diff --git a/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt b/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt index 48fa16b106..d867f867e5 100644 --- a/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt +++ b/desktop/src/com/unciv/app/desktop/UniqueDocsWriter.kt @@ -50,7 +50,7 @@ class UniqueDocsWriter { } lines += "#### " + uniqueType.text - lines += "Example: \"${replaceExamples(uniqueType.text)}\"" + lines += "Example: \"${replaceExamples(uniqueType.text)}\"\n" lines += "Applicable to: " + uniqueType.targetTypes.joinToString() lines += "" } diff --git a/docs/uniques.md b/docs/uniques.md index cb6c6dea2d..c3f1fb8428 100644 --- a/docs/uniques.md +++ b/docs/uniques.md @@ -1,5 +1,6 @@ ## Table of Contents + - [Improvement uniques](#improvement-uniques) - [Global uniques](#global-uniques) - [Building uniques](#building-uniques) - [CityState uniques](#citystate-uniques) @@ -7,848 +8,1056 @@ - [Unit uniques](#unit-uniques) - [Terrain uniques](#terrain-uniques) - [Resource uniques](#resource-uniques) - - [Improvement uniques](#improvement-uniques) - [Conditional uniques](#conditional-uniques) - [Ruins uniques](#ruins-uniques) - [Promotion uniques](#promotion-uniques) - [Deprecated uniques](#deprecated-uniques) -## Global uniques +## Improvement uniques #### [stats] Example: "[+1 Gold, +2 Production]" -Applicable to: Global, FollowerBelief, Improvement +Applicable to: Improvement, Global, FollowerBelief + +#### Provides [amount] [resource] +Example: "Provides [20] [Iron]" + +Applicable to: Improvement, Building + +#### Can also be built on tiles adjacent to fresh water +Example: "Can also be built on tiles adjacent to fresh water" + +Applicable to: Improvement + +#### [stats] from [tileFilter] tiles +Example: "[+1 Gold, +2 Production] from [Farm] tiles" + +Applicable to: Improvement + +#### [stats] for each adjacent [tileFilter] +Example: "[+1 Gold, +2 Production] for each adjacent [Farm]" + +Applicable to: Improvement + +#### Can be built outside your borders +Example: "Can be built outside your borders" + +Applicable to: Improvement + +#### Can be built just outside your borders +Example: "Can be built just outside your borders" + +Applicable to: Improvement + +#### Cannot be built on [tileFilter] tiles until [tech] is discovered +Example: "Cannot be built on [Farm] tiles until [tech] is discovered" + +Applicable to: Improvement + +#### Cannot be built on [tileFilter] tiles +Example: "Cannot be built on [Farm] tiles" + +Applicable to: Improvement + +#### Does not need removal of [tileFilter] +Example: "Does not need removal of [Farm]" + +Applicable to: Improvement + +#### Gives a defensive bonus of [amount]% +Example: "Gives a defensive bonus of [20]%" + +Applicable to: Improvement + +#### Costs [amount] gold per turn when in your territory +Example: "Costs [20] gold per turn when in your territory" + +Applicable to: Improvement + +#### Deal [amount] damage to adjacent enemy units +Example: "Deal [20] damage to adjacent enemy units" + +Applicable to: Improvement + +#### Great Improvement +Example: "Great Improvement" + +Applicable to: Improvement + +#### Provides a random bonus when entered +Example: "Provides a random bonus when entered" + +Applicable to: Improvement + +#### Unpillagable +Example: "Unpillagable" + +Applicable to: Improvement + +#### Indestructible +Example: "Indestructible" + +Applicable to: Improvement + +## Global uniques #### [stats] [cityFilter] Example: "[+1 Gold, +2 Production] [in all cities]" + Applicable to: Global #### [stats] from every specialist [cityFilter] Example: "[+1 Gold, +2 Production] from every specialist [in all cities]" + Applicable to: Global #### [stats] per [amount] population [cityFilter] Example: "[+1 Gold, +2 Production] per [20] population [in all cities]" + Applicable to: Global #### [stats] in cities with [amount] or more population Example: "[+1 Gold, +2 Production] in cities with [20] or more population" + Applicable to: Global, FollowerBelief #### [stats] in cities on [terrainFilter] tiles Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles" + Applicable to: Global, FollowerBelief #### [stats] per turn from cities before [tech/policy] Example: "[+1 Gold, +2 Production] per turn from cities before [tech/policy]" + Applicable to: Global #### [stats] whenever a Great Person is expended Example: "[+1 Gold, +2 Production] whenever a Great Person is expended" + Applicable to: Global #### [stats] from [tileFilter] tiles [cityFilter] Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]" + Applicable to: Global #### [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/buildingName] Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]" + Applicable to: Global, FollowerBelief #### [amount]% [stat] Example: "[20]% [Culture]" + Applicable to: Global #### [amount]% [stat] from City-States Example: "[20]% [Culture] from City-States" + Applicable to: Global #### [amount]% [stat] [cityFilter] Example: "[20]% [Culture] [in all cities]" + Applicable to: Global #### [amount]% [stat] from every follower, up to [amount]% Example: "[20]% [Culture] from every follower, up to [20]%" + Applicable to: Global, FollowerBelief #### [amount]% Production when constructing [buildingFilter] wonders [cityFilter] Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]" + Applicable to: Global, Resource, FollowerBelief #### [amount]% Production when constructing [buildingFilter] buildings [cityFilter] Example: "[20]% Production when constructing [buildingFilter] buildings [in all cities]" + Applicable to: Global #### [amount]% Production when constructing [baseUnitFilter] units [cityFilter] Example: "[20]% Production when constructing [Melee] units [in all cities]" + Applicable to: Global #### [amount]% unhappiness from population [cityFilter] Example: "[20]% unhappiness from population [in all cities]" + Applicable to: Global #### Military Units gifted from City-States start with [amount] XP Example: "Military Units gifted from City-States start with [20] XP" + Applicable to: Global #### Gifts of Gold to City-States generate [amount]% more Influence Example: "Gifts of Gold to City-States generate [20]% more Influence" + Applicable to: Global #### Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns. Example: "Can spend Gold to annex or puppet a City-State that has been your ally for [20] turns." + Applicable to: Global #### City-State territory always counts as friendly territory Example: "City-State territory always counts as friendly territory" + Applicable to: Global #### Allied City-States will occasionally gift Great People Example: "Allied City-States will occasionally gift Great People" + Applicable to: Global #### [amount] units cost no maintenance Example: "[20] units cost no maintenance" + Applicable to: Global #### [amount]% maintenance costs for [mapUnitFilter] units Example: "[20]% maintenance costs for [Wounded] units" + Applicable to: Global #### [amount]% growth [cityFilter] Example: "[20]% growth [in all cities]" + Applicable to: Global, FollowerBelief #### Gain a free [buildingName] [cityFilter] Example: "Gain a free [Library] [in all cities]" + Applicable to: Global #### May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion Example: "May choose [20] additional [Follower] beliefs when [foundingOrEnhancing] a religion" + Applicable to: Global #### May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion Example: "May choose [20] additional belief(s) of any type when [foundingOrEnhancing] a religion" + Applicable to: Global #### [amount]% food consumption by specialists [cityFilter] Example: "[20]% food consumption by specialists [in all cities]" + Applicable to: Global #### [amount]% of excess happiness converted to [stat] Example: "[20]% of excess happiness converted to [Culture]" + Applicable to: Global #### 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 #### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities] at an increasing price ([20])" + Applicable to: Global #### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] Example: "May buy [Melee] units for [20] [Culture] [in all cities]" + Applicable to: Global, FollowerBelief #### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]" + Applicable to: Global, FollowerBelief #### May buy [baseUnitFilter] units with [stat] [cityFilter] Example: "May buy [Melee] units with [Culture] [in all cities]" + Applicable to: Global, FollowerBelief #### May buy [buildingFilter] buildings with [stat] [cityFilter] Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]" + Applicable to: Global, FollowerBelief #### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost" + Applicable to: Global, FollowerBelief #### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost" + Applicable to: Global, FollowerBelief -#### [amount]% Strength -Example: "[20]% Strength" -Applicable to: Global, Unit - -#### [amount] Movement -Example: "[20] Movement" -Applicable to: Global, Unit - -#### [amount] Sight -Example: "[20] Sight" -Applicable to: Global, Unit - -#### [amount]% Spread Religion Strength -Example: "[20]% Spread Religion Strength" -Applicable to: Global, Unit - -#### Normal vision when embarked -Example: "Normal vision when embarked" -Applicable to: Global, Unit - #### Free [baseUnitFilter] appears Example: "Free [Melee] appears" + Applicable to: Global #### [amount] free [baseUnitFilter] units appear Example: "[20] free [Melee] units appear" + Applicable to: Global #### Free Social Policy Example: "Free Social Policy" + Applicable to: Global #### [amount] Free Social Policies Example: "[20] Free Social Policies" + Applicable to: Global #### Empire enters golden age Example: "Empire enters golden age" + Applicable to: Global #### Free Great Person Example: "Free Great Person" + Applicable to: Global #### [amount] population [cityFilter] Example: "[20] population [in all cities]" + Applicable to: Global #### Free Technology Example: "Free Technology" + Applicable to: Global #### [amount] Free Technologies Example: "[20] Free Technologies" + Applicable to: Global #### Reveals the entire map Example: "Reveals the entire map" + Applicable to: Global #### Triggers voting for the Diplomatic Victory Example: "Triggers voting for the Diplomatic Victory" + Applicable to: Global #### This Unit upgrades for free Example: "This Unit upgrades for free" + Applicable to: Global #### This Unit gains the [promotion] promotion Example: "This Unit gains the [promotion] promotion" + Applicable to: Global #### [mapUnitFilter] units gain the [promotion] promotion Example: "[Wounded] units gain the [promotion] promotion" + Applicable to: Global #### Quantity of strategic resources produced by the empire +[amount]% Example: "Quantity of strategic resources produced by the empire +[20]%" + Applicable to: Global #### +[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns Example: "+[20]% attack strength to all [Wounded] Units for [20] turns" + Applicable to: Global #### 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: Global #### Provides a [buildingName] in your first [amount] cities for free Example: "Provides a [Library] in your first [20] cities for free" + Applicable to: Global ## Building uniques #### Remove extra unhappiness from annexed cities Example: "Remove extra unhappiness from annexed cities" + Applicable to: Building -#### Consumes [amount] [resource] -Example: "Consumes [20] [Iron]" -Applicable to: Building, Unit, Improvement - -#### Provides [amount] [resource] -Example: "Provides [20] [Iron]" -Applicable to: Building, Improvement - -#### Unbuildable -Example: "Unbuildable" -Applicable to: Building, Unit - -#### Cannot be purchased -Example: "Cannot be purchased" -Applicable to: Building, Unit - -#### Can be purchased with [stat] [cityFilter] -Example: "Can be purchased with [Culture] [in all cities]" -Applicable to: Building, Unit - -#### Can be purchased for [amount] [stat] [cityFilter] -Example: "Can be purchased for [20] [Culture] [in all cities]" -Applicable to: Building, Unit - #### Cost increases by [amount] per owned city Example: "Cost increases by [20] per owned city" + Applicable to: Building #### Cannot be built with [buildingName] Example: "Cannot be built with [Library]" + Applicable to: Building #### Requires a [buildingName] in this city Example: "Requires a [Library] in this city" -Applicable to: Building -#### Not displayed as an available construction without [buildingName/tech/resource/policy] -Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]" -Applicable to: Building, Unit +Applicable to: Building #### Must be on [terrainFilter] Example: "Must be on [Grassland]" + Applicable to: Building #### Must not be on [terrainFilter] Example: "Must not be on [Grassland]" + Applicable to: Building #### Must be next to [terrainFilter] Example: "Must be next to [Grassland]" + Applicable to: Building #### Must not be next to [terrainFilter] Example: "Must not be next to [Grassland]" + Applicable to: Building ## CityState uniques #### Provides [stats] per turn Example: "Provides [+1 Gold, +2 Production] per turn" + Applicable to: CityState #### Provides [stats] [cityFilter] per turn Example: "Provides [+1 Gold, +2 Production] [in all cities] per turn" + Applicable to: CityState #### Provides [amount] Happiness Example: "Provides [20] Happiness" + Applicable to: CityState #### Provides military units every ≈[amount] turns Example: "Provides military units every ≈[20] turns" + Applicable to: CityState #### Provides a unique luxury Example: "Provides a unique luxury" + Applicable to: CityState ## Nation uniques #### Will not be chosen for new games Example: "Will not be chosen for new games" + Applicable to: Nation #### 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 [tech]. Each bonus person can only be chosen once." + Applicable to: Nation #### Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count. Example: "Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count." + Applicable to: Nation ## Unit uniques +#### Consumes [amount] [resource] +Example: "Consumes [20] [Iron]" + +Applicable to: Unit, Improvement, Building + +#### Unbuildable +Example: "Unbuildable" + +Applicable to: Unit, Building + +#### Cannot be purchased +Example: "Cannot be purchased" + +Applicable to: Unit, Building + +#### Can be purchased with [stat] [cityFilter] +Example: "Can be purchased with [Culture] [in all cities]" + +Applicable to: Unit, Building + +#### Can be purchased for [amount] [stat] [cityFilter] +Example: "Can be purchased for [20] [Culture] [in all cities]" + +Applicable to: Unit, Building + +#### Not displayed as an available construction without [buildingName/tech/resource/policy] +Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]" + +Applicable to: Unit, Building + #### Founds a new city Example: "Founds a new city" + Applicable to: Unit #### Can build [improvementFilter/terrainFilter] improvements on tiles Example: "Can build [improvementFilter/terrainFilter] improvements on tiles" + Applicable to: Unit #### May create improvements on water resources Example: "May create improvements on water resources" + Applicable to: Unit #### Can see invisible [mapUnitFilter] units Example: "Can see invisible [Wounded] units" + Applicable to: Unit +#### [amount]% Strength +Example: "[20]% Strength" + +Applicable to: Unit, Global + #### [amount]% Strength decreasing with distance from the capital Example: "[20]% Strength decreasing with distance from the capital" + Applicable to: Unit +#### [amount] Movement +Example: "[20] Movement" + +Applicable to: Unit, Global + +#### [amount] Sight +Example: "[20] Sight" + +Applicable to: Unit, Global + +#### [amount]% Spread Religion Strength +Example: "[20]% Spread Religion Strength" + +Applicable to: Unit, Global + #### May found a religion Example: "May found a religion" + Applicable to: Unit #### May enhance a religion Example: "May enhance a religion" + Applicable to: Unit +#### Normal vision when embarked +Example: "Normal vision when embarked" + +Applicable to: Unit, Global + #### Cannot attack Example: "Cannot attack" + Applicable to: Unit #### Must set up to ranged attack Example: "Must set up to ranged attack" + Applicable to: Unit #### Blast radius [amount] Example: "Blast radius [20]" + Applicable to: Unit #### Can carry [amount] [mapUnitFilter] units Example: "Can carry [20] [Wounded] units" + Applicable to: Unit #### Can carry [amount] extra [mapUnitFilter] units Example: "Can carry [20] extra [Wounded] units" + Applicable to: Unit #### Cannot be carried by [mapUnitFilter] units Example: "Cannot be carried by [Wounded] units" + Applicable to: Unit #### [amount]% maintenance costs Example: "[20]% maintenance costs" + Applicable to: Unit #### Double movement in [terrainFilter] Example: "Double movement in [Grassland]" + Applicable to: Unit #### All tiles cost 1 movement Example: "All tiles cost 1 movement" + Applicable to: Unit #### Can pass through impassable tiles Example: "Can pass through impassable tiles" + Applicable to: Unit #### Ignores terrain cost Example: "Ignores terrain cost" + Applicable to: Unit #### Ignores Zone of Control Example: "Ignores Zone of Control" + Applicable to: Unit #### Rough terrain penalty Example: "Rough terrain penalty" + Applicable to: Unit #### Can enter ice tiles Example: "Can enter ice tiles" + Applicable to: Unit #### Cannot enter ocean tiles Example: "Cannot enter ocean tiles" + Applicable to: Unit #### Cannot enter ocean tiles until Astronomy Example: "Cannot enter ocean tiles until Astronomy" + Applicable to: Unit #### Never appears as a Barbarian unit Example: "Never appears as a Barbarian unit" + Applicable to: Unit +#### Hidden when religion is disabled +Example: "Hidden when religion is disabled" + +Applicable to: Unit, Ruins, Building + ## Terrain uniques #### Must be adjacent to [amount] [simpleTerrain] tiles Example: "Must be adjacent to [20] [simpleTerrain] tiles" + Applicable to: Terrain #### Must be adjacent to [amount] to [amount] [simpleTerrain] tiles Example: "Must be adjacent to [20] to [20] [simpleTerrain] tiles" + Applicable to: Terrain #### Must not be on [amount] largest landmasses Example: "Must not be on [20] largest landmasses" + Applicable to: Terrain #### Must be on [amount] largest landmasses Example: "Must be on [20] largest landmasses" + Applicable to: Terrain #### Occurs on latitudes from [amount] to [amount] percent of distance equator to pole Example: "Occurs on latitudes from [20] to [20] percent of distance equator to pole" + Applicable to: Terrain #### Occurs in groups of [amount] to [amount] tiles Example: "Occurs in groups of [20] to [20] tiles" + Applicable to: Terrain #### Neighboring tiles will convert to [baseTerrain] Example: "Neighboring tiles will convert to [baseTerrain]" + Applicable to: Terrain #### Neighboring tiles except [baseTerrain] will convert to [baseTerrain] Example: "Neighboring tiles except [baseTerrain] will convert to [baseTerrain]" + Applicable to: Terrain #### Units ending their turn on this terrain take [amount] damage Example: "Units ending their turn on this terrain take [20] damage" + Applicable to: Terrain #### Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game Example: "Grants [promotion] ([comment]) to adjacent [Wounded] units for the rest of the game" + Applicable to: Terrain #### [amount] Strength for cities built on this terrain Example: "[20] Strength for cities built on this terrain" + Applicable to: Terrain #### Provides a one-time Production bonus to the closest city when cut down Example: "Provides a one-time Production bonus to the closest city when cut down" + Applicable to: Terrain #### Tile provides yield without assigned population Example: "Tile provides yield without assigned population" + Applicable to: Terrain, Improvement #### Nullifies all other stats this tile provides Example: "Nullifies all other stats this tile provides" + Applicable to: Terrain #### Only [improvementFilter] improvements may be built on this tile Example: "Only [improvementFilter] improvements may be built on this tile" + Applicable to: Terrain #### Blocks line-of-sight from tiles at same elevation Example: "Blocks line-of-sight from tiles at same elevation" + Applicable to: Terrain #### Has an elevation of [amount] for visibility calculations Example: "Has an elevation of [20] for visibility calculations" + Applicable to: Terrain #### Always Fertility [amount] for Map Generation Example: "Always Fertility [20] for Map Generation" + Applicable to: Terrain #### [amount] to Fertility for Map Generation Example: "[20] to Fertility for Map Generation" + Applicable to: Terrain #### A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount] Example: "A Region is formed with at least [20]% [simpleTerrain] tiles, with priority [20]" + Applicable to: Terrain #### A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount] Example: "A Region is formed with at least [20]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [20]" + Applicable to: Terrain #### A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles Example: "A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles" + Applicable to: Terrain #### Base Terrain on this tile is not counted for Region determination Example: "Base Terrain on this tile is not counted for Region determination" + Applicable to: Terrain #### Considered [terrainQuality] when determining start locations Example: "Considered [terrainQuality] when determining start locations" + Applicable to: Terrain #### Doesn't generate naturally Example: "Doesn't generate naturally" + Applicable to: Terrain #### 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 Example: "Occurs in chains at high elevations" + Applicable to: Terrain #### Occurs in groups around high elevations Example: "Occurs in groups around high elevations" + Applicable to: Terrain #### Rare feature Example: "Rare feature" + Applicable to: Terrain #### Resistant to nukes Example: "Resistant to nukes" + Applicable to: Terrain #### Can be destroyed by nukes Example: "Can be destroyed by nukes" + Applicable to: Terrain #### Fresh water Example: "Fresh water" + Applicable to: Terrain #### Rough terrain Example: "Rough terrain" + Applicable to: Terrain ## Resource uniques #### Appears in [regionType] regions with weight [amount] Example: "Appears in [regionType] regions with weight [20]" + Applicable to: Resource #### Appears near City States with weight [amount] Example: "Appears near City States with weight [20]" + Applicable to: Resource #### Special placement during map generation Example: "Special placement during map generation" + Applicable to: Resource #### Deposits in [tileFilter] tiles always provide [amount] resources Example: "Deposits in [Farm] tiles always provide [20] resources" + Applicable to: Resource #### Deposits in [tileFilter] tiles always provide [amount] resources Example: "Deposits in [Farm] tiles always provide [20] resources" + Applicable to: Resource #### Can only be created by Mercantile City-States Example: "Can only be created by Mercantile City-States" + Applicable to: Resource -## Improvement uniques -#### Can also be built on tiles adjacent to fresh water -Example: "Can also be built on tiles adjacent to fresh water" -Applicable to: Improvement - -#### [stats] from [tileFilter] tiles -Example: "[+1 Gold, +2 Production] from [Farm] tiles" -Applicable to: Improvement - -#### [stats] for each adjacent [tileFilter] -Example: "[+1 Gold, +2 Production] for each adjacent [Farm]" -Applicable to: Improvement - -#### Can be built outside your borders -Example: "Can be built outside your borders" -Applicable to: Improvement - -#### Can be built just outside your borders -Example: "Can be built just outside your borders" -Applicable to: Improvement - -#### Cannot be built on [tileFilter] tiles until [tech] is discovered -Example: "Cannot be built on [Farm] tiles until [tech] is discovered" -Applicable to: Improvement - -#### Cannot be built on [tileFilter] tiles -Example: "Cannot be built on [Farm] tiles" -Applicable to: Improvement - -#### Does not need removal of [tileFilter] -Example: "Does not need removal of [Farm]" -Applicable to: Improvement - -#### Gives a defensive bonus of [amount]% -Example: "Gives a defensive bonus of [20]%" -Applicable to: Improvement - -#### Costs [amount] gold per turn when in your territory -Example: "Costs [20] gold per turn when in your territory" -Applicable to: Improvement - -#### Deal [amount] damage to adjacent enemy units -Example: "Deal [20] damage to adjacent enemy units" -Applicable to: Improvement - -#### Great Improvement -Example: "Great Improvement" -Applicable to: Improvement - -#### Provides a random bonus when entered -Example: "Provides a random bonus when entered" -Applicable to: Improvement - -#### Unpillagable -Example: "Unpillagable" -Applicable to: Improvement - -#### Indestructible -Example: "Indestructible" -Applicable to: Improvement - ## Conditional uniques #### when at war Example: "when at war" + Applicable to: Conditional #### when not at war Example: "when not at war" + Applicable to: Conditional #### while the empire is happy Example: "while the empire is happy" + Applicable to: Conditional #### during a Golden Age Example: "during a Golden Age" + Applicable to: Conditional #### during the [era] Example: "during the [era]" + Applicable to: Conditional #### before the [era] Example: "before the [era]" + Applicable to: Conditional #### starting from the [era] Example: "starting from the [era]" + Applicable to: Conditional #### after discovering [tech] Example: "after discovering [tech]" + Applicable to: Conditional #### before discovering [tech] Example: "before discovering [tech]" + Applicable to: Conditional #### after adopting [policy] Example: "after adopting [policy]" + Applicable to: Conditional #### before adopting [policy] Example: "before adopting [policy]" + Applicable to: Conditional #### if this city has at least [amount] specialists Example: "if this city has at least [20] specialists" + Applicable to: Conditional #### for [mapUnitFilter] units Example: "for [Wounded] units" + Applicable to: Conditional #### vs cities Example: "vs cities" + Applicable to: Conditional #### vs [mapUnitFilter] units Example: "vs [Wounded] units" + Applicable to: Conditional #### when fighting units from a Civilization with more Cities than you Example: "when fighting units from a Civilization with more Cities than you" + Applicable to: Conditional #### when attacking Example: "when attacking" + Applicable to: Conditional #### when defending Example: "when defending" + Applicable to: Conditional #### when fighting in [tileFilter] tiles Example: "when fighting in [Farm] tiles" + Applicable to: Conditional #### on foreign continents Example: "on foreign continents" + Applicable to: Conditional #### with [amount] to [amount] neighboring [tileFilter] tiles Example: "with [20] to [20] neighboring [Farm] tiles" + Applicable to: Conditional #### with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles Example: "with [20] to [20] neighboring [Farm] [Farm] tiles" + Applicable to: Conditional #### on water maps Example: "on water maps" + Applicable to: Conditional #### in [regionType] Regions Example: "in [regionType] Regions" + Applicable to: Conditional #### in all except [regionType] Regions Example: "in all except [regionType] Regions" + Applicable to: Conditional ## Ruins uniques #### Free [baseUnitFilter] found in the ruins Example: "Free [Melee] found in the ruins" + Applicable to: Ruins #### [amount] population in a random city Example: "[20] population in a random city" + Applicable to: Ruins #### [amount] free random researchable Tech(s) from the [era] Example: "[20] free random researchable Tech(s) from the [era]" + Applicable to: Ruins #### Gain [amount] [stat] Example: "Gain [20] [Culture]" + Applicable to: Ruins #### Gain [amount]-[amount] [stat] Example: "Gain [20]-[20] [Culture]" + Applicable to: Ruins #### Gain enough Faith for a Pantheon Example: "Gain enough Faith for a Pantheon" + Applicable to: Ruins #### Gain enough Faith for [amount]% of a Great Prophet Example: "Gain enough Faith for [20]% of a Great Prophet" + Applicable to: Ruins #### Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius Example: "Reveal up to [amount/'all'] [Farm] within a [20] tile radius" + Applicable to: Ruins #### From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance Example: "From a randomly chosen tile [20] tiles away from the ruins, reveal tiles up to [20] tiles away with [20]% chance" + Applicable to: Ruins #### This Unit gains [amount] XP Example: "This Unit gains [20] XP" + Applicable to: Ruins #### This Unit upgrades for free including special upgrades Example: "This Unit upgrades for free including special upgrades" -Applicable to: Ruins -#### Hidden when religion is disabled -Example: "Hidden when religion is disabled" -Applicable to: Ruins, Building, Unit +Applicable to: Ruins #### Hidden before founding a Pantheon Example: "Hidden before founding a Pantheon" + Applicable to: Ruins #### Hidden after founding a Pantheon Example: "Hidden after founding a Pantheon" + Applicable to: Ruins #### Hidden after generating a Great Prophet Example: "Hidden after generating a Great Prophet" + Applicable to: Ruins #### Only available after [amount] turns Example: "Only available after [20] turns" + Applicable to: Ruins ## Promotion uniques #### Heal this unit by [amount] HP Example: "Heal this unit by [20] HP" + Applicable to: Promotion ## Deprecated uniques + - "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles " + - "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] " + - "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage" - "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] " - "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]" - "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]" @@ -882,7 +1091,6 @@ Applicable to: Promotion - "Immediately creates the cheapest available cultural building in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides the cheapest [stat] building in your first [amount] cities for free" - "Immediately creates a [buildingName] in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides a [buildingName] in your first [amount] cities for free" - "Not displayed as an available construction unless [buildingName] is built" - Deprecated As of 3.16.11, replace with "Not displayed as an available construction without [buildingName]" - - "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] " - "+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength" - "-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength" - "+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength /" @@ -897,6 +1105,4 @@ Applicable to: Promotion - "Limited Visibility" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[-1] Sight" - "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]" - "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]" - - "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]" - - "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles " - - "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage" \ No newline at end of file + - "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]" \ No newline at end of file