terrainFilter] Example: "Must not be next to [Forest]" Applicable to: Building -#### Unsellable +### 🔷 Unsellable Applicable to: Building -#### Obsolete with [tech] +### 🔷 Obsolete with [tech] Example: "Obsolete with [Agriculture]" Applicable to: Building, Improvement, Resource -#### Indicates the capital city +### 🔷 Indicates the capital city Applicable to: Building -#### Provides 1 extra copy of each improved luxury resource near this City +### 🔷 Provides 1 extra copy of each improved luxury resource near this City Applicable to: Building -#### Destroyed when the city is captured +### 🔷 Destroyed when the city is captured Applicable to: Building -#### Never destroyed when the city is captured +### 🔷 Never destroyed when the city is captured Applicable to: Building -#### Doubles Gold given to enemy if city is captured +### 🔷 Doubles Gold given to enemy if city is captured Applicable to: Building -#### Remove extra unhappiness from annexed cities +### 🔷 Remove extra unhappiness from annexed cities Applicable to: Building -#### Spaceship part +### 🔷 Spaceship part Applicable to: Building, Unit -#### Hidden when religion is disabled +### 🔷 Hidden when religion is disabled Applicable to: Building, Unit, Ruins -#### Hidden when [victoryType] Victory is disabled +### 🔷 Hidden when [victoryType] Victory is disabled Example: "Hidden when [Domination] Victory is disabled" Applicable to: Building, Unit ## Unit uniques -#### Founds a new city +### 🔷 Founds a new city Applicable to: Unit -#### Can construct [improvementName] +### 🔷 Can construct [improvementName] Example: "Can construct [Trading Post]" Applicable to: Unit -#### Can build [improvementFilter/terrainFilter] improvements on tiles +### 🔷 Can build [improvementFilter/terrainFilter] improvements on tiles Example: "Can build [improvementFilter/terrainFilter] improvements on tiles" Applicable to: Unit -#### May create improvements on water resources +### 🔷 May create improvements on water resources Applicable to: Unit -#### May found a religion +### 🔷 May found a religion Applicable to: Unit -#### May enhance a religion +### 🔷 May enhance a religion Applicable to: Unit -#### Can only attack [combatantFilter] units +### 🔷 Can only attack [combatantFilter] units Example: "Can only attack [City] units" Applicable to: Unit -#### Can only attack [tileFilter] tiles +### 🔷 Can only attack [tileFilter] tiles Example: "Can only attack [Farm] tiles" Applicable to: Unit -#### Cannot attack +### 🔷 Cannot attack Applicable to: Unit -#### Must set up to ranged attack +### 🔷 Must set up to ranged attack Applicable to: Unit -#### Self-destructs when attacking +### 🔷 Self-destructs when attacking Applicable to: Unit -#### Blast radius [amount] +### 🔷 Blast radius [amount] Example: "Blast radius [20]" Applicable to: Unit -#### Ranged attacks may be performed over obstacles +### 🔷 Ranged attacks may be performed over obstacles Applicable to: Unit -#### Uncapturable +### 🔷 Uncapturable Applicable to: Unit -#### May withdraw before melee ([amount]%) +### 🔷 May withdraw before melee ([amount]%) Example: "May withdraw before melee ([20]%)" Applicable to: Unit -#### Unable to capture cities +### 🔷 Unable to capture cities Applicable to: Unit -#### Can move after attacking +### 🔷 Can move after attacking Applicable to: Unit -#### Can move immediately once bought +### 🔷 Can move immediately once bought Applicable to: Unit -#### Unit will heal every turn, even if it performs an action +### 🔷 Unit will heal every turn, even if it performs an action Applicable to: Unit -#### All adjacent units heal [amount] HP when healing +### 🔷 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 +### 🔷 Eliminates combat penalty for attacking across a coast Applicable to: Unit -#### 6 tiles in every direction always visible +### 🔷 6 tiles in every direction always visible Applicable to: Unit -#### Can carry [amount] [mapUnitFilter] units +### 🔷 Can carry [amount] [mapUnitFilter] units Example: "Can carry [20] [Wounded] units" Applicable to: Unit -#### Can carry [amount] extra [mapUnitFilter] units +### 🔷 Can carry [amount] extra [mapUnitFilter] units Example: "Can carry [20] extra [Wounded] units" Applicable to: Unit -#### Cannot be carried by [mapUnitFilter] units +### 🔷 Cannot be carried by [mapUnitFilter] units Example: "Cannot be carried by [Wounded] units" Applicable to: Unit -#### May capture killed [mapUnitFilter] units +### 🔷 May capture killed [mapUnitFilter] units Example: "May capture killed [Wounded] units" Applicable to: Unit -#### Invisible to others +### 🔷 Invisible to others Applicable to: Unit -#### Invisible to non-adjacent units +### 🔷 Invisible to non-adjacent units Applicable to: Unit -#### Can see invisible [mapUnitFilter] units +### 🔷 Can see invisible [mapUnitFilter] units Example: "Can see invisible [Wounded] units" Applicable to: Unit -#### May upgrade to [baseUnitFilter] through ruins-like effects +### 🔷 May upgrade to [baseUnitFilter] through ruins-like effects Example: "May upgrade to [Melee] through ruins-like effects" Applicable to: Unit -#### Double movement in [terrainFilter] +### 🔷 Double movement in [terrainFilter] Example: "Double movement in [Forest]" Applicable to: Unit -#### All tiles cost 1 movement +### 🔷 All tiles cost 1 movement Applicable to: Unit -#### Can pass through impassable tiles +### 🔷 Can pass through impassable tiles Applicable to: Unit -#### Ignores terrain cost +### 🔷 Ignores terrain cost Applicable to: Unit -#### Ignores Zone of Control +### 🔷 Ignores Zone of Control Applicable to: Unit -#### Rough terrain penalty +### 🔷 Rough terrain penalty Applicable to: Unit -#### Can enter ice tiles +### 🔷 Can enter ice tiles Applicable to: Unit -#### Cannot enter ocean tiles +### 🔷 Cannot enter ocean tiles Applicable to: Unit -#### May enter foreign tiles without open borders +### 🔷 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 +### 🔷 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 +### 🔷 Never appears as a Barbarian unit Applicable to: Unit -#### Religious Unit +### 🔷 Religious Unit Applicable to: Unit -#### Can be added to [comment] in the Capital +### 🔷 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 +### 🔷 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 +### 🔷 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 +### 🔷 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 +### 🔷 Must not be on [amount] largest landmasses Example: "Must not be on [20] largest landmasses" Applicable to: Terrain -#### Must be on [amount] largest landmasses +### 🔷 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 +### 🔷 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 +### 🔷 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] +### 🔷 Neighboring tiles will convert to [baseTerrain] Example: "Neighboring tiles will convert to [Grassland]" Applicable to: Terrain -#### Neighboring tiles except [baseTerrain] will convert to [baseTerrain] +### 🔷 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 +### 🔷 Grants 500 Gold to the first civilization to discover it Applicable to: Terrain -#### Units ending their turn on this terrain take [amount] damage +### 🔷 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 +### 🔷 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 +### 🔷 [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 +### 🔷 Provides a one-time Production bonus to the closest city when cut down Applicable to: Terrain -#### Tile provides yield without assigned population +### 🔷 Tile provides yield without assigned population Applicable to: Terrain, Improvement -#### Nullifies all other stats this tile provides +### 🔷 Nullifies all other stats this tile provides Applicable to: Terrain -#### Only [improvementFilter] improvements may be built on this tile +### 🔷 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 +### 🔷 Blocks line-of-sight from tiles at same elevation Applicable to: Terrain -#### Has an elevation of [amount] for visibility calculations +### 🔷 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 +### 🔷 Always Fertility [amount] for Map Generation Example: "Always Fertility [20] for Map Generation" Applicable to: Terrain -#### [amount] to Fertility for Map Generation +### 🔷 [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] +### 🔷 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] +### 🔷 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 +### 🔷 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 +### 🔷 Base Terrain on this tile is not counted for Region determination Applicable to: Terrain -#### Starts in regions of this type receive an extra [resource] +### 🔷 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 +### 🔷 Never receives any resources Applicable to: Terrain -#### Becomes [terrainName] when adjacent to [terrainFilter] +### 🔷 Becomes [terrainName] when adjacent to [terrainFilter] Example: "Becomes [terrainName] when adjacent to [Forest]" Applicable to: Terrain -#### Considered [terrainQuality] when determining start locations +### 🔷 Considered [terrainQuality] when determining start locations Example: "Considered [Undesirable] when determining start locations" Applicable to: Terrain -#### Doesn't generate naturally +### 🔷 Doesn't generate naturally Applicable to: Terrain, Resource -#### Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount] +### 🔷 Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount] Example: "Occurs at temperature between [20] and [20] and humidity between [20] and [20]" Applicable to: Terrain -#### Occurs in chains at high elevations +### 🔷 Occurs in chains at high elevations Applicable to: Terrain -#### Occurs in groups around high elevations +### 🔷 Occurs in groups around high elevations Applicable to: Terrain -#### Every [amount] tiles with this terrain will receive a major deposit of a strategic resource. +### 🔷 Every [amount] tiles with this terrain will receive a major deposit of a strategic resource. Example: "Every [20] tiles with this terrain will receive a major deposit of a strategic resource." Applicable to: Terrain -#### Rare feature +### 🔷 Rare feature Applicable to: Terrain -#### Resistant to nukes +### 🔷 Resistant to nukes Applicable to: Terrain -#### Can be destroyed by nukes +### 🔷 Can be destroyed by nukes Applicable to: Terrain -#### Fresh water +### 🔷 Fresh water Applicable to: Terrain -#### Rough terrain +### 🔷 Rough terrain Applicable to: Terrain ## Improvement uniques -#### Can also be built on tiles adjacent to fresh water +### 🔷 Can also be built on tiles adjacent to fresh water Applicable to: Improvement -#### [stats] from [tileFilter] tiles +### 🔷 [stats] from [tileFilter] tiles Example: "[+1 Gold, +2 Production] from [Farm] tiles" Applicable to: Improvement -#### [stats] for each adjacent [tileFilter] +### 🔷 [stats] for each adjacent [tileFilter] Example: "[+1 Gold, +2 Production] for each adjacent [Farm]" Applicable to: Improvement -#### Can be built outside your borders +### 🔷 Can be built outside your borders Applicable to: Improvement -#### Can be built just outside your borders +### 🔷 Can be built just outside your borders Applicable to: Improvement -#### Cannot be built on [tileFilter] tiles +### 🔷 Cannot be built on [tileFilter] tiles Example: "Cannot be built on [Farm] tiles" Applicable to: Improvement -#### Does not need removal of [tileFilter] +### 🔷 Does not need removal of [tileFilter] Example: "Does not need removal of [Farm]" Applicable to: Improvement -#### Gives a defensive bonus of [amount]% +### 🔷 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 +### 🔷 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 +### 🔷 Adjacent enemy units ending their turn take [amount] damage Example: "Adjacent enemy units ending their turn take [20] damage" Applicable to: Improvement -#### Great Improvement +### 🔷 Great Improvement Applicable to: Improvement -#### Provides a random bonus when entered +### 🔷 Provides a random bonus when entered Applicable to: Improvement -#### Unpillagable +### 🔷 Unpillagable Applicable to: Improvement -#### Indestructible +### 🔷 Indestructible Applicable to: Improvement -#### Irremovable +### 🔷 Irremovable Applicable to: Improvement ## Resource uniques -#### Generated with weight [amount] +### 🔷 Generated with weight [amount] Example: "Generated with weight [20]" Applicable to: Resource -#### Minor deposits generated with weight [amount] +### 🔷 Minor deposits generated with weight [amount] Example: "Minor deposits generated with weight [20]" Applicable to: Resource -#### Generated near City States with weight [amount] +### 🔷 Generated near City States with weight [amount] Example: "Generated near City States with weight [20]" Applicable to: Resource -#### Special placement during map generation +### 🔷 Special placement during map generation Applicable to: Resource -#### Generated on every [amount] tiles +### 🔷 Generated on every [amount] tiles Example: "Generated on every [20] tiles" Applicable to: Resource -#### Guaranteed with Strategic Balance resource option +### 🔷 Guaranteed with Strategic Balance resource option Applicable to: Resource -#### Deposits in [tileFilter] tiles always provide [amount] resources +### 🔷 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 +### 🔷 Can only be created by Mercantile City-States Applicable to: Resource ## Ruins uniques -#### Free [baseUnitFilter] found in the ruins +### 🔷 Free [baseUnitFilter] found in the ruins Example: "Free [Melee] found in the ruins" Applicable to: Ruins -#### [amount] population in a random city +### 🔷 [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] +### 🔷 [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] +### 🔷 Gain [amount] [stat] Example: "Gain [20] [Culture]" Applicable to: Ruins -#### Gain [amount]-[amount] [stat] +### 🔷 Gain [amount]-[amount] [stat] Example: "Gain [20]-[20] [Culture]" Applicable to: Ruins -#### Gain enough Faith for a Pantheon +### 🔷 Gain enough Faith for a Pantheon Applicable to: Ruins -#### Gain enough Faith for [amount]% of a Great Prophet +### 🔷 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 +### 🔷 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 +### 🔷 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 +### 🔷 This Unit gains [amount] XP Example: "This Unit gains [20] XP" Applicable to: Ruins -#### This Unit upgrades for free including special upgrades +### 🔷 This Unit upgrades for free including special upgrades Applicable to: Ruins -#### Only available after [amount] turns +### 🔷 Only available after [amount] turns Example: "Only available after [20] turns" Applicable to: Ruins -#### Hidden before founding a Pantheon +### 🔷 Hidden before founding a Pantheon Applicable to: Ruins -#### Hidden after founding a Pantheon +### 🔷 Hidden after founding a Pantheon Applicable to: Ruins -#### Hidden after generating a Great Prophet +### 🔷 Hidden after generating a Great Prophet Applicable to: Ruins ## CityState uniques -#### Provides [stats] per turn +### 🔷 Provides [stats] per turn Example: "Provides [+1 Gold, +2 Production] per turn" Applicable to: CityState -#### Provides [stats] [cityFilter] per turn +### 🔷 Provides [stats] [cityFilter] per turn Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn" Applicable to: CityState -#### Provides [amount] Happiness +### 🔷 Provides [amount] Happiness Example: "Provides [20] Happiness" Applicable to: CityState -#### Provides military units every ≈[amount] turns +### 🔷 Provides military units every ≈[amount] turns Example: "Provides military units every ≈[20] turns" Applicable to: CityState -#### Provides a unique luxury +### 🔷 Provides a unique luxury Applicable to: CityState ## Conditional uniques -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional -#### +### 🔷 Example: "" Applicable to: Conditional