This commit is contained in:
yairm210 2021-12-15 23:12:28 +02:00
parent 7830eda9a1
commit a7b880c033
9 changed files with 116 additions and 272 deletions

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@ -135,7 +135,6 @@ Ally = Allié
[questName] (+[influenceAmount] influence) = [questName] (+[influenceAmount] influence)
[remainingTurns] turns remaining = [remainingTurns] tours restant
Current leader is [civInfo] with [amount] [stat] generated. = Le dirigeant actuel est [civInfo] et a généré [amount] [stat].
Current leader is [civInfo] with [amount] Technologies discovered. = Le durugeant actuel est [civInfo] avec [amount] Technologies découvertes.
@ -1228,7 +1227,6 @@ Holy city of: [religionName] =
Pressure =
# Religion overview screen
# Requires translation!
Religion Name: = Nom de la religion:
# Requires translation!
Founding Civ: =

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@ -5318,117 +5318,65 @@ This means exploration and trade is important to grow your cities! = Ini berarti
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn = Menyediakan [stats] per giliran
# Requires translation!
Provides [stats] [cityFilter] per turn = Menyediakan [stats] [cityFilter] per giliran
# Requires translation!
Provides [amount] Happiness = menyediakan [amount] kebahagiaan
# Requires translation!
Provides military units every ≈[amount] turns = menyediakan unit militer setiap≈[amount] giliran
# Requires translation!
Provides a unique luxury = menyediakan barang mewah unik
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = Dapat memilih [amount] tambahan [beliefType] pengikut saat [foundingOrEnhancing] agama
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount2]) = Dapat membeli [buildingFilter] bangunan untuk [amount] [stat] [cityFilter] dengan peningkatan harga ([amount2])
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = Dapat membeli [baseUnitFilter] unit untuk [amount] [stat] [cityFilter]
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = Dapat membeli [buildingFilter] bangunan untuk [amount] [stat] [cityFilter]
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] = Dapat membeli [baseUnitFilter] unit dengan [stat] [cityFilter]
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = Dapat membeli [buildingFilter] bangunan dengan [stat] untuk [amount] kali harga normal produksinya
# Requires translation!
Triggers victory = Memicu kemenangan
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] = Bisa dibeli untuk [amount] [stat] [cityFilter]
# Requires translation!
Must not be next to [terrainFilter] = Harus tidak di sebelah [terrainFilter]
# Requires translation!
Deal [amount] damage to adjacent enemy units = Memberi [amount] kerusakan untuk unit musuh sekitar
when at war = saat sedang berperang
when not at war = saat tidak sedang berperang
while the empire is happy = selama kerajaan sedang bahagia
during a Golden Age = di saat Masa Kejayaan
# Requires translation!
during the [era] = selama [era]
# Requires translation!
before the [era] = sebelum [era]
# Requires translation!
starting from the [era] = Mulai dari [era]
# Requires translation!
after discovering [tech] = setelah menemukan [tech]
# Requires translation!
before discovering [tech] = sebelum menemukan [tech]
# Requires translation!
after adopting [policy] = setelah mengadopsi [policy]
# Requires translation!
before adopting [policy] = sebelum mengadopsi [policy]
if this city has at least [amount] specialists = jika kota ini memiliki setidaknya [amount] spesialis
for [mapUnitFilter] units = untuk unit [mapUnitFilter]
vs cities = vs kota
vs [mapUnitFilter] units = vs unit [mapUnitFilter]
# Requires translation!
when fighting units from a Civilization with more Cities than you = saat unit pertempuran dari peradaban dengan jumlah kota lebih dari kamu
when attacking = saat menyerang
when defending = saat bertahan
# Requires translation!
when fighting in [tileFilter] tiles = saat bertempur di [tileFilter]
# Requires translation!
on foreign continents = di benua asing
# Requires translation!
when above [amount] HP = saat diatas [amount] HP
# Requires translation!
when below [amount] HP = saat dibawah [amount] HP
# Requires translation!
with [amount] to [amount2] neighboring [tileFilter] tiles = dari [amount] ke [amount2] bersebelahan [tileFilter] satuan
# Requires translation!
with [amount] to [amount2] neighboring [tileFilter] [tileFilter2] tiles = dari [amount] ke [amount2] bersebelahan [tileFilter] [tileFilter2] satuan
# Requires translation!
in [tileFilter] tiles = dalam [tileFilter] satuan
# Requires translation!
in [tileFilter] [tileFilter2] tiles = dalam [tileFilter] [tileFilter2] satuan
# Requires translation!
in tiles without [tileFilter] = di lahan tanpa [tileFilter]
# Requires translation!
on water maps = di peta air
# Requires translation!
in [regionType] Regions = di daerah [regionType]
# Requires translation!
in all except [regionType] Regions = di semua tempat kecuali didaerah [regionType]
# Requires translation!
Free [baseUnitFilter] found in the ruins = [baseUnitFilter] ditemukan di reruntuhan
# Requires translation!
[amount] Free Social Policies = gratis [amount] kebijakan sosial
# Requires translation!
[amount] population in a random city = [amount] populasi di kota secara acak
# Requires translation!
[amount] free random researchable Tech(s) from the [era] = gratis [amount] teknologi acak yang dapat diteliti dari [era]
# Requires translation!
Gain [amount] [stat] = Memperoleh [amount] [stat]
# Requires translation!
Gain [amount]-[amount2] [stat] = Memperoleh [amount]-[amount2] [stat]
# Requires translation!
Gain enough Faith for a Pantheon = Mendapatkan keyakinan yang cukup untuk membangun Pantheon
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet = Mendapatkan keyakinan yang cukup untuk [amount]% dari Nabi
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = Mengungkapkan hingga [amount/'all'] [tileFilter] dalam [amount] satuan daerah
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount2] tiles away with [amount3]% chance = dari daerah yang dipilih secara acak [amount] satuan dari reruntuhan, mengungkapkan hingga [amount2] jarak satuan dengan [amount3]% kemungkinan
# Requires translation!
This Unit gains [amount] XP = Unit ini mendapatkan [amount] XP
# Requires translation!
This Unit upgrades for free including special upgrades = unit ini secara gratis ditingkatkan dan sudah termasuk peningkatan spesial
# Requires translation!
This Unit gains the [promotion] promotion = unit ini memperoleh promosi [promotion]
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount2] turns = +[amount]% kekuatan serangan untuk semua [mapUnitFilter] unit dalam [amount2] giliran
# Requires translation!
Hidden before founding a Pantheon = Tersembunyi sebelum membangun Pantheon
# Requires translation!
Hidden after founding a Pantheon = Tersembunyi setelah membangun Pantheon
# Requires translation!
Hidden after generating a Great Prophet = Tersembunyi setelah mendapatkan Nabi

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@ -340,15 +340,10 @@ Width = Ширина
Radius = Радиус
Enable Religion = Включить религию
# Requires translation!
Resource Setting = Распределение ресурсов
# Requires translation!
Sparse = Редкое
# Requires translation!
Abundant = Обильное
# Requires translation!
Strategic Balance = Стратегический баланс
# Requires translation!
Legendary Start = Легендарное начало
Advanced Settings = Дополнительные настройки
@ -1202,7 +1197,6 @@ Undesirable =
Desirable =
# Requires translation!
Featureless =
# Requires translation!
Fresh Water = Пресная вода
# improvementFilters
@ -5461,117 +5455,65 @@ This means exploration and trade is important to grow your cities! =
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn = Даёт [stats] за ход
# Requires translation!
Provides [stats] [cityFilter] per turn = Даёт [stats] [cityFilter] за ход
# Requires translation!
Provides [amount] Happiness = Даёт [amount] Счастья
# Requires translation!
Provides military units every ≈[amount] turns = Даёт военных юнитов каждые ≈[amount] ходов
# Requires translation!
Provides a unique luxury = Даёт уникальный редкий ресурс
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = Можно дополнительно выбрать [amount] верований [beliefType] когда [foundingOrEnhancing] религия
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount2]) = Можно покупать здания: [buildingFilter] за [amount] [stat] [cityFilter] по возрастающей стоимости ([amount2])
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = Можно покупать юниты: [baseUnitFilter] за [amount] [stat] [cityFilter]
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = Можно покупать здания: [buildingFilter] за [amount] [stat] [cityFilter]
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] = Можно покупать юниты: [baseUnitFilter] за [stat] [cityFilter]
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = Можно покупать здания: [buildingFilter] за [stat] по стоимости в [amount] раз(а) большей стоимости их производства
# Requires translation!
Triggers victory = Приводит к победе
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] = Можно купить за [amount] [stat] [cityFilter]
# Requires translation!
Must not be next to [terrainFilter] = Не должен быть рядом с клеткой [terrainFilter]
# Requires translation!
Deal [amount] damage to adjacent enemy units = Наносит [amount] урона соседним вражеским юнитам
when at war = во время войны
when not at war = в мирное время
while the empire is happy = когда цивилизация счастлива
during a Golden Age = во время Золотого века
# Requires translation!
during the [era] = во время эпохи: [era]
# Requires translation!
before the [era] = до эпохи: [era]
# Requires translation!
starting from the [era] = начиная с эпохи: [era]
# Requires translation!
after discovering [tech] = после исследования: [tech]
# Requires translation!
before discovering [tech] = до исследования: [tech]
# Requires translation!
after adopting [policy] = после принятия: [policy]
# Requires translation!
before adopting [policy] = до принятия: [policy]
if this city has at least [amount] specialists = если в этом городе имеется как минимум [amount] специалистов
for [mapUnitFilter] units = для юнитов: [mapUnitFilter]
vs cities = против городов
vs [mapUnitFilter] units = против юнитов: [mapUnitFilter]
# Requires translation!
when fighting units from a Civilization with more Cities than you = когда сражается с юнитами из цивилизации с большим числом городов чем у вас
when attacking = когда атакует
when defending = когда защищается
# Requires translation!
when fighting in [tileFilter] tiles = когда сражается на клетках [tileFilter]
# Requires translation!
on foreign continents = на внешних континентах
# Requires translation!
when above [amount] HP = когда больше [amount] ОЗ
# Requires translation!
when below [amount] HP = когда меньше [amount] ОЗ
# Requires translation!
with [amount] to [amount2] neighboring [tileFilter] tiles = от [amount] до [amount2] соседних клеток [tileFilter]
# Requires translation!
with [amount] to [amount2] neighboring [tileFilter] [tileFilter2] tiles = от [amount] до [amount2] соседних клеток [tileFilter] [tileFilter2]
# Requires translation!
in [tileFilter] tiles = на клетках [tileFilter]
# Requires translation!
in [tileFilter] [tileFilter2] tiles = на клетках [tileFilter] [tileFilter2]
# Requires translation!
in tiles without [tileFilter] = на клетках, не имеющих [tileFilter]
# Requires translation!
on water maps = на водоемах
# Requires translation!
in [regionType] Regions = в областях: [regionType]
# Requires translation!
in all except [regionType] Regions = во всех областях за исключением: [regionType]
# Requires translation!
Free [baseUnitFilter] found in the ruins = Бесплатный юнит: [baseUnitFilter] найден в руинах
# Requires translation!
[amount] Free Social Policies = [amount] бесплатных общественных институтов
# Requires translation!
[amount] population in a random city = [amount] населения в случайном городе
# Requires translation!
[amount] free random researchable Tech(s) from the [era] = [amount] бесплатных случайных технологий из эпохи [era]
# Requires translation!
Gain [amount] [stat] = Даёт [amount] [stat]
# Requires translation!
Gain [amount]-[amount2] [stat] = Даёт [amount]-[amount2] [stat]
# Requires translation!
Gain enough Faith for a Pantheon = Даёт очки веры, достаточных для пантеона
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet = Даёт очки веры, достаточных для [amount]% Великого Пророка
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = Открывает [amount/'all'] [tileFilter] в радиусе [amount] клеток
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount2] tiles away with [amount3]% chance = В случайно выбранной клетке, удаленной на [amount] клеток от руин, открывает до [amount2] клеток с шансом в [amount3]%
# Requires translation!
This Unit gains [amount] XP = Этот юнит получает [amount] ОО
# Requires translation!
This Unit upgrades for free including special upgrades = Этот юнит модернизируется бесплатно включая специальные улучшения
# Requires translation!
This Unit gains the [promotion] promotion = Этот юнит получает повышение [promotion]
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount2] turns = +[amount]% к силе атаки для всех юнитов: [mapUnitFilter] на [amount2] ходов
# Requires translation!
Hidden before founding a Pantheon = Скрыто до основания пантеона
# Requires translation!
Hidden after founding a Pantheon = Скрыто после основания пантеона
# Requires translation!
Hidden after generating a Great Prophet = Скрыто после появления Великого Пророка

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@ -55,7 +55,6 @@ Requires at least one of the following resources worked near the city: = Kräver
Wonder is being built elsewhere = Undret byggs någon annanstans
National Wonder is being built elsewhere = Det Nationella Undret byggs någon annanstans
Requires a [buildingName] in all cities = Kräver en [buildingName] i alla städer
# Requires translation!
[buildingName] required: = [buildingName] krävs:
Requires a [buildingName] in this city = Kräver en [buildingName] i denna stad
Cannot be built with [buildingName] = Kan inte byggas med [buildingName]
@ -3776,7 +3775,6 @@ Stone = Sten
Fish = Fisk
Horses = Hästar
# Requires translation!
Guaranteed with Strategic Balance resource option = Garanteras vid Strategisk Balans-resursalternativet
Iron = Järn
@ -4484,9 +4482,7 @@ Coffee House = Kafé
Neuschwanstein = Neuschwanstein
# Requires translation!
Recycling Center = Återvinningscenter
# Requires translation!
Limited to [amount] per Civilization = Begränsas till [amount] per Civilisation
@ -5321,117 +5317,65 @@ This means exploration and trade is important to grow your cities! = Det betyder
#################### Lines from Unique Types #######################
# Requires translation!
Provides [stats] per turn = Ger [stats] per drag
# Requires translation!
Provides [stats] [cityFilter] per turn = Ger [stats] [cityFilter] per drag
# Requires translation!
Provides [amount] Happiness = Ger [amount] Lycka
# Requires translation!
Provides military units every ≈[amount] turns = Ger militära enheter vart ≈[amount] drag
# Requires translation!
Provides a unique luxury = Ger en unik lyxresurs
# Requires translation!
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = Får välja [amount] extra [beliefType]-trossatser vid [foundingOrEnhancing] av en religion
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount2]) = Får köpa [buildingFilter]-byggnader för [amount] [stat] [cityFilter] till en ökande kostnad ([amount2])
# Requires translation!
May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = Får köpa [baseUnitFilter]-enheter för [amount] [stat] [cityFilter]
# Requires translation!
May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = Får köpa [buildingFilter]-byggnader för [amount] [stat] [cityFilter]
# Requires translation!
May buy [baseUnitFilter] units with [stat] [cityFilter] = Får köpa [baseUnitFilter]-enheter med [stat] [cityFilter]
# Requires translation!
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = Får köpa [buildingFilter]-byggnader med [stat] för [amount] gånger deras vanliga Produktionskostnad
# Requires translation!
Triggers victory = Leder till seger
# Requires translation!
Can be purchased for [amount] [stat] [cityFilter] = Kan köpas för [amount] [stat] [cityFilter]
# Requires translation!
Must not be next to [terrainFilter] = Får inte vara bredvid [terrainFilter]
# Requires translation!
Deal [amount] damage to adjacent enemy units = Gör [amount] skada till angränsande fiendeenheter
when at war = medan i krig
when not at war = medan ej i krig
while the empire is happy = medan riket är lyckligt
during a Golden Age = under en Guldålder
# Requires translation!
during the [era] = under [era]
# Requires translation!
before the [era] = innan [era]
# Requires translation!
starting from the [era] = med början i [era]
# Requires translation!
after discovering [tech] = efter upptäckten av [tech]
# Requires translation!
before discovering [tech] = innan upptäckten av [tech]
# Requires translation!
after adopting [policy] = efter att [policy] anammats
# Requires translation!
before adopting [policy] = innan [policy] anammats
if this city has at least [amount] specialists = om denna stad har minst [amount] specialister
for [mapUnitFilter] units = för [mapUnitFilter]-enheter
vs cities = mot städer
vs [mapUnitFilter] units = mot [mapUnitFilter]-enheter
# Requires translation!
when fighting units from a Civilization with more Cities than you = vid strid mot enheter från en Civilisation med fler Städer än du
when attacking = vid anfall
when defending = vid försvar
# Requires translation!
when fighting in [tileFilter] tiles = vid strid i [tileFilter]-rutor
# Requires translation!
on foreign continents = på främmande kontinenter
# Requires translation!
when above [amount] HP = medan över [amount] KP
# Requires translation!
when below [amount] HP = medan under [amount] KP
# Requires translation!
with [amount] to [amount2] neighboring [tileFilter] tiles = med [amount] till [amount2] angränsande [tileFilter]-rutor
# Requires translation!
with [amount] to [amount2] neighboring [tileFilter] [tileFilter2] tiles = med [amount] till [amount2] angränsande [tileFilter] [tileFilter2]-rutor
# Requires translation!
in [tileFilter] tiles = i [tileFilter]-rutor
# Requires translation!
in [tileFilter] [tileFilter2] tiles = i [tileFilter] [tileFilter2]-rutor
# Requires translation!
in tiles without [tileFilter] = i rutor utan [tileFilter]
# Requires translation!
on water maps = på vattenkartor
# Requires translation!
in [regionType] Regions = i [regionType]-regioner
# Requires translation!
in all except [regionType] Regions = i alla utom [regionType]-regioner
# Requires translation!
Free [baseUnitFilter] found in the ruins = Gratis [baseUnitFilter] hittad i ruinerna
# Requires translation!
[amount] Free Social Policies = [amount] Gratis Socialpolicys
# Requires translation!
[amount] population in a random city = [amount] befolkning i en slumpmässig stad
# Requires translation!
[amount] free random researchable Tech(s) from the [era] = [amount] gratis slumpmässiga forskningsbara Teknologi(er) från [era]
# Requires translation!
Gain [amount] [stat] = Få [amount] [stat]
# Requires translation!
Gain [amount]-[amount2] [stat] = Få [amount]-[amount2] [stat]
# Requires translation!
Gain enough Faith for a Pantheon = Få tillräckligt med Tro för ett Panteon
# Requires translation!
Gain enough Faith for [amount]% of a Great Prophet = Få tillräckligt med Tro för [amount]% av en Stor Profet
# Requires translation!
Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = Visa upp till [amount/'all'] [tileFilter] inom [amount] rutors radie
# Requires translation!
From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount2] tiles away with [amount3]% chance = Från en slumpmässigt vald ruta [amount] rutor från ruinen, visa rutor upp till [amount2] rutor bort med [amount3]% sannolikhet
# Requires translation!
This Unit gains [amount] XP = Denna Enhet får [amount] EP
# Requires translation!
This Unit upgrades for free including special upgrades = Denna Enhet uppgraderas gratis inklusive specialuppgraderingar
# Requires translation!
This Unit gains the [promotion] promotion = Denna Enhet får [promotion]-befordringen
# Requires translation!
+[amount]% attack strength to all [mapUnitFilter] Units for [amount2] turns = +[amount]% attackstyrka för alla [mapUnitFilter]-enheter under [amount2] drag
# Requires translation!
Hidden before founding a Pantheon = Gömt innan en Panteon stiftas
# Requires translation!
Hidden after founding a Pantheon = Gömt efter en Panteon stiftas
# Requires translation!
Hidden after generating a Great Prophet = Gömt efter att en Stor Profet alstrats

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@ -1,14 +1,14 @@
Persian_(Pinglish-UN) = 17
Italian = 98
Russian = 95
Russian = 96
German = 98
Swedish = 98
Swedish = 99
Turkish = 80
Ukrainian = 89
Filipino = 3
French = 71
French = 73
Portuguese = 61
Indonesian = 98
Indonesian = 99
Finnish = 44
Spanish = 91
Malay = 28

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@ -3,8 +3,8 @@ package com.unciv.build
object BuildConfig {
const val kotlinVersion = "1.5.30"
const val appName = "Unciv"
const val appCodeNumber = 656
const val appVersion = "3.18.9-patch1"
const val appCodeNumber = 657
const val appVersion = "3.18.10"
const val gdxVersion = "1.10.0"
const val roboVMVersion = "2.3.1"

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@ -1,3 +1,15 @@
## 3.18.10
Sort Maintenance Using Fixed Point - By itanasi
Moved Coal discovery back to industrialization - By xlenstra
Improvements to TurnChecker data usage - By GGGuenni
AI for Inquisitor and Missionary - By Interdice
Add a couple missing template strings - By SimonCeder
## 3.18.9
Uniques and conditionals for translating are taken directly from the uniquetypes

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@ -12,7 +12,7 @@ class UniqueDocsWriter {
fun write() {
val lines = ArrayList<String>()
val targetTypesToUniques = UniqueType.values().groupBy { it.targetTypes.first() }
val targetTypesToUniques = UniqueType.values().groupBy { it.targetTypes.minOrNull()!! }
.toSortedMap()
fun replaceExamples(text:String):String {

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@ -15,6 +15,11 @@
- [Deprecated uniques](#deprecated-uniques)
## Global uniques
#### [stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Improvement, Global, FollowerBelief
#### [stats] [cityFilter]
Example: "[+1 Gold, +2 Production] [in all cities]"
@ -80,6 +85,11 @@ Example: "[20]% [Culture] [in all cities]"
Applicable to: Global
#### [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]"
Applicable to: Resource, Global, FollowerBelief
#### [amount]% Production when constructing [buildingFilter] buildings [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] buildings [in all cities]"
@ -205,6 +215,29 @@ Applicable to: Global
#### Triggers a Cultural Victory upon completion
Applicable to: Global
#### [amount]% Strength
Example: "[20]% Strength"
Applicable to: Unit, Global
#### [amount] Movement
Example: "[20] Movement"
Applicable to: Unit, Global
#### [amount] Sight
Example: "[20] Sight"
Applicable to: Unit, Global, Terrain
#### [amount]% Spread Religion Strength
Example: "[20]% Spread Religion Strength"
Applicable to: Unit, Global
#### Normal vision when embarked
Applicable to: Unit, Global
#### Free [baseUnitFilter] appears
Example: "Free [Melee] appears"
@ -308,55 +341,16 @@ Applicable to: FollowerBelief
#### Remove extra unhappiness from annexed cities
Applicable to: Building
#### 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
#### Requires a [buildingName] in all cities
Example: "Requires a [Library] in all cities"
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
#### Unsellable
Applicable to: Building
## Unit uniques
#### Consumes [amount] [resource]
Example: "Consumes [20] [Iron]"
Applicable to: Unit, Improvement, Building
#### Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Improvement, Building
#### Unbuildable
Applicable to: Unit, Building
@ -383,11 +377,63 @@ Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Unit, Building
#### 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
#### Requires a [buildingName] in all cities
Example: "Requires a [Library] in all cities"
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: Unit, 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
#### Unsellable
Applicable to: Building
#### Hidden when religion is disabled
Applicable to: Unit, Ruins, Building
#### Hidden when [victoryType] Victory is disabled
Example: "Hidden when [victoryType] Victory is disabled"
Applicable to: Unit, Building
## Unit uniques
#### Founds a new city
Applicable to: Unit
@ -404,40 +450,17 @@ 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, Terrain
#### [amount]% Spread Religion Strength
Example: "[20]% Spread Religion Strength"
Applicable to: Unit, Global
#### May found a religion
Applicable to: Unit
#### May enhance a religion
Applicable to: Unit
#### Normal vision when embarked
Applicable to: Unit, Global
#### Cannot attack
Applicable to: Unit
@ -515,14 +538,6 @@ Applicable to: Unit
#### Religious Unit
Applicable to: Unit
#### Hidden when religion is disabled
Applicable to: Unit, Ruins, Building
#### Hidden when [victoryType] Victory is disabled
Example: "Hidden when [victoryType] Victory is disabled"
Applicable to: Unit, Building
## Promotion uniques
#### Heal this unit by [amount] HP
Example: "Heal this unit by [20] HP"
@ -591,6 +606,9 @@ 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: Improvement, Terrain
#### Nullifies all other stats this tile provides
Applicable to: Terrain
@ -648,6 +666,9 @@ Example: "Considered [terrainQuality] when determining start locations"
Applicable to: Terrain
#### Doesn't generate naturally
Applicable to: Resource, 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]"
@ -680,19 +701,6 @@ Applicable to: Terrain
Applicable to: Terrain
## Improvement uniques
#### [stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Improvement, Global, FollowerBelief
#### Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Improvement, Building
#### Tile provides yield without assigned population
Applicable to: Improvement, Terrain
#### Can also be built on tiles adjacent to fresh water
Applicable to: Improvement
@ -755,11 +763,6 @@ Applicable to: Improvement
Applicable to: Improvement
## Resource uniques
#### [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]"
Applicable to: Resource, Global, FollowerBelief
#### Generated with weight [amount]
Example: "Generated with weight [20]"
@ -786,9 +789,6 @@ Applicable to: Resource
#### Guaranteed with Strategic Balance resource option
Applicable to: Resource
#### Doesn't generate naturally
Applicable to: Resource, Terrain
#### Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [20] resources"
@ -1052,6 +1052,7 @@ Applicable to: Conditional
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
- "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] <after discovering [tech]>"
- "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]"
@ -1068,5 +1069,4 @@ Applicable to: Conditional
- "[amount] Visibility Range" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[amount] Sight"
- "Limited Visibility" - Deprecated As of 3.17.5 - removed 3.18.5, replace with "[-1] Sight"
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
- "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] <after discovering [tech]>"
- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage"