mirror of
https://github.com/yairm210/Unciv.git
synced 2025-09-27 13:55:54 -04:00
Added unique documentation generation when running from Android Studio :)
This commit is contained in:
parent
532f42365c
commit
4617bc21a7
@ -43,6 +43,10 @@ internal object DesktopLauncher {
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val versionFromJar = DesktopLauncher.javaClass.`package`.specificationVersion ?: "Desktop"
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if(versionFromJar == "Desktop") {
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UniqueDocsWriter().write()
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}
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val desktopParameters = UncivGameParameters(
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versionFromJar,
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cancelDiscordEvent = { discordTimer?.cancel() },
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19
desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt
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19
desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt
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@ -0,0 +1,19 @@
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package com.unciv.app.desktop
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import com.unciv.models.ruleset.unique.UniqueType
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import java.io.File
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class UniqueDocsWriter {
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fun write() {
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val lines = ArrayList<String>()
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for (targetType in UniqueType.values().groupBy { it.targetTypes.first() }) {
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lines += "## " + targetType.key.name + " uniques"
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for (unique in targetType.value) {
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lines += "#### " + unique.text
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lines += "Applicable to: " + unique.targetTypes.joinToString()
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lines += ""
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}
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}
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File("../../docs/uniques.md").writeText(lines.joinToString("\n"))
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}
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}
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781
docs/uniques.md
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781
docs/uniques.md
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@ -0,0 +1,781 @@
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## Improvement uniques
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#### [stats]
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Applicable to: Improvement, Global, FollowerBelief
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#### Provides [amount] [resource]
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Applicable to: Improvement, Building
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#### Can also be built on tiles adjacent to fresh water
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Applicable to: Improvement
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#### [stats] from [tileFilter] tiles
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Applicable to: Improvement
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#### [stats] on [tileFilter] tiles once [tech] is discovered
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Applicable to: Improvement
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#### [stats] once [tech] is discovered
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Applicable to: Improvement, Building
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#### [stats] for each adjacent [tileFilter]
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Applicable to: Improvement
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#### Can be built outside your borders
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Applicable to: Improvement
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#### Can be built just outside your borders
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Applicable to: Improvement
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#### Cannot be built on [tileFilter] tiles until [tech] is discovered
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Applicable to: Improvement
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#### Cannot be built on [tileFilter] tiles
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Applicable to: Improvement
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#### Does not need removal of [tileFilter]
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Applicable to: Improvement
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#### Gives a defensive bonus of [amount]%
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Applicable to: Improvement
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#### Costs [amount] gold per turn when in your territory
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Applicable to: Improvement
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#### Deal [amount] damage to adjacent enemy units
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Applicable to: Improvement
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#### Deal 30 damage to adjacent enemy units
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Applicable to: Improvement
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#### Great Improvement
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Applicable to: Improvement
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#### Provides a random bonus when entered
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Applicable to: Improvement
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#### Unpillagable
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Applicable to: Improvement
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#### Indestructible
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Applicable to: Improvement
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## Global uniques
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#### [stats] [cityFilter]
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Applicable to: Global
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#### [stats] if this city has at least [amount] specialists
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Applicable to: Global
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#### [stats] from every specialist [cityFilter]
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Applicable to: Global
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#### [stats] from every specialist
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Applicable to: Global
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#### [stats] per [amount] population [cityFilter]
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Applicable to: Global
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#### [stats] in cities with [amount] or more population
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Applicable to: Global, FollowerBelief
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#### [stats] in cities on [terrainFilter] tiles
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Applicable to: Global, FollowerBelief
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#### [stats] per turn from cities before [tech/policy]
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Applicable to: Global
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#### [stats] whenever a Great Person is expended
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Applicable to: Global
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#### [stats] from [tileFilter] tiles [cityFilter]
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Applicable to: Global
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#### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
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Applicable to: Global, FollowerBelief
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#### [stats] from every [tileFilter/specialist/buildingName]
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Applicable to: Global, FollowerBelief
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#### [amount]% [stat]
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Applicable to: Global
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#### [amount]% [stat] from City-States
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Applicable to: Global
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#### [amount]% [stat] [cityFilter]
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Applicable to: Global
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#### +[amount]% [stat] [cityFilter]
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Applicable to: Global
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#### +[amount]% [stat] in all cities
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Applicable to: Global
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#### [amount]% [stat] while the empire is happy
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Applicable to: Global
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#### [amount]% [stat] from every follower, up to [amount]%
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Applicable to: Global, FollowerBelief
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#### [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
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Applicable to: Global, Resource, FollowerBelief
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#### [amount]% Production when constructing [buildingFilter] buildings [cityFilter]
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Applicable to: Global
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#### [amount]% Production when constructing [baseUnitFilter] units [cityFilter]
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Applicable to: Global
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#### +[amount]% Production when constructing [stat] buildings
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Applicable to: Global
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#### +[amount]% Production when constructing [constructionFilter]
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Applicable to: Global
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#### +[amount]% Production when constructing a [buildingName]
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Applicable to: Global
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#### +[amount]% Production when constructing [constructionFilter] [cityFilter]
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Applicable to: Global
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#### +[amount]% Production when constructing [baseUnitFilter] units [cityFilter]
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Applicable to: Global
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#### [amount]% unhappiness from population [cityFilter]
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Applicable to: Global
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#### Unhappiness from population decreased by [amount]%
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Applicable to: Global
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#### Unhappiness from population decreased by [amount]% [cityFilter]
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Applicable to: Global
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#### Military Units gifted from City-States start with [amount] XP
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Applicable to: Global
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#### Gifts of Gold to City-States generate [amount]% more Influence
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Applicable to: Global
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#### Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.
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Applicable to: Global
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#### City-State territory always counts as friendly territory
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Applicable to: Global
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#### Allied City-States will occasionally gift Great People
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Applicable to: Global
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#### [amount] units cost no maintenance
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Applicable to: Global
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#### [amount]% maintenance costs for [mapUnitFilter] units
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Applicable to: Global
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#### -[amount]% [mapUnitFilter] unit maintenance costs
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Applicable to: Global
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#### -[amount]% unit upkeep costs
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Applicable to: Global
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#### [amount]% growth [cityFilter]
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Applicable to: Global, FollowerBelief
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#### +[amount]% growth [cityFilter]
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Applicable to: Global
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#### +[amount]% growth [cityFilter] when not at war
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Applicable to: Global
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#### Gain a free [buildingName] [cityFilter]
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Applicable to: Global
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#### Provides a free [buildingName] [cityFilter]
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Applicable to: Global
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#### May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion
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Applicable to: Global
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#### May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion
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Applicable to: Global
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#### [amount]% food consumption by specialists [cityFilter]
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Applicable to: Global
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#### -[amount]% food consumption by specialists [cityFilter]
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Applicable to: Global
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#### [amount]% of excess happiness converted to [stat]
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Applicable to: Global
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#### 50% of excess happiness added to culture towards policies
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Applicable to: Global
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#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] at an increasing price ([amount])
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Applicable to: Global
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#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount])
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Applicable to: Global
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#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
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Applicable to: Global, FollowerBelief
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#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
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Applicable to: Global, FollowerBelief
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#### May buy [baseUnitFilter] units with [stat] [cityFilter]
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Applicable to: Global, FollowerBelief
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#### May buy [buildingFilter] buildings with [stat] [cityFilter]
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Applicable to: Global, FollowerBelief
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#### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
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Applicable to: Global, FollowerBelief
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#### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
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Applicable to: Global, FollowerBelief
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#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] starting from the [era] at an increasing price ([amount])
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Applicable to: Global
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#### [mapUnitFilter] units deal +[amount]% damage
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Applicable to: Global
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#### +10% Strength for all units during Golden Age
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Applicable to: Global
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#### [amount]% Strength for [mapUnitFilter] units in [tileFilter]
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Applicable to: Global
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#### +15% Combat Strength for all units when attacking Cities
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Applicable to: Global
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#### Increases embarked movement +1
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Applicable to: Global
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#### +1 Movement for all embarked units
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Applicable to: Global
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#### +[amount] Movement for all [mapUnitFilter] units
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Applicable to: Global
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#### +1 Movement for all units during Golden Age
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Applicable to: Global
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#### [amount] Sight for all [mapUnitFilter] units
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Applicable to: Global
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#### [amount]% Spread Religion Strength for [mapUnitFilter] units
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Applicable to: Global
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#### Free [baseUnitFilter] appears
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Applicable to: Global
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#### [amount] free [baseUnitFilter] units appear
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Applicable to: Global
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#### Free Social Policy
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Applicable to: Global
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#### [amount] Free Social Policies
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Applicable to: Global
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#### Empire enters golden age
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Applicable to: Global
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#### Free Great Person
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Applicable to: Global
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#### [amount] population [cityFilter]
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Applicable to: Global
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#### Free Technology
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Applicable to: Global
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#### [amount] Free Technologies
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Applicable to: Global
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#### Reveals the entire map
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Applicable to: Global
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#### Triggers voting for the Diplomatic Victory
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Applicable to: Global
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#### This Unit upgrades for free
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Applicable to: Global
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#### This Unit gains the [promotion] promotion
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Applicable to: Global
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#### [mapUnitFilter] units gain the [promotion] promotion
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Applicable to: Global
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#### Quantity of strategic resources produced by the empire +[amount]%
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Applicable to: Global
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#### +[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns
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Applicable to: Global
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#### Provides the cheapest [stat] building in your first [amount] cities for free
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Applicable to: Global
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#### Provides a [buildingName] in your first [amount] cities for free
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Applicable to: Global
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#### Immediately creates the cheapest available cultural building in each of your first [amount] cities for free
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Applicable to: Global
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#### Immediately creates a [buildingName] in each of your first [amount] cities for free
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Applicable to: Global
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## Building uniques
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#### Remove extra unhappiness from annexed cities
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Applicable to: Building
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#### Cost increases by [amount] per owned city
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Applicable to: Building
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#### Cannot be built with [buildingName]
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Applicable to: Building
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#### Requires a [buildingName] in this city
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Applicable to: Building
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#### Not displayed as an available construction unless [buildingName] is built
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Applicable to: Building
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#### Must be on [terrainFilter]
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Applicable to: Building
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#### Must not be on [terrainFilter]
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Applicable to: Building
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#### Must be next to [terrainFilter]
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Applicable to: Building
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#### Must not be next to [terrainFilter]
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Applicable to: Building
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## CityState uniques
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#### Provides [stats] per turn
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Applicable to: CityState
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#### Provides [stats] [cityFilter] per turn
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Applicable to: CityState
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#### Provides [amount] Happiness
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Applicable to: CityState
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#### Provides military units every ≈[amount] turns
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Applicable to: CityState
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#### Provides a unique luxury
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Applicable to: CityState
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## Nation uniques
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#### Will not be chosen for new games
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Applicable to: Nation
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#### 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.
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Applicable to: Nation
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#### Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count.
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Applicable to: Nation
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## Unit uniques
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#### Consumes [amount] [resource]
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Applicable to: Unit, Improvement, Building
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#### Unbuildable
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Applicable to: Unit, Building
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#### Cannot be purchased
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Applicable to: Unit, Building
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#### Can be purchased with [stat] [cityFilter]
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Applicable to: Unit, Building
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#### Can be purchased for [amount] [stat] [cityFilter]
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Applicable to: Unit, Building
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#### Not displayed as an available construction without [buildingName/tech/resource/policy]
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Applicable to: Unit, Building
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#### Founds a new city
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Applicable to: Unit
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#### Can build [improvementFilter/terrainFilter] improvements on tiles
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Applicable to: Unit
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#### May create improvements on water resources
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Applicable to: Unit
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#### Can see invisible [mapUnitFilter] units
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Applicable to: Unit
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#### [amount]% Strength
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Applicable to: Unit, Global
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#### [amount]% Strength decreasing with distance from the capital
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Applicable to: Unit
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#### +[amount]% Strength
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Applicable to: Unit
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#### -[amount]% Strength
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Applicable to: Unit
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#### +[amount]% Strength vs [combatantFilter]
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Applicable to: Unit
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#### -[amount]% Strength vs [combatantFilter]
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Applicable to: Unit
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#### +[amount]% Combat Strength
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Applicable to: Unit
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#### +[amount]% Strength when attacking
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Applicable to: Unit
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#### +[amount]% Strength when defending
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Applicable to: Unit
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#### [amount]% Strength when defending vs [mapUnitFilter] units
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Applicable to: Unit
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#### +[amount]% defence in [tileFilter] tiles
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Applicable to: Unit
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#### +[amount]% Strength in [tileFilter]
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Applicable to: Unit
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#### [amount] Movement
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Applicable to: Unit, Global
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#### [amount] Sight
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Applicable to: Unit, Global
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#### [amount]% Spread Religion Strength
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Applicable to: Unit, Global
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#### May found a religion
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Applicable to: Unit
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#### May enhance a religion
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Applicable to: Unit
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#### Normal vision when embarked
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Applicable to: Unit, Global
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#### Cannot attack
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Applicable to: Unit
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#### Must set up to ranged attack
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Applicable to: Unit
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#### [amount] Visibility Range
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Applicable to: Unit
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#### Limited Visibility
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Applicable to: Unit
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#### Blast radius [amount]
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Applicable to: Unit
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#### Can carry [amount] [mapUnitFilter] units
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Applicable to: Unit
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#### Can carry [amount] extra [mapUnitFilter] units
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Applicable to: Unit
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#### Cannot be carried by [mapUnitFilter] units
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Applicable to: Unit
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#### [amount]% maintenance costs
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Applicable to: Unit
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#### Double movement in [terrainFilter]
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Applicable to: Unit
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#### Double movement in coast
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Applicable to: Unit
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#### Double movement rate through Forest and Jungle
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Applicable to: Unit
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#### Double movement in Snow, Tundra and Hills
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Applicable to: Unit
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#### All tiles cost 1 movement
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Applicable to: Unit
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#### Can pass through impassable tiles
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Applicable to: Unit
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#### Ignores terrain cost
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Applicable to: Unit
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#### Ignores Zone of Control
|
||||
Applicable to: Unit
|
||||
|
||||
#### Rough terrain penalty
|
||||
Applicable to: Unit
|
||||
|
||||
#### Can enter ice tiles
|
||||
Applicable to: Unit
|
||||
|
||||
#### Cannot enter ocean tiles
|
||||
Applicable to: Unit
|
||||
|
||||
#### Cannot enter ocean tiles until Astronomy
|
||||
Applicable to: Unit
|
||||
|
||||
#### Never appears as a Barbarian unit
|
||||
Applicable to: Unit
|
||||
|
||||
#### Hidden when religion is disabled
|
||||
Applicable to: Unit, Ruins, Building
|
||||
|
||||
## Terrain uniques
|
||||
#### Must be adjacent to [amount] [simpleTerrain] tiles
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Must be adjacent to [amount] to [amount] [simpleTerrain] tiles
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Must not be on [amount] largest landmasses
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Must be on [amount] largest landmasses
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs on latitudes from [amount] to [amount] percent of distance equator to pole
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs in groups of [amount] to [amount] tiles
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Neighboring tiles will convert to [baseTerrain]
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Neighboring tiles except [baseTerrain] will convert to [baseTerrain]
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Units ending their turn on this terrain take [amount] damage
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game
|
||||
Applicable to: Terrain
|
||||
|
||||
#### [amount] 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
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Blocks line-of-sight from tiles at same elevation
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Has an elevation of [amount] for visibility calculations
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Always Fertility [amount] for Map Generation
|
||||
Applicable to: Terrain
|
||||
|
||||
#### [amount] to Fertility for Map Generation
|
||||
Applicable to: Terrain
|
||||
|
||||
#### A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]
|
||||
Applicable to: Terrain
|
||||
|
||||
#### A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]
|
||||
Applicable to: Terrain
|
||||
|
||||
#### A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Base Terrain on this tile is not counted for Region determination
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Considered [terrainQuality] when determining start locations
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Doesn't generate naturally
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs in chains at high elevations
|
||||
Applicable to: Terrain
|
||||
|
||||
#### Occurs in groups around high elevations
|
||||
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
|
||||
|
||||
## Resource uniques
|
||||
#### Appears in [regionType] regions with weight [amount]
|
||||
Applicable to: Resource
|
||||
|
||||
#### Appears near City States with weight [amount]
|
||||
Applicable to: Resource
|
||||
|
||||
#### Special placement during map generation
|
||||
Applicable to: Resource
|
||||
|
||||
#### Deposits in [tileFilter] tiles always provide [amount] resources
|
||||
Applicable to: Resource
|
||||
|
||||
#### Deposits in [tileFilter] tiles always provide [amount] resources
|
||||
Applicable to: Resource
|
||||
|
||||
#### Can only be created by Mercantile City-States
|
||||
Applicable to: Resource
|
||||
|
||||
## Conditional uniques
|
||||
#### when at war
|
||||
Applicable to: Conditional
|
||||
|
||||
#### when not at war
|
||||
Applicable to: Conditional
|
||||
|
||||
#### while the empire is happy
|
||||
Applicable to: Conditional
|
||||
|
||||
#### during a Golden Age
|
||||
Applicable to: Conditional
|
||||
|
||||
#### during the [era]
|
||||
Applicable to: Conditional
|
||||
|
||||
#### before the [era]
|
||||
Applicable to: Conditional
|
||||
|
||||
#### starting from the [era]
|
||||
Applicable to: Conditional
|
||||
|
||||
#### after discovering [tech]
|
||||
Applicable to: Conditional
|
||||
|
||||
#### before discovering [tech]
|
||||
Applicable to: Conditional
|
||||
|
||||
#### after adopting [policy]
|
||||
Applicable to: Conditional
|
||||
|
||||
#### before adopting [policy]
|
||||
Applicable to: Conditional
|
||||
|
||||
#### if this city has at least [amount] specialists
|
||||
Applicable to: Conditional
|
||||
|
||||
#### for [mapUnitFilter] units
|
||||
Applicable to: Conditional
|
||||
|
||||
#### vs cities
|
||||
Applicable to: Conditional
|
||||
|
||||
#### vs [mapUnitFilter] 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
|
||||
Applicable to: Conditional
|
||||
|
||||
#### on foreign continents
|
||||
Applicable to: Conditional
|
||||
|
||||
#### with [amount] to [amount] neighboring [tileFilter] tiles
|
||||
Applicable to: Conditional
|
||||
|
||||
#### with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles
|
||||
Applicable to: Conditional
|
||||
|
||||
#### on water maps
|
||||
Applicable to: Conditional
|
||||
|
||||
#### in [regionType] Regions
|
||||
Applicable to: Conditional
|
||||
|
||||
#### in all except [regionType] Regions
|
||||
Applicable to: Conditional
|
||||
|
||||
## Ruins uniques
|
||||
#### Free [baseUnitFilter] found in the ruins
|
||||
Applicable to: Ruins
|
||||
|
||||
#### [amount] population in a random city
|
||||
Applicable to: Ruins
|
||||
|
||||
#### [amount] free random researchable Tech(s) from the [era]
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain [amount] [stat]
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain [amount]-[amount] [stat]
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain enough Faith for a Pantheon
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Gain enough Faith for [amount]% of a Great Prophet
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Reveal up to [amount/'all'] [tileFilter] within a [amount] 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
|
||||
Applicable to: Ruins
|
||||
|
||||
#### This Unit gains [amount] XP
|
||||
Applicable to: Ruins
|
||||
|
||||
#### This Unit upgrades for free including special upgrades
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Hidden before founding a Pantheon
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Hidden after founding a Pantheon
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Hidden after generating a Great Prophet
|
||||
Applicable to: Ruins
|
||||
|
||||
#### Only available after [amount] turns
|
||||
Applicable to: Ruins
|
||||
|
||||
## Promotion uniques
|
||||
#### Heal this unit by [amount] HP
|
||||
Applicable to: Promotion
|
Loading…
x
Reference in New Issue
Block a user