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Unique parameters
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populationFilter
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combatantFilter
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<a href="#regiontype" class="md-nav__link">
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<span class="md-ellipsis">
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regionType
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<h1 id="unique-parameters">Unique parameters</h1>
|
|
<p>This page contains an overview of all different parameters used in uniques and what values can be filled into them.
|
|
Each of the different parameter types is described below, including all possible values for them.
|
|
These are split into two categories:</p>
|
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<ul>
|
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<li>descriptions: e.g., "the name of any unit"</li>
|
|
<li><code>Text that looks like this</code>. This last one must be used exactly the same</li>
|
|
</ul>
|
|
<p>Note that all of these are case-sensitive!</p>
|
|
<h2 id="general-filter-rules">General Filter Rules</h2>
|
|
<p>All filters except for <code>populationFilter</code> and <code>resourceFilter</code> accept multiple values in the format: <code>{A} {B} {C}</code> etc, meaning "the object must match ALL of these filters"</p>
|
|
<blockquote>
|
|
<p>Example: <code>[{Military} {Water}] units</code>, <code>[{Wounded} {Armor}] units</code>, etc.</p>
|
|
</blockquote>
|
|
<p>No space or other text is allowed between the <code>[</code> and the first <code>{</code>, nor between the last <code>}</code> and the ending <code>]</code>. The space in <code>} {</code>, however, is mandatory.</p>
|
|
<p>All filters accept <code>non-[filter]</code> as a possible value</p>
|
|
<blockquote>
|
|
<p>Example: <code>[non-[Wounded]] units</code></p>
|
|
</blockquote>
|
|
<p>These can be combined by nesting, with the exception that an "ALL" filter cannot contain another "ALL" filter, even with a NON-filter in between.</p>
|
|
<blockquote>
|
|
<p>Example: <code>[{non-[Wounded]} {Armor}] units</code> means unit is type Armor and at full health.
|
|
Example: <code>[non-[{Wounded} {Armor}]] units</code> means unit is neither wounded nor an Armor one.</p>
|
|
</blockquote>
|
|
<p><code>[{non-[{Wounded} {Armor}]} {Embarked}] units</code> WILL FAIL because the game will treat both "} {" at the same time and see <code>non-[{Wounded</code> and <code>Armor}]</code>, both invalid.</p>
|
|
<p>Display of complex filters in Civilopedia may become unreadable. If so, consider hiding that unique and provide a better wording using the <code>Comment []</code> unique separately.</p>
|
|
<h2 id="civfilter">civFilter</h2>
|
|
<p>Allows filtering for specific civs.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>Human player</code></li>
|
|
<li><code>AI player</code></li>
|
|
<li><a href="#nationfilter">nationFilter</a></li>
|
|
</ul>
|
|
<h2 id="nationfilter">nationFilter</h2>
|
|
<p>Allows filtering for specific nations. Used by <a href="../Mod-file-structure/5-Miscellaneous-JSON-files/#modoptionsjson">ModOptions.nationsToRemove</a>.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li><code>City-States</code>, <code>City-State</code></li>
|
|
<li><code>Major</code></li>
|
|
<li>Nation name</li>
|
|
<li>A unique a Nation has (verbatim, no placeholders)</li>
|
|
</ul>
|
|
<h2 id="baseunitfilter">baseUnitFilter</h2>
|
|
<p>Unit filters can be divided up into two parts: <code>baseUnitFilter</code>s and <code>mapUnitFilter</code>s.
|
|
The former is tested against the unit as it appears in the json.
|
|
This means it doesn't have an owning civ or tile it stands on, just its base properties.
|
|
The latter is tested against the unit as it appears on the map, including its nation, tile, health and all other properties.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li>unit name</li>
|
|
<li>unit type - e.g. Melee, Ranged, WaterSubmarine, etc.</li>
|
|
<li><code>Land</code>, <code>Water</code>, <code>Air</code></li>
|
|
<li><code>land units</code>, <code>water units</code>, <code>air units</code></li>
|
|
<li><code>non-air</code> for non-air non-missile units</li>
|
|
<li><code>Military</code>, <code>military units</code></li>
|
|
<li><code>Civilian</code>, <code>civilian units</code></li>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li><code>Melee</code></li>
|
|
<li><code>Ranged</code></li>
|
|
<li><code>Nuclear Weapon</code></li>
|
|
<li><code>Great Person</code></li>
|
|
<li><code>Embarked</code></li>
|
|
<li>Matching <a href="#technologyfilter">technologyfilter</a> for the tech this unit requires - e.g. <code>Modern Era</code></li>
|
|
<li>Any exact unique the unit has</li>
|
|
<li>Any exact unique the unit type has</li>
|
|
<li>Any combination of the above (will match only if all match). The format is <code>{filter1} {filter2}</code> and can match any number of filters. For example: <code>[{Modern era} {Land}]</code> units</li>
|
|
</ul>
|
|
<h2 id="mapunitfilter">mapUnitFilter</h2>
|
|
<p>This indicates a unit as placed on the map. Compare with <code>baseUnitFilter</code>.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li>Any matching <a href="#baseunitfilter">baseUnitFilter</a></li>
|
|
<li>Any <a href="#civfilter">civFilter</a> matching the owner</li>
|
|
<li>Any unique the unit has - also includes uniques not caught by the <a href="#baseunitfilter">baseUnitFilter</a>, for example promotions</li>
|
|
<li>Any promotion name, or an exact unique a promotion has</li>
|
|
<li><code>Wounded</code></li>
|
|
<li><code>Embarked</code></li>
|
|
<li><code>City-State</code></li>
|
|
<li><code>Barbarians</code>, <code>Barbarian</code></li>
|
|
<li><code>Non-City</code></li>
|
|
<li>Again, any combination of the above is also allowed, e.g. <code>[{Wounded} {Water}]</code> units.</li>
|
|
</ul>
|
|
<p>You can check this in-game using the console with the <code>unit checkfilter <filter></code> command</p>
|
|
<h2 id="buildingfilter">buildingFilter</h2>
|
|
<p>Allows to only activate a unique for certain buildings.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li><code>Buildings</code>, <code>Building</code></li>
|
|
<li><code>Wonder</code>, <code>Wonders</code></li>
|
|
<li><code>National Wonder</code>, <code>National</code></li>
|
|
<li><code>World Wonder</code>, <code>World</code> -- All wonders that are not national wonders</li>
|
|
<li>building name</li>
|
|
<li>The name of the building it replaces (so for example uniques for libraries will apply to paper makers as well)</li>
|
|
<li>Matching <a href="#technologyfilter">technologyfilter</a> for the tech this building requires - e.g. Modern Era</li>
|
|
<li>An exact unique the building has (e.g.: <code>spaceship part</code>)</li>
|
|
<li><code>Culture</code>, <code>Gold</code>, etc. if the building is <code>stat-related</code> for that stat. Stat-related buildings are defined as one of the following:<ul>
|
|
<li>Provides that stat directly (e.g. +1 Culture)</li>
|
|
<li>Provides a percentage bonus for that stat (e.g. +10% Production)</li>
|
|
<li>Provides that stat as a bonus for resources (e.g. +1 Food from every Wheat)</li>
|
|
<li>Provides that stat per some amount of population (e.g. +1 Science for every 2 population [cityFilter])</li>
|
|
</ul>
|
|
</li>
|
|
<li>Any combination of the above (will match only if all match). The format is <code>{filter1} {filter2}</code> up to any number of filters. For example <code>[{Ancient era} {Food}]</code> buildings.</li>
|
|
</ul>
|
|
<h2 id="cityfilter">cityFilter</h2>
|
|
<p>cityFilters allow us to choose the range of cities affected by this unique:</p>
|
|
<ul>
|
|
<li><code>in this city</code></li>
|
|
<li><code>in all cities</code>, <code>All</code>, <code>all</code> - Generally applies to all cities owned by the relevant civ</li>
|
|
<li><code>in your cities</code>, <code>Your</code></li>
|
|
<li><code>in all coastal cities</code>, <code>Coastal</code></li>
|
|
<li><code>in capital</code>, <code>Capital</code></li>
|
|
<li><code>in all non-occupied cities</code>, <code>Non-occupied</code> - all cities that are not puppets and don't have extra unhappiness from being recently conquered</li>
|
|
<li><code>in all cities with a world wonder</code></li>
|
|
<li><code>in all cities connected to capital</code></li>
|
|
<li><code>in all cities with a garrison</code>, <code>Garrisoned</code></li>
|
|
<li><code>in non-enemy foreign cities</code> - In all cities owned by civs other than you that you are not at war with</li>
|
|
<li><code>in enemy cities</code>, <code>Enemy</code></li>
|
|
<li><code>in foreign cities</code>, <code>Foreign</code></li>
|
|
<li><code>in annexed cities</code>, <code>Annexed</code></li>
|
|
<li><code>in puppeted cities</code>, <code>Puppeted</code></li>
|
|
<li><code>in resisting cities</code>, <code>Resisting</code></li>
|
|
<li><code>in cities being razed</code>, <code>Razing</code></li>
|
|
<li><code>in holy cities</code>, <code>Holy</code></li>
|
|
<li><code>in City-State cities</code></li>
|
|
<li><code>in cities following this religion</code> - Should only be used in pantheon/follower uniques for religions</li>
|
|
<li><code>in cities following our religion</code></li>
|
|
<li><code>in all cities in which the majority religion is a major religion</code></li>
|
|
<li><code>in all cities in which the majority religion is an enhanced religion</code></li>
|
|
<li>[civFilter]</li>
|
|
</ul>
|
|
<p>You can check this in-game using the console with the <code>city checkfilter <filter></code> command</p>
|
|
<h2 id="improvementfilter">improvementFilter</h2>
|
|
<p>For filtering a specific improvement.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li>improvement name</li>
|
|
<li>An exact unique the improvement has (e.g.: <code>spaceship improvement</code>)</li>
|
|
<li><code>Improvement</code></li>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li><code>Great Improvement</code>, <code>Great</code></li>
|
|
<li><code>All Road</code> - for Roads & Railroads</li>
|
|
</ul>
|
|
<h2 id="populationfilter">populationFilter</h2>
|
|
<p>A filter determining a part of the population of a city.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>Population</code></li>
|
|
<li><code>Specialists</code></li>
|
|
<li><code>Unemployed</code></li>
|
|
<li><code>Followers of the Majority Religion</code> or <code>Followers of this Religion</code>, both of which only apply when this religion is the majority religion in that city</li>
|
|
<li>Specialist names</li>
|
|
</ul>
|
|
<h2 id="religionfilter">religionFilter</h2>
|
|
<p>For filtering specific relgions</p>
|
|
<ul>
|
|
<li><code>any</code></li>
|
|
<li><code>major</code></li>
|
|
<li><code>enhanced</code></li>
|
|
<li><code>your</code></li>
|
|
<li><code>foriegn</code></li>
|
|
<li><code>enemy</code></li>
|
|
<li>The name of a relgion symbol</li>
|
|
<li>The name of a belief</li>
|
|
<li>A unique of a belief the religion has</li>
|
|
</ul>
|
|
<h2 id="policyfilter">policyFilter</h2>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li><code>[policyBranchName] branch</code></li>
|
|
<li>The name of the policy</li>
|
|
<li>A unique the Policy has (verbatim, no placeholders)</li>
|
|
</ul>
|
|
<h2 id="combatantfilter">combatantFilter</h2>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><a href="#mapunitfilter">mapUnitFilter</a>, for unit combatants</li>
|
|
<li><code>City</code>, <code>All</code>, or <a href="#civfilter">civFilter</a>, for city combatants</li>
|
|
</ul>
|
|
<p>Since mapUnitFilter contains civFilter, that means civFilter can be applied to combatantFilter for both units and cities.</p>
|
|
<h2 id="regiontype">regionType</h2>
|
|
<p>Used for dividing the world into regions in each of which a single player is placed at the start of the game.
|
|
Allowed values are <code>Hybrid</code> and the name of any terrain that has one of the following two uniques:</p>
|
|
<ul>
|
|
<li><code>A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]</code></li>
|
|
<li><code>A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]</code></li>
|
|
</ul>
|
|
<h2 id="simpleterrain">simpleTerrain</h2>
|
|
<p>Used by NaturalWonderGenerator to place natural wonders</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>Land</code></li>
|
|
<li><code>Water</code></li>
|
|
<li><code>Elevated</code></li>
|
|
<li>The name of any terrain</li>
|
|
</ul>
|
|
<h2 id="stats">stats</h2>
|
|
<p>This indicates a text comprised of specific stats and is slightly more complex.</p>
|
|
<p>Each stats is comprised of several stat changes, each in the form of <code>+{amount} {stat}</code>,
|
|
where 'stat' is one of the seven major stats
|
|
(eg <code>Production</code>, <code>Food</code>, <code>Gold</code>, <code>Science</code>, <code>Culture</code>, <code>Happiness</code> and <code>Faith</code>).
|
|
For example: <code>+1 Science</code>.</p>
|
|
<p>These can be strung together with ", " between them, for example: <code>+2 Production, +3 Food</code>.</p>
|
|
<h2 id="resourcefilter">resourceFilter</h2>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li>Resource name</li>
|
|
<li><code>any</code></li>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li>Resource type: <code>Strategic</code>, <code>Luxury</code>, <code>Bonus</code></li>
|
|
<li>Stat provided by the resource when improved (e.g. <code>Food</code>)</li>
|
|
</ul>
|
|
<h2 id="stockpiledresource">stockpiledResource</h2>
|
|
<p>This indicates a text that corresponds to a custom Stockpile Resource.</p>
|
|
<p>These are global civilization resources that act similar to the main Civ-wide resources like <code>Gold</code> and <code>Faith</code>.
|
|
You can generate them and consume them. And actions that would consume them are blocked if you
|
|
don't have enough left in stock.</p>
|
|
<p>To use, you need to first define a TileResources with the "Stockpiled" Unique. Then you can reference
|
|
them in other Uniques.</p>
|
|
<h2 id="stockpile">Stockpile</h2>
|
|
<p>Something that can be added to a civ</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li>stockpiled resource (see above)</li>
|
|
<li>Stat name - for global stats, not city stats</li>
|
|
<li><code>Stored Food</code> (for cities)</li>
|
|
<li><code>Golden Age points</code></li>
|
|
</ul>
|
|
<h2 id="technologyfilter">technologyFilter</h2>
|
|
<p>At the moment only implemented for <a href="../Mod-file-structure/5-Miscellaneous-JSON-files/#modoptionsjson">ModOptions.techsToRemove</a>.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li>The name of an Era</li>
|
|
<li>The name of a Technology</li>
|
|
<li>A unique a Technology has (verbatim, no placeholders)</li>
|
|
</ul>
|
|
<h2 id="terrainfilter">terrainFilter</h2>
|
|
<p>This indicates the terrain on a single tile.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li>A filter names a specific json attribute (by name):<ul>
|
|
<li>Base terrain</li>
|
|
<li>Terrain features</li>
|
|
<li>Base terrain uniques</li>
|
|
<li>Terrain feature uniques</li>
|
|
<li>Resource</li>
|
|
<li>Natural wonder</li>
|
|
<li>A <a href="#nationfilter">nationFilter</a> matching the tile owner</li>
|
|
</ul>
|
|
</li>
|
|
<li>Or the filter is a constant string choosing a derived test:<ul>
|
|
<li><code>All</code>, <code>all</code></li>
|
|
<li><code>Terrain</code></li>
|
|
<li><code>Water</code>, <code>Land</code></li>
|
|
<li><code>Coastal</code> (at least one direct neighbor is a coast)</li>
|
|
<li><code>River</code> (as in all 'river on tile' contexts, it means 'adjacent to a river on at least one side')</li>
|
|
<li><code>Open terrain</code>, <code>Rough terrain</code> (note all terrain not having the rough unique is counted as open)</li>
|
|
<li><code>Friendly Land</code>, <code>Friendly</code> - land belonging to you, or other civs with open borders to you</li>
|
|
<li><code>Foreign Land</code> - any land that isn't friendly land</li>
|
|
<li><code>Enemy Land</code>, <code>Enemy</code> - any land belonging to a civ you are at war with</li>
|
|
<li><code>your</code> - land belonging to you</li>
|
|
<li><code>Unowned</code> - land that is not owned by any civ</li>
|
|
<li><code>Water resource</code>, <code>Strategic resource</code>, <code>Luxury resource</code>, <code>Bonus resource</code>, <code>resource</code></li>
|
|
<li><code>Natural Wonder</code> (as opposed to above which means testing for a specific Natural Wonder by name, this tests for any of them)</li>
|
|
<li><code>Featureless</code></li>
|
|
<li><code>Fresh Water</code></li>
|
|
<li><code>non-fresh water</code></li>
|
|
<li><code>Impassible</code></li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Please note all of these are <em>case-sensitive</em>.</p>
|
|
<p>Note: Resource filters depend on whether a viewing civ is known in the context where the filter runs. Water and specific tests require a viewing civ, and if the resource needs a tech to be visible, that tech to be researched by the viewing civ. The other resource category tests can succeed without a known viewing civ only for resources not requiring any tech. So - test your mod!</p>
|
|
<p>So for instance, the unique "[stats] from [tileFilter] tiles [cityFilter]" can match several cases:</p>
|
|
<h2 id="tilefilter">tileFilter</h2>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><a href="#terrainfilter">terrainFilter</a> for this tile</li>
|
|
<li><a href="#improvementfilter">improvementFilter</a> for this tile</li>
|
|
<li><a href="#civfilter">civFilter</a> of the civilization who owns this tile</li>
|
|
<li><code>Improvement</code> or <code>improved</code> for tiles with any improvements</li>
|
|
<li><code>unimproved</code> for tiles with no improvement</li>
|
|
<li><code>pillaged</code> for pillaged tiles</li>
|
|
<li><code>worked</code> for tiles worked by a city</li>
|
|
</ul>
|
|
<p>You can check this in-game using the console with the <code>tile checkfilter <filter></code> command</p>
|
|
<h2 id="terrainquality">terrainQuality</h2>
|
|
<p>Used to indicate for what use the terrain should be viewed when dividing the world into regions, in each of which a single player is placed at the start of the game.</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li><code>Undesirable</code></li>
|
|
<li><code>Food</code></li>
|
|
<li><code>Desirable</code></li>
|
|
<li><code>Production</code></li>
|
|
</ul>
|
|
<h2 id="countable">countable</h2>
|
|
<p>Indicates <em>something that can be counted</em>, used both for comparisons and for multiplying uniques</p>
|
|
<p>Allowed values:</p>
|
|
<ul>
|
|
<li>Integer constant - any positive or negative integer number<ul>
|
|
<li>Example: <code>Only available <when number of [123] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>turns</code> - Number of turns played<ul>
|
|
<li>Example: <code>Only available <when number of [turns] is more than [0]></code></li>
|
|
<li>Always starts at zero irrespective of game speed or start era</li>
|
|
</ul>
|
|
</li>
|
|
<li><code>year</code> - The current year<ul>
|
|
<li>Example: <code>Only available <when number of [year] is more than [0]></code></li>
|
|
<li>Depends on game speed or start era, negative for years BC</li>
|
|
</ul>
|
|
</li>
|
|
<li><code>Cities</code> - The number of cities the relevant Civilization owns<ul>
|
|
<li>Example: <code>Only available <when number of [Cities] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>Units</code> - The number of units the relevant Civilization owns<ul>
|
|
<li>Example: <code>Only available <when number of [Units] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li>Stat name (<code>Production</code>, <code>Food</code>, <code>Gold</code>, <code>Science</code>, <code>Culture</code>, <code>Happiness</code> or <code>Faith</code>)<ul>
|
|
<li>Example: <code>Only available <when number of [Science] is more than [0]></code></li>
|
|
<li>Gets the stat <em>reserve</em>, not the amount per turn (can be city stats or civilization stats, depending on where the unique is used)</li>
|
|
</ul>
|
|
</li>
|
|
<li>Stat/Resource Per Turn<ul>
|
|
<li>Example: <code>Only available <when number of [[Culture] Per Turn] is more than [0]></code></li>
|
|
<li>Gets the amount of a stat or resource the civilization gains per turn</li>
|
|
</ul>
|
|
</li>
|
|
<li><code>Completed Policy branches</code><ul>
|
|
<li>Example: <code>Only available <when number of [Completed Policy branches] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>[cityFilter] Cities</code><ul>
|
|
<li>Example: <code>Only available <when number of [[in all cities] Cities] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>[mapUnitFilter] Units</code><ul>
|
|
<li>Example: <code>Only available <when number of [[Wounded] Units] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>[buildingFilter] Buildings</code><ul>
|
|
<li>Example: <code>Only available <when number of [[Culture] Buildings] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>Adopted [policyFilter] Policies</code><ul>
|
|
<li>Example: <code>Only available <when number of [Adopted [Oligarchy] Policies] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>Remaining [civFilter] Civilizations</code><ul>
|
|
<li>Example: <code>Only available <when number of [Remaining [City-States] Civilizations] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>Owned [tileFilter] Tiles</code><ul>
|
|
<li>Example: <code>Only available <when number of [Owned [Farm] Tiles] is more than [0]></code></li>
|
|
</ul>
|
|
</li>
|
|
<li><code>[tileFilter] Tiles</code><ul>
|
|
<li>Example: <code>Only available <when number of [[Desert] Tiles] is more than [0]></code></li>
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</ul>
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</li>
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<li>Resource name - From <a href="3-Map-related-JSON-files.md#tileresourcesjson">TileResources.json</a><ul>
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<li>Example: <code>Only available <when number of [Iron] is more than [0]></code></li>
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<li>Can be city stats or civilization stats, depending on where the unique is used</li>
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<li>For example: If a unique is placed on a building, then the retrieved resources will be of the city. If placed on a policy, they will be of the civilization.</li>
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<li>This can make a difference for e.g. local resources, which are counted per city.</li>
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</ul>
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</li>
|
|
<li><code>Era number</code> - Number of the era the current player is in<ul>
|
|
<li>Example: <code>Only available <when number of [Era number] is more than [0]></code></li>
|
|
<li>Zero-based index of the Era in Eras.json.</li>
|
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</ul>
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</li>
|
|
<li><code>Speed modifier for [stat]</code> - A game speed modifier for a specific Stat, as percentage<ul>
|
|
<li>Example: <code>Only available <when number of [Speed modifier for [Culture]] is more than [0]></code></li>
|
|
<li>Chooses an appropriate field from the Speeds.json entry the player has chosen.</li>
|
|
<li>It is returned multiplied by 100.</li>
|
|
<li>Food and Happiness return the generic <code>modifier</code> field.</li>
|
|
<li>Other fields like <code>goldGiftModifier</code> or <code>barbarianModifier</code> are not accessible with this Countable.</li>
|
|
</ul>
|
|
</li>
|
|
<li>Evaluate expressions!<ul>
|
|
<li>Example: <code>Only available <when number of [[Iron] + 2] is more than [0]></code></li>
|
|
<li>Expressions support arbitrary math operations, and can include other countables, when surrounded by square brackets.</li>
|
|
<li>For example, since <code>Cities</code> is a countable, and <code>[Melee] units</code> is a countable, you can have something like: <code>([[Melee] units] + 1) / [Cities]</code> (the whitespace is optional but helps readability)</li>
|
|
<li>Since on translation, the brackets are removed, the expression will be displayed as <code>(Melee units + 1) / Cities</code></li>
|
|
<li>Supported operations between 2 values are: +, -, *, /, %, ^</li>
|
|
<li>Supported operations on 1 value are: - (negation), √ (square root), abs (absolute value - turns negative into positive), sqrt (square root), floor (round down), ceil (round up)</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
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